Raw model (for completeness)
{
"meta": {
"id": "ac9878cb-13ea-4234-b514-55ad874bb2d0",
"sha1": "149095b72847e7cda4db81816e7f6a3db02f5345",
"sha256": "36056ebc32cd4a0f0c19371472f1904fe554f7786b5a39169135e71707dafb3b",
"filenames": [
"zmc-bwfinal-zandronum.pk3"
],
"additional": {
"engines": [
"ZDOOM"
],
"iwad": [],
"filename": null,
"added": "2019-11-09 12:45:40",
"locked": false,
"canDownload": true,
"adult": false,
"hidden": false,
"name": null,
"description": null,
"maps": null,
"graphicOverrides": null,
"screenshots": null,
"palettes": null,
"categories": null
},
"flags": {
"locked": false,
"canDownload": true,
"adult": false,
"hidden": false
},
"added": "2019-11-09 12:45:40",
"file": {
"type": "PK3",
"size": 154399556,
"url": "https://wadarchive2.nyc3.digitaloceanspaces.com/149095b72847e7cda4db81816e7f6a3db02f5345/149095b72847e7cda4db81816e7f6a3db02f5345.pk3.gz",
"corrupt": false
},
"content": {
"maps": [
"ANTOLEVE",
"MAP01",
"MAP01A",
"MAP02",
"MAP02A",
"MAP03",
"MAP03A",
"MAP04",
"MAP04A",
"MAP05",
"MAP05A",
"MAP06",
"MAP06A",
"MAP07",
"MAP07A",
"MAP08",
"MAP08A",
"MAP09",
"MAP09A",
"MAP10",
"MAP10A",
"MAP11",
"MAP11A",
"MAP12",
"MAP12A",
"MAP13",
"MAP13A",
"MAP14",
"MAP14A",
"MAP15",
"MAP15A",
"MAP16",
"MAP16A",
"MAP17",
"MAP17A",
"MAP18",
"MAP18A",
"MAP19",
"MAP19A",
"MAP20A",
"MAP21",
"MAP21A",
"MAP22",
"MAP22A",
"MAP23",
"MAP23A",
"MAP24",
"MAP25",
"MAP26",
"MAP27",
"MAP28",
"MAP29",
"MAP30",
"MAP31",
"MAP32",
"MAP33",
"MAP34",
"MAP35",
"MAP36",
"MAP37",
"MAP38",
"MAP39",
"MAP40",
"MAP41",
"MAP42",
"MAP43",
"MAP44",
"MAP45",
"MAP46",
"MAP47",
"MAP48",
"MAP49",
"MAP50",
"MAP51",
"MAP52",
"MAP53",
"MAP54",
"MAP55",
"MAP56",
"MAP57",
"MAP58",
"MAP59",
"MAP60",
"MAP62",
"TEST",
"TITLEMAP",
"E1M1A"
],
"counts": {
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"graphics": 4,
"lumps": 7269,
"maps": 87,
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},
"engines_guess": [
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},
"text_files": [
{
"source": "pk3",
"name": "actors/foes/CANI.txt",
"contents": "ACTOR DogBite: FastProjectile\n{\n\tRadius 6\n\tHeight 6\n\tDamageType DogMelee\n\tProjectile\n\t+FORCEXYBILLBOARD\n\t+NOEXTREMEDEATH\n\t+thrughost\n\tRenderStyle Add\n\tAlpha 0.6\n Damage 6\n Speed 32\n\tHitObituary \"%o was mauled by a dog.\"\n\tSeeSound \"none\"\n\tDeathSound \"none\"\n\tDecal \"none\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1 BRIGHT\n TNT1 A 1 //A_PlaySound(\"weapons/gswing\")\n\t\tStop\n\tDeath:\ntnt1 a 0\ntnt1 a 0\n\t\tStop\n\t}\n}\n\nACTOR Dog\n{\nHealth 50\nRadius 28\nHeight 30\nDeathHeight 0\nSpeed 7\nMass 50\nPainchance 255\nMONSTER\n+FLOORClip\n+JUSTHIT\n+FULLVOLACTIVE\n+FULLVOLDEATH\n+LOOKALLAROUND\n-CANUSEWALLS\n-CANPUSHWALLS\n+NOINFIGHTING\n+DONTHARMSPECIES\n+NOTARGET\n-ACTIVATEIMPACT\nPainChance \"blood\", 0\nSeeSound \"dog/sight\"\nAttackSound \"dog/attack\"\nDeathSound \"dog/death\"\nObituary \"%o was mauled by a dog.\"\nMeleeDamage 8\nBloodColor \"FF 00 00\"\nBloodType \"NashGore_Blood\"\nPainChance \"blood\", 0\nDamageFACTOR \"RifleNoExplode\", 2.0\nDAMAGEFACTOR \"Blood\", 0.0 DAMAGEFACTOR \"BlueBlood\", 0.0 DAMAGEFACTOR \"GreenBlood\", 0.0\nDamageFACTOR \"WolfNazi\", 0.0\nDAMAGEFACTOR \"taunt\", 0.0//Did you know?You could kill dogs with \"fuck you\" taunt in past.\nStates\n\t{\nSpawn:\nTNT1 A 0 A_Jump(50,\"Idle1\")\nTNT1 A 0 A_Jump(50,\"Idle2\")\nGoto Idle3\n\nIdle1:\nNDOI A 1 A_LOOK\nLoop\n\nIdle2:\nNDO2 A 1 A_LOOK\nLoop\n\nIdle3:\nWDOG AA 1 A_Wander\nWDOG AB 1 A_Look\nWDOG BB 1 A_Wander\nWDOG BB 1 A_Look\nWDOG CC 1 A_Wander\nWDOG CC 1 A_Look\nWDOG DD 1 A_Wander\nWDOG DD 1 A_Look\nLoop\n\nSee:\nWDOG AAABBBB 1 A_Chase\nTNT1 A 0 A_JumpIfCloser(100,\"Melee\")\nWDOG CCCCDDDD 1 A_Chase\nTNT1 A 0 A_JumpIfCloser(100,\"Melee\")\nLoop\n\nMelee:\nWDG6 A 6 A_FaceTarget\nTNT1 A 0 A_JumpIfCloser(60, \"Melee2\")\nTNT1 A 0 A_PLaySound(\"dog/attack\")\nTNT1 A 0 ThrustThingZ(0,25,0,1)\nTNT1 A 0 A_FaceTarget\nTNT1 A 0 A_Recoil(-10)\nWDG6 B 6\nTNT1 A 0 A_FaceTarget\n//TNT1 A 0 JUmpIfInventory(\"BJ_Dead\",1,\"EatingBJ\")\nWDG6 C 6 A_CustomMissile(\"DogBite\",10,0,0,0)\nGoto See\n\nMelee2:\nWDG6 AA 3 A_FaceTarget\nWDG6 BB 3 A_MeleeAttack\nWDG6 CC 3\nWDOG AA 4\nGoto See\n\nPain:\nWDOG E 6\nGoto See\n\nDeath.Shotgun:\nTNT1 A 0 A_JumpIfCloser(80,\"Death.Cutless\")\nDeath:\nTNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\ntNT1 A 0 A_Jump(32, \"Death.Arm\", \"Death.Leg\")\nWDOG H 5 A_Scream\nWDOG I 5\nWDOG J 5 A_GiveToTarget(\"ScoreItem\", 100)\nTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\nTNT1 A 0 A_SpawnItem(\"DOGDEATH\")\nStop\n\nDeath.Kick:\nDeath.melee:\nTNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\nWDOG H 5 A_Scream\nWDOG I 5\nWDOG J 5 A_GiveToTarget(\"ScoreItem\", 100)\nTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\nTNT1 A 0 A_SpawnItem(\"DOGDEATH\")\nStop\n\nDeath.Arm:\nTNT1 A 0 A_CustomMissile (\"DOGArm\", 35, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 0 A_CustomMissile (\"MuchBlood2\", 35, 0, random (0, 360), 2, random (0, 160))\nWDG1 I 5 A_Scream\nWDG1 J 5\nWDG1 K 5 A_GiveToTarget(\"ScoreItem\", 200)\nTNT1 A 0 A_SpawnItem(\"DOGARMana\")\nStop\n\nDeath.Leg:\nTNT1 A 0 A_CustomMissile (\"DOGLEG\", 35, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 0 A_CustomMissile (\"MuchBlood2\", 35, 0, random (0, 360), 2, random (0, 160))\nWDG2 I 5 A_Scream\nWDG2 J 5\nWDG2 K 5 A_GiveToTarget(\"ScoreItem\", 200)\nTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\nTNT1 A 0 A_SpawnItem(\"DOGLEGana\")\nStop\n\nDeath.ExplosiveImpact:\nXDeath:\nTNT1 A 0 A_XScream\nTNT1 AAA 0 A_CustomMissile (\"SuperBloodSplasher\", 0, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 0 A_NoBlocking\nTNT1 A 0 A_GiveToTarget(\"ScoreItem\", 500)\nTNT1 A 0 A_CustomMissile (\"DesintegratedDOG\", 0, 0, random (0, 360), 2, random (0, 160))\nStop\n\nDeath.Doublemp40:\nDeath.cutless:\nTNT1 A 0 A_Jump(120,\"DoomedDog\")\nTNT1 A 0\nTNT1 A 0 A_FaceTarget\nTNT1 A 0 A_Scream\nTNT1 A 0 A_NoBlocking\nTNT1 A 0 A_SpawnItem(\"FuckedDog\")\nStop\n\nDoomedDog:\nTNT1 AAA 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 0 A_CustomMissile (\"XDeath2\", 50, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 0 A_CustomMissile (\"XDeath3\", 50, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 0 A_CustomMissile (\"XDeath4\", 50, 0, random (0, 360), 2, random (0, 160))\nWDG5 A 5 A_Scream\nWDG5 BC 5\nTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\nWDG5 D -1\nStop\n\nDeath.fire:\nDeath.Flames:\nTNT1 A 0 A_Scream\nTNT1 A 0 A_NoBlocking\nTNT1 A 0 A_GiveToTarget(\"ScoreItem\", 400)\nTNT1 A 0 A_SpawnItem(\"BurningDOG\")\nStop\n\nDeath.LaserRifle:\nTNT1 a 0 a_spawnItem(\"MAANDATEACAGARELEZZI\")\nstop\n}\n}\n\nActor EasyDog:dog\n{\nStates\n{\nSee:\nWDOG AAABBBB 1 A_Chase\nWDOG CCCCDDDD 1 A_Chase\nLoop\n\nMelee:\nGoto Melee2\n\n}\n}\nActor DOGDEATH: DEATHNAZI\n{Health 200 States{Spawn:\n WDOG K -1\n Stop\tDeath:\n Death.CutLess:\n Death.Cut:\n\t\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 50, 0, random (0, 360), 2, random (0, 160))\n \t WDG5 D -1\n\t\tStop\n}}\nActor DOGARMana: DEATHNAZI\n{Health 200 States{Spawn:\n WDG1 L -1\n Stop\tDeath:\n Death.CutLess:\n Death.Cut:\n\t\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 50, 0, random (0, 360), 2, random (0, 160))\n \t WDG5 D -1\n\t\tStop\n}}\nActor DOGlegana: DEATHNAZI\n{Health 200 States{Spawn:\n WDG2 L -1\n Stop\tDeath:\n Death.CutLess:\n Death.Cut:\n\t\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 50, 0, random (0, 360), 2, random (0, 160))\n \t WDG5 D -1\n\t\tStop\n}}\n\nActor DOGNoHead: DEATHNAZI\n{Health 200 States{Spawn:\n WDG3 D -1\n Stop\tDeath:\n Death.CutLess:\n Death.Cut:\n \t TNT1 A 0 A_SpawnItem(\"GibsZ\")\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tStop\n}}\n\nActor DOGHalf: DEATHNAZI\n{Health 200 States{Spawn:\n WDG4 D -1\n Stop\tDeath:\n Death.CutLess:\n Death.Cut:\n \t TNT1 A 0 A_SpawnItem(\"GibsZ\")\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tStop\n}}\n\nActor Dog_Idle_1: Dog\n{\nStates\n{\nSpawn:\nNDOI A 1 A_LOOK\n}\n}\n\nActor Dog_Idle_2: Dog\n{\nStates\n{\nSpawn:\nNDO2 A 1 A_LOOK\n}\n}\n\nActor FuckedDog\n{\nGame Doom\nRadius 16\nHeight 20\nHealth 15\nMass 999999\n-Solid\n+Shootable\n+FloorClip\nDAMAGEFACTOR \"Blood\", 0.0 DAMAGEFACTOR \"BlueBlood\", 0.0 DAMAGEFACTOR \"GreenBlood\", 0.0\nScale 1.0\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_Recoil(2)\nTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 50, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 0 A_CustomMissile (\"Brains2\", 50, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 0 A_CustomMissile (\"Brains3\", 50, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 0 A_CustomMissile (\"Brains4\", 50, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 0 A_CustomMissile (\"Brains5\", 50, 0, random (0, 360), 2, random (0, 160))\nTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\nTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\nTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\nTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\nTNT1 AAA 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\nWDG3 A 35\nGoto DieNow\n\nDieNow:\nWDG3 BC 5\nTNT1 A 0 A_SpawnItem(\"DOGNoHead\")\nStop\n\nDeath:\nTNT1 A 0\nTNT1 A 0 A_Recoil(2)\nTNT1 AAA 0 A_CustomMissile (\"Instestin\", 32, 0, random (0, 360), 2, random (0, 160))\nTNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 0 A_CustomMissile (\"XDeath3\", 40, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 0 A_CustomMissile (\"XDeath2\", 40, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 0 A_CustomMissile (\"DOGArm\", 35, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 0 A_CustomMissile (\"DOGArm\", 35, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 0 A_SpawnItem(\"FuckedDog1\")\nStop\n}\n}\n\nActor FuckedDog1:FuckedDog\n{\nStates\n{\nSpawn:\nWDG4 A 35\nGoto DieNow\n\nDieNow:\nWDG4 BC 5\nTNT1 A 0 A_SpawnItem(\"DOGHalf\")\nStop\n\nDeath:\nTNT1 AAA 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 0 A_CustomMissile (\"XDeath2\", 50, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 0 A_CustomMissile (\"XDeath3\", 50, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 0 A_CustomMissile (\"XDeath4\", 50, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 0 A_CustomMissile (\"DOGLEG\", 35, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 0 A_CustomMissile (\"DOGLEG\", 35, 0, random (0, 360), 2, random (0, 160))\nStop\n}\n}"
},
{
"source": "pk3",
"name": "actors/foes/CUPA.txt",
"contents": "//CUPA?NO!This is original Pac-man's ghost!!!!!!!\n//Decorate by AfaDoomer\n\nACTOR P_GHOST Replaces LostSoul\n{\n\tRadius 20\n\tHeight 56\n\tSpeed 5\n\tMass 10000\n\tHealth 100000\n\tPainchance 0\n\tMONSTER\n\t+FLOAT\n\t+LOWGRAVITY\n\t+SPAWNFLOAT\n\t//+INVULNERABLE\n\t+JUSTHIT\n\t+LOOKALLAROUND\n\t- COUNTKILL\n\t- CANPUSHWALLS\n\t- SOLID\nBloodtype \"ZioPurpleBlood\"\n\tBloodColor \"FF 00 FF\"\n\tSeeSound \"none\"\n\tActiveSound \"none\"\n\tObituary \"%o was killed by a Pac-man Ghost!\"\n\tMeleedamage 1\n\tStates\n\t{\n\tSpawn:\n\t\tGHO0 BAB 2 A_Look\n\t\tLoop\n\tSee:\n\t\tGHO0 BAB 2 A_Chase\n\t\tLoop\n\tMelee:\n\t\tGHO0 A 0 A_FaceTarget\n\t\tGHO0 BBB 2 A_MeleeAttack\n\t\tGoto See\n\t}\n}"
},
{
"source": "pk3",
"name": "actors/foes/DCSCHABSS.txt",
"contents": "Actor ScahbbsFirstSight:inventory\n{\nInventory.MaxAmount 1\n}\n\nActor SchabbsCombo:inventory\n{\nInventory.MaxAmount 6\n}\n\nActor SchabbsCombo2:inventory\n{\nInventory.MaxAmount 6\n}\n\nActor SchabbsCombo3:inventory\n{\nInventory.MaxAmount 6\n}\n\nActor SchabbsCombo4:inventory\n{\nInventory.MaxAmount 6\n}\n\nActor SCHABBSACS :inventory\n{\nInventory.MaxAmount 3\n}\n\nActor DrSchabbs 1488\n{\n//$Category Bosses\n//$Title Doktor Schabbs\nHealth 20000\nRadius 32\nHeight 64\nMass 10000\nSpeed 8\nPainChance 0\nDamageFactor \"Taunt\",0\nDamageFactor \"Nashgore_blood\",0\nDamageFactor \"ExplosiveImpact\",0.5\nDamageFactor \"ToxicOnlyforBJ\",0\nDamageFactor \"Cutless\",0.8\nDamageFactor \"RifleNoExplode\", 2\nDamageFactor \"Coltello\",0\nDamageFactor \"Kick\",0\nSeeSound \"\"\nDeathSound \"bos3/death\"\nPainSound \"\"\ndamagefactor \"Blood\", 0.0 damagefactor \"BlueBlood\", 0.0 damagefactor \"GreenBlood\", 0.0\nMonster\n+NoBlood\n+Solid\n+FloorClip\n+MissileMore\n+NoInfighting\n+DONTHARMSPECIES\nObituary \"%o become a new perfect sample for Doktor Schabbs.\"\nStates\n{\nSpawn:\nTNT1 A 0 A_GiveInventory(\"ScahbbsFirstSight\",1)\nSCHB A 10 A_Look\nLoop\n\nSee:\nTNT1 A 0 A_JumpIfHealthLower(15000,\"acs1\")\ntnt1 a 0 a_JumpIfInventory(\"ScahbbsFirstSight\",1,\"ActivateOmega12\")\nTNT1 A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\nSCHB AA 2 A_Chase\nSCHB BB 2 A_Chase\nTNT1 A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\nSCHB cc 2 A_Chase\nSCHB DD 2 A_Chase\nLoop\n\nSee1:\nTNT1 A 0 A_JumpIfHealthLower(10000,\"acs2\")\ntnt1 a 0 a_JumpIfInventory(\"ScahbbsFirstSight\",1,\"ActivateOmega12\")\nTNT1 A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\nSCHB AA 2 A_Chase\nSCHB BB 2 A_Chase\nTNT1 A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\nSCHB cc 2 A_Chase\nSCHB DD 2 A_Chase\nLoop\n\nSee2:\nTNT1 A 0 A_JumpIfHealthLower(5000,\"acs3\")\ntnt1 a 0 a_JumpIfInventory(\"ScahbbsFirstSight\",1,\"ActivateOmega12\")\nTNT1 A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\nSCHB AA 2 A_Chase\nSCHB BB 2 A_Chase\nTNT1 A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\nSCHB cc 2 A_Chase\nSCHB DD 2 A_Chase\nLoop\n\nSee3:\ntnt1 a 0 a_JumpIfInventory(\"ScahbbsFirstSight\",1,\"ActivateOmega12\")\nTNT1 A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\nSCHB AA 2 A_Chase\nSCHB BB 2 A_Chase\nTNT1 A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\nSCHB cc 2 A_Chase\nSCHB DD 2 A_Chase\nLoop\n\nAcs1:\nTNT1 A 0 A_JumpIfInventory(\"SCHABBSACS\",1,\"See1\")\nTNT1 A 0 ACS_EXECUTE(1,0)\nTNT1 A 0 A_GIVEINVENTORY(\"SCHABBSACS\",1)\nGoto See\n\nAcs2:\nTNT1 A 0 A_JumpIfInventory(\"SCHABBSACS\",2,\"See2\")\nTNT1 A 0 ACS_EXECUTE(2,0)\nTNT1 A 0 A_GIVEINVENTORY(\"SCHABBSACS\",1)\nGoto See\n\nAcs3:\nTNT1 A 0 A_JumpIfInventory(\"SCHABBSACS\",3,\"See3\")\nTNT1 A 0 ACS_EXECUTE(130)\nTNT1 A 0 A_GIVEINVENTORY(\"SCHABBSACS\",1)\nGoto See\n\nActivateOmega12://Get them my childrens....\nTNT1 A 0 ACS_EXECUTE(221,0)\nINSC B 20\nINSC C 20\nINSC B 20\nINSC C 20\nINSC B 20\nINSC C 20\nINSC B 20\nINSC C 20\ntnt1 a 0 a_playsound(\"bos3/active\")\nINSC D 25 A_FaceTarget\nTNT1 A 0 A_PLaySound (\"Launch/granate\")\nINSC E 15\nTNT1 A 0 ACS_EXECUTE(220,0)\nTNT1 A 0 A_TAKEINVENTORY(\"ScahbbsFirstSight\",1)\nGoto See\n\nMissile:\nTNT1 A 0 A_JumpIfHealthLower(5000,\"fourthattack\")\nTNT1 A 0 A_JumpIfHealthLower(10000,\"Thirdattack\")\nTNT1 A 0 A_JumpIfHealthLower(15000,\"Secondattack\")\nGoto FirstAttack\n\nFirstAttack:\nTNT1 A 0 A_JumpIfinventory(\"SchabbsCombo\",3,\"FirstAttack_1\")\nSCHB E 10 A_FaceTarget\nTNT1 A 0 A_PLaySound (\"Launch/granate\")\ntnt1 a 0 A_CustomMissile(\"Syringe1\",40,16,random(-5,5))\nSCHB F 10\nTNT1 A 0 A_GiveInventory(\"SchabbsCombo\",1)\nGoto See\n\nFirstAttack_1:\nSCHB E 10 A_FaceTarget\nTNT1 A 0 A_PLaySound (\"Launch/granate\")\nTNT1 AAA 0 A_CustomMissile(\"Syringe1\",40,16,random(-5,5))\nSCHB F 10\nTNT1 A 0 A_TakeInventory(\"SchabbsCombo\",6)\nGoto See\n\nSecondAttack:\nTNT1 A 0 A_JumpIfinventory(\"SchabbsCombo2\",3,\"SecondAttack1\")\nSCHB G 5 A_FaceTarget\nTNT1 A 0 A_PLaySound(\"MedicMP40/Shoot\")\nTNT1 A 0 A_CustomMissile(\"Syringe1\",32,16,random(-3,3))\nTNT1 A 0 A_CustomMissile(\"Syringe1\",32,16,random(-3,3))\nSCHB G 8 A_FaceTarget\nTNT1 A 0 A_PLaySound(\"MedicMP40/Shoot\")\nTNT1 A 0 A_CustomMissile(\"Syringe1\",32,16,random(-3,3))\nTNT1 A 0 A_CustomMissile(\"Syringe1\",32,16,random(-3,3))\nSCHB G 8 A_FaceTarget\nTNT1 A 0 A_PLaySound(\"MedicMP40/Shoot\")\nTNT1 A 0 A_CustomMissile(\"Syringe1\",32,16,random(-3,3))\nTNT1 A 0 A_CustomMissile(\"Syringe1\",32,16,random(-3,3))\nSCHB G 8 A_FaceTarget\nTNT1 A 0 A_PLaySound(\"MedicMP40/Shoot\")\nTNT1 A 0 A_CustomMissile(\"Syringe1\",32,16,random(-3,3))\nTNT1 A 0 A_CustomMissile(\"Syringe1\",32,16,random(-3,3))\nSCHB G 8 A_FaceTarget\nTNT1 A 0 A_PLaySound(\"MedicMP40/Shoot\")\nTNT1 A 0 A_CustomMissile(\"Syringe1\",32,16,random(-3,3))\nTNT1 A 0 A_CustomMissile(\"Syringe1\",32,16,random(-3,3))\nSCHB G 8 A_FaceTarget\nTNT1 A 0 A_GiveInventory(\"SchabbsCombo2\",1)\nGoto See\n\nSecondAttack1:\nSCHB G 5 A_FaceTarget\nPootisAttack:\nTNT1 A 0 A_PLaySound(\"MedicMP40/Shoot\")\nTNT1 A 0 A_CustomMissile(\"Syringe1\",32,16,random(-3,3))\nTNT1 A 0 A_CustomMissile(\"Syringe1\",32,16,random(-3,3))\nSCHB G 8 A_FaceTarget\nTNT1 A 0 A_takeInventory(\"SchabbsCombo2\",3)\nTNT1 A 0 A_MonsterRefire(40,\"See\")\nLoop\n\nThirdattack:\nTNT1 A 0 A_JumpIfinventory(\"SchabbsCombo3\",3,\"ThirdAttack1\")\nSCHB G 5 A_FaceTarget\nTNT1 A 0 A_PLaySound(\"MedicMP40/Shoot\")\nTNT1 A 0 A_CustomMissile(\"Syringe1\",32,16,random(-3,3))\nTNT1 A 0 A_CustomMissile(\"Syringe1\",32,16,random(-3,3))\nSCHB G 8 A_FaceTarget\nTNT1 A 0 A_PLaySound(\"MedicMP40/Shoot\")\nTNT1 A 0 A_CustomMissile(\"Syringe1\",32,16,random(-3,3))\nTNT1 A 0 A_CustomMissile(\"Syringe1\",32,16,random(-3,3))\nTNT1 A 0 A_CustomMissile(\"Syringe1\",32,16,random(-3,3))\nSCHB G 8 A_FaceTarget\nTNT1 A 0 A_PLaySound(\"MedicMP40/Shoot\")\nTNT1 A 0 A_CustomMissile(\"Syringe1\",32,16,random(-3,3))\nTNT1 A 0 A_CustomMissile(\"Syringe1\",32,16,random(-3,3))\n\nSCHB G 8 A_FaceTarget\nTNT1 A 0 A_PLaySound(\"MedicMP40/Shoot\")\nTNT1 A 0 A_CustomMissile(\"Syringe1\",32,16,random(-3,3))\nTNT1 A 0 A_CustomMissile(\"Syringe1\",32,16,random(-3,3))\nSCHB G 8 A_FaceTarget\nTNT1 A 0 A_PLaySound(\"MedicMP40/Shoot\")\nTNT1 A 0 A_CustomMissile(\"Syringe1\",32,16,random(-3,3))\nTNT1 A 0 A_CustomMissile(\"Syringe1\",32,16,random(-3,3))\nSCHB G 8 A_FaceTarget\nTNT1 A 0 A_PLaySound(\"MedicMP40/Shoot\")\nTNT1 A 0 A_CustomMissile(\"Syringe1\",32,16,random(-3,3))\nTNT1 A 0 A_CustomMissile(\"Syringe1\",32,16,random(-3,3))\nSCHB G 8 A_FaceTarget\nTNT1 A 0 A_PLaySound(\"MedicMP40/Shoot\")\nTNT1 A 0 A_CustomMissile(\"Syringe1\",32,16,random(-3,3))\nTNT1 A 0 A_CustomMissile(\"Syringe1\",32,16,random(-3,3))\nSCHB G 8 A_FaceTarget\nTNT1 A 0 A_PLaySound(\"MedicMP40/Shoot\")\nTNT1 A 0 A_CustomMissile(\"Syringe1\",32,16,random(-3,3))\nTNT1 A 0 A_CustomMissile(\"Syringe1\",32,16,random(-3,3))\nSCHB G 8 A_FaceTarget\nTNT1 A 0 A_PLaySound(\"MedicMP40/Shoot\")\nTNT1 A 0 A_CustomMissile(\"Syringe1\",32,16,random(-3,3))\nTNT1 A 0 A_CustomMissile(\"Syringe1\",32,16,random(-3,3))\nSCHB G 8 A_FaceTarget\nTNT1 A 0 A_PLaySound(\"MedicMP40/Shoot\")\nTNT1 A 0 A_CustomMissile(\"Syringe1\",32,16,random(-3,3))\nTNT1 A 0 A_CustomMissile(\"Syringe1\",32,16,random(-3,3))\nSCHB G 8 A_FaceTarget\nTNT1 A 0 A_GiveInventory(\"SchabbsCombo3\",1)\nGoto See\n\nThirdAttack1:\nSCHB H 10 A_FaceTarget\nTNT1 A 0 A_PLaySound (\"Launch/granate\")\ntnt1 a 0 A_CustomMissile(\"Poisongrenade\",40,16,random(-5,5))\nSCHB F 10\nTNT1 A 0 A_TakeInventory(\"SchabbsCombo3\",3)\nGoto See\n\nfourthattack:\nTNT1 A 0 A_JumpIfinventory(\"SchabbsCombo4\",2,\"FourthAttack1\")\nSCHB G 5 A_FaceTarget\nPootis2Attack:\nTNT1 A 0 A_PLaySound(\"MedicMP40/Shoot\")\nTNT1 A 0 A_CustomMissile(\"Syringe1\",32,16,random(-3,3))\nTNT1 A 0 A_CustomMissile(\"Syringe1\",32,16,random(-3,3))\nSCHB G 4 A_FaceTarget\nTNT1 A 0 A_MonsterRefire(40,\"ComboFirst\")\nLoop\n\nComboFirst:\nTNT1 A 0 A_GiveInventory(\"SchabbsCombo4\",1)\nGoto See\n\nFourthAttack1:\nSCHB H 5 A_FaceTarget\nTNT1 A 0 A_PLaySound (\"Launch/granate\")\ntnt1 aaa 0 A_CustomMissile(\"Poisongrenade\",40,16,random(-5,5))\nSCHB F 5\nSCHB H 5 A_FaceTarget\nTNT1 A 0 A_PLaySound (\"Launch/granate\")\ntnt1 aaa 0 A_CustomMissile(\"Poisongrenade\",40,16,random(-5,5))\nSCHB F 5\nTNT1 A 0 A_TakeInventory(\"SchabbsCombo4\",2)\nGoto See\n\nDeath:\nTNT1 A 0 ACS_TERMINATE(220,0)\nTNT1 A 0 A_Scream\nTNT1 A 0 A_NoBlocking\nSCHB OPR 5\nTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\nSCHB RRRRRRRRRRRRRRRR 2\nTNT1 A 0 A_BOSSDEATH\nSCHB R -1\nStop\n\n}\n}\n\n//Unused stuff from Brutal Doom\n\nACTOR Plasma_Ball Replaces PlasmaBall\n{\n\tRadius 10\n\tHeight 10\n\tSpeed 60\n\tDamage 7\n DamageType Plasma\n\tDecal \"Scorch\"\n\tProjectile\n\t+RANDOMIZE\nrenderstyle ADD\nalpha 0.90\nScale 0.10\n\tDeathSound \"weapons/plasmax\"\n\t//SeeSound \"PLSM9\"\n SeeSound \"None\"\n\tObituary \"$OB_MPPLASMARIFLE\"\n\tStates\n\t{\n\tSpawn:\n PBAL C 1 BRIGHT A_SpawnItem(\"PlasmaFlare\",0,0)\n\t\tLoop\n\nXdeath:\n //TNT1 A 0 A_SpawnItem (\"PlasmaPuff\", 0)\n //TNT1 A 0 A_SpawnItem (\"RailPuff\", 0)\n\tTNT1 A 0 A_CustomMissile (\"BluePlasmaFire\", 0, 0, random (0, 360), 2, random (0, 360))\n\t//TNT1 A 0 A_SpawnItem(\"BluePlasmaRife\")\n\tTNT1 AAAAA 0 A_CustomMissile (\"BluePlasmaParticle\", 0, 0, random (0, 360), 2, random (0, 360))\n TNT1 B 1 A_Explode(10,50,0)\n\tTNT1 B 4\n\tTNT2 AAA 4 A_CustomMissile (\"PlasmaSmoke\", 1, 0, random (0, 360), 2, random (0, 160))\n\n\t\tStop\n\n\tDeath:\n //TNT1 A 0 A_SpawnItem (\"PlasmaPuff\", 0)\n //TNT1 A 0 A_SpawnItem (\"RailPuff\", 0)\n\tTNT1 B 1 A_Explode(10,50,1)\n\tTNT1 A 0 A_CustomMissile (\"BluePlasmaFire\", 0, 0, random (0, 360), 2, random (0, 360))\n\tTNT1 AAAAA 0 A_CustomMissile (\"BluePlasmaParticle\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 B 4\n TNT2 AAAAAAAAA 4 A_CustomMissile (\"PlasmaSmoke\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tStop\n\t}\n}\n\nActor EnemyPlasmaBall : Plasma_Ball\n{\nDamage (random(15,25))\nDamageType Plasma\nSpeed 40\n+DONTHURTSPECIES\n}\n\nActor DrSchabbsClassic Replaces Revenant\n{\n//$Category Bosses\n//$Title Doktor Schabbs\nHealth 12250\nRadius 32\nHeight 64\nMass 10000\nSpeed 8\nPainChance 0\nDamageFactor \"Taunt\",0\nDamageFactor \"Nashgore_blood\",0\nDamageFactor \"ExplosiveImpact\",0.5\nDamageFactor \"ToxicOnlyforBJ\",0\nDamageFactor \"Cutless\",0.8\nDamageFactor \"RifleNoExplode\", 2\nDamageFactor \"Coltello\",0\nDamageFactor \"Kick\",0\nSeeSound \"bos3/active\"\nDeathSound \"bos3/death\"\nPainSound \"\"\ndamagefactor \"Blood\", 0.0 damagefactor \"BlueBlood\", 0.0 damagefactor \"GreenBlood\", 0.0\nMonster\n+NoBlood\n+Solid\n+FloorClip\n+MissileMore\n+NoInfighting\n+DONTHARMSPECIES\nObituary \"%o become a new perfect sample for Doktor Schabbs.\"\nStates\n{\nSpawn:\nTNT1 A 0 A_GiveInventory(\"ScahbbsFirstSight\",1)\nSCHB A 10 A_Look\nLoop\n\nSee:\nTNT1 A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\nSCHB AA 2 A_Chase\nSCHB BB 2 A_Chase\nTNT1 A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\nSCHB cc 2 A_Chase\nSCHB DD 2 A_Chase\nLoop\n\nMissile:\nTNT1 A 0 A_JumpIfinventory(\"SchabbsCombo2\",3,\"SecondAttack1\")\nSCHB G 5 A_FaceTarget\nTNT1 A 0 A_PLaySound(\"MedicMP40/Shoot\")\nTNT1 A 0 A_CustomMissile(\"Syringe1\",32,16,random(-3,3))\nTNT1 A 0 A_CustomMissile(\"Syringe1\",32,16,random(-3,3))\nSCHB G 8 A_FaceTarget\nTNT1 A 0 A_PLaySound(\"MedicMP40/Shoot\")\nTNT1 A 0 A_CustomMissile(\"Syringe1\",32,16,random(-3,3))\nTNT1 A 0 A_CustomMissile(\"Syringe1\",32,16,random(-3,3))\nSCHB G 8 A_FaceTarget\nTNT1 A 0 A_PLaySound(\"MedicMP40/Shoot\")\nTNT1 A 0 A_CustomMissile(\"Syringe1\",32,16,random(-3,3))\nTNT1 A 0 A_CustomMissile(\"Syringe1\",32,16,random(-3,3))\nSCHB G 8 A_FaceTarget\nTNT1 A 0 A_PLaySound(\"MedicMP40/Shoot\")\nTNT1 A 0 A_CustomMissile(\"Syringe1\",32,16,random(-3,3))\nTNT1 A 0 A_CustomMissile(\"Syringe1\",32,16,random(-3,3))\nSCHB G 8 A_FaceTarget\nTNT1 A 0 A_PLaySound(\"MedicMP40/Shoot\")\nTNT1 A 0 A_CustomMissile(\"Syringe1\",32,16,random(-3,3))\nTNT1 A 0 A_CustomMissile(\"Syringe1\",32,16,random(-3,3))\nSCHB G 8 A_FaceTarget\nTNT1 A 0 A_GiveInventory(\"SchabbsCombo2\",1)\nGoto See\n\nDeath:\nTNT1 A 0 A_Scream\nTNT1 A 0 A_NoBlocking\nSCHB OPR 5\nTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\nSCHB RRRRRRRRRRRRRRRR 2\nTNT1 A 0 A_BOSSDEATH\nSCHB R -1\nStop\n}\n}"
},
{
"source": "pk3",
"name": "actors/foes/FEMALEGUARD.txt",
"contents": "ACTOR NAZIGIRL\n{\n\tGame Doom\n\tHealth 90\n GibHealth 35\n\tRadius 20\n\tHeight 40\n\tMass 100\n\tSpeed 12\n\tPainChance 170\n\tMonster\n\t+FLOORCLIP\n\t+MISSILEMORE\n\t-FASTER\n\t-DONTHURTSPECIES\n +NOINFIGHTING\n +DONTHARMSPECIES\n BloodType \"NashGore_Blood\"\n\tSeeSound \"female/sight\"\n\tAttackSound \"MP40\"\n\tPainSound \"female/pain\"\n\tDeathSound \"female/death\"\n\tPainChance \"blood\", 0\n DAMAGEFACTOR \"blood\", 0.0\n\tObituary \"%o was kill by a Female SS elite guard.\"\n\tDropItem \"\"\n\tDamageFACTOR \"Melee\", 2.0\nDamageFACTOR \"RifleNoExplode\", 2.0\n\tDamageFACTOR \"KillMe\", 0.0\n\tDamageFACTOR \"SSG\", 10.0\n\tPainChance \"Melee\", 255\n\tDamageFactor \"PunchInTheFace\",0.5\n\tMaxStepHeight 24\n\tMaxDropOffHeight 32\nDAMAGEFACTOR \"Blood\", 0.0 DAMAGEFACTOR \"BlueBlood\", 0.0 DAMAGEFACTOR \"GreenBlood\", 0.0\n\tStates\n\t{\n\tSpawn:\n TNT1 B 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tFSZK A 10 A_Look\n\t\tLoop\n See:\n\t TNT1 A 0\n TNT1 A 0 A_SpawnItemEx(\"FootStep\", 0, 0, 30, 0, 0)\n\t\tFSZK AA 1 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tFSZK AA 2 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tFSZK BB 2 A_Chase\n\t\tTNT1 B 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tFSZK BB 2 A_Chase\n\t\tTNT1 B 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tFSZK CC 2 A_Chase\n\t\tTNT1 C 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tFSZK CC 2 A_Chase\n\t\tTNT1 C 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tTNT1 B 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tFSZK BB 2 A_Chase\n\t\tTNT1 B 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tFSZK BB 2 A_Chase\n\t\tTNT1 B 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tGoto See\n\n\tSee2:\n\tTNT1 A 0 A_TakeInventory(\"SKNazi\", 1)\n TNT1 A 0 A_SpawnItemEx(\"FootStep\", 0, 0, 20, 0, 0)\n\t\tFSZK AABBCCBB 2 A_Chase\n\t\tGoto See\n\n\t\tMissile:\n\t\tTNT1 A 0 A_TakeInventory(\"SKNazi\", 1)\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget8\", 0, 40,0)\n\t\tFSZK E 5 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget8\", 0, 40,0)\n\t\tFSZK E 5 A_FACETARGET\n\t\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n\t\tFSZK F 2 BRIGHT A_CustomMissile(\"MonsterTracer\", 38, 0, random(-3, 3), 1)\n TNT1 A 0 A_PlaySound(\"MP40\")\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tFSZK E 1 A_AlertMonsters\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tFSZK E 2 A_FaceTarget\n\t\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n\t\tFSZK F 2 BRIGHT A_CustomMissile(\"MonsterTracer\", 38, 0, random(-3, 3), 1)\n TNT1 A 0 A_PlaySound(\"MP40\")\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tFSZK E 1 A_AlertMonsters\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tFSZK E 2 A_FaceTarget\n\t\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n\t\tFSZK F 2 BRIGHT A_CustomMissile(\"MonsterTracer\", 38, 0, random(-3, 3), 1)\n TNT1 A 0 A_PlaySound(\"MP40\")\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tFSZK E 1 A_AlertMonsters\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tFSZK E 2 A_FaceTarget\n\t\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n\t\tFSZK F 2 BRIGHT A_CustomMissile(\"MonsterTracer\", 38, 0, random(-3, 3), 1)\n TNT1 A 0 A_PlaySound(\"MP40\")\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tFSZK E 1 A_AlertMonsters\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tFSZK E 2 A_FaceTarget\nTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n\t\tFSZK F 2 BRIGHT A_CustomMissile(\"MonsterTracer\", 38, 0, random(-3, 3), 1)\n TNT1 A 0 A_PlaySound(\"MP40\")\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tFSZK E 1 A_AlertMonsters\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tFSZK E 2 A_FaceTarget\n\t\tGoto See\n\n\tPain:\n\t TNT1 A 0 A_ChangeFlag(GHOST, 0)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tTNT1 A 0 A_PlaySOund(\"FEMALE/pain\")\n\t\tTNT1 A 0 A_TakeInventory(\"SKNazi\", 1)\n\t\tFSZK G 3\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tFSZK G 3 A_Pain\n\t\t//TNT1 A 0 A_Jump(128, \"Respawned\")\n\t\tTNT1 A 0\n\t\tGoto See\n\n\tRespawned:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_ChangeFlag(FRIENDLY, 1)\n\t\tTNT1 A 0 A_SpawnItem(\"NaziChecker\")\n\t\tTNT1 A 0\n\t\tStop\n\n\tPain.Killme:\n TNT1 A 0\n\tWait\n\n\t\tPain.Melee:\n\t\tPain.Fatality:\n\t\tTNT1 A 0 A_ChangeFlag(GHOST, 0)\n\t\tFSZK G 3\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tFSZK G 3 A_Pain\n\t\tGoto See\n\n\tDeath:\n TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Jump(32, \"Death.Arm\")\ntNT1 A 0 A_Jump(150, \"Death.WorldAtWarStyle\")\n FSZK H 5\n\t\tFSZK I 5 A_Scream\n\t\tFSZK J 5 A_NoBlocking\n\t\tFSZK A 0 A_SpawnItem(\"SecretWeapon_MP40\")\n\t\tFSZK K 5 A_GiveToTarget(\"ScoreItem\", 1000)\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n TNT1 A 0 A_SpawnItem (\"DEATHFEMALE\")\n\t\tStop\n\n\t\tDeath.PunchInTheFace:\n\t\t FSZK H 5\n\t\tFSZK I 5 A_Scream\n\t\tFSZK J 5 A_NoBlocking\n\t\tFSZK A 0 A_SpawnItem(\"SecretWeapon_MP40\")\n\t\tFSZK K 5 A_GiveToTarget(\"ScoreItem\", 1000)\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n TNT1 A 0 A_SpawnItem (\"DEATHFEMALE\")\n\t\tStop\n\nDeath.LaserRifle:\n\t\tTNT1 A 0 A_Jump(50, \"DEATH\")\n\t\tTNT1 A 0 A_GiveToTarget(\"ScoreItem\", 1000)\n TNT1 A 0 A_NoBlocking\nTNT1 A 0 A_PLAYSOUND(\"HORRIBLE/DEATH\")\nTNT1 a 0 a_SpawnItem(\"SecretWeapon_mp40\")\n TNT1 A 0 A_SpawnItem(\"Fallout3Disintigration\")\n\t\tStop\n\n\tDeath.WorldAtWarStyle:\nFEWA A 4\nFEWA B 4 A_Scream\n TNT1 A 0 A_PlaySound(\"MP40\")\n\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\nTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 40, 0)\n\tTNT1 A 0 A_CustomMissile (\"MonsterTracer\", 12, 15, 20, 2, 40)\n\tFEWA B 2 BRIGHT A_GiveToTarget(\"ScoreItem\", 500)\nFEWA C 4\n TNT1 A 0 A_PlaySound(\"MP40\")\n\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\nTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 40, 0)\n\tTNT1 A 0 A_CustomMissile (\"MonsterTracer\", 12, 15, 20, 2, 40)\n\tFEWA C 2 BRIGHT\nFEWA D 4\n TNT1 A 0 A_PlaySound(\"MP40\")\n\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\nTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 40, 0)\n\tTNT1 A 0 A_CustomMissile (\"MonsterTracer\", 12, 15, 20, 2, 40)\n\tFEWA D 2 BRIGHT A_GiveToTarget(\"ScoreItem\", 800)\nFEWA EFG 4 A_GiveToTarget(\"ScoreItem\", 800)\nFEWA G 1 A_SpawnItem(\"SecretWeapon_MP40\")\nFEWA G 0 A_SpawnItem (\"MediumBloodSpot\")\nFEWA G -1\n\t\tStop\n\nDeath.melee:\n TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n FSZK H 5\n\t\tFSZK I 5 A_Scream\n\t\tFSZK J 5 A_NoBlocking\n\t\tFSZK A 0 A_SpawnItem(\"SecretWeapon_MP40\")\n\t\tFSZK K 5 A_GiveToTarget(\"ScoreItem\", 1000)\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n TNT1 A 0 A_SpawnItem (\"DEATHFEMALE\")\n\t\tStop\n\n Death.Arm:\n TNT1 A 0\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathArm2\", 35, 0, random (0, 360), 2, random (0, 160))\n FSZ5 A 9 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\tFSZ5 A 1 A_GiveToTarget(\"ScoreItem\", 1200)\n TNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n TNT1 A 0 A_SpawnItem(\"SecretWeapon_MP40\")\n\t\tTNT1 A 0 A_SpawnItem (\"TUVUOILEBOTTE_girlVERSION\", 2)\n Stop\n\nDeath.Coltello:\n TNT1 A 0 A_SpawnItem (\"PoorGIRL\")\n TNT1 a 0 A_GiveToTarget(\"ScoreItem\", 1200)\nStop\n\n\tDeath.head:\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\nTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"secretweapon_mp40\")\n FSZH ABCDE 10\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n TNT1 A 0 A_SpawnItem (\"PURIGNA\")\n\t\tStop\n\n Death.cutless:\n TNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem(\"SecretWeapon_MP40\")\n TNT1 A 0 A_Jump(25,\"Death.ExplosiveImpact\",\"Death.Arm\")\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"BrutalizedGIRL1\")\n\t\tSTOP\n\n\t\tDeath.GreenFire:\n TNT1 A 0\n TNT1 A 0 A_XScream\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"secretweapon_mp40\")\n TNT1 AAAA 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\n\t\tEXPL AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"GreenFlameTrails\", 50, 0, random (0, 360), 2, random (0, 360))\n\t\tXBRN AAAA 2 BRIGHT A_SpawnItem(\"GreenFlare\",0,43)\n Stop\n\nXDeath:\nDeath.Desintegrate:\n TNT1 A 0 A_Scream\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"secretweapon_mp40\")\n TNT1 A 0 A_SpawnItem(\"DesintegratedPANZERGRENADIER\")\n Stop\n\n Death.Plasma: Death.Plasma2:\n\tPBR1 A 6 A_Scream\n\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Ashes1\", 32, 0, random (0, 360), 2, random (0, 180))\n\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Ashes2\", 32, 0, random (0, 360), 2, random (0, 180))\n\tTNT1 AAAA 0 A_CustomMissile (\"BluePlasmaFireNonStatic\", 32, 0, random (0, 360), 2, random (0, 180))\n\tPBR1 B 6 A_NoBlocking\n\tPBR1 CDEFGH 6 A_CustomMissile (\"Blood\", 10, 0, random (0, 360), 2, random (0, 160))\n\tPBR1 HHHHHHHHHHHHHHHHHHHHHH 8 A_CustomMissile (\"PlasmaSmoke\", 10, 0, random (0, 360), 2, random (0, 160))\n\tPBR1 H -1\n\tStop\nDeath.ExplosiveImpact:\n\tTNT1 A 0\n\tTNT1 A 0 A_NoBlocking\n\tTNT1 A 0 A_Jump(130,\"Death.LandMine\")\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n TNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 35, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 40, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeathGRENADIERLeg1\", 32, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t FSZ2 AB 5\n\t\tFSZ2 CDEF 5 A_CheckFloor (\"Dead.ExplosiveImpact\")\n\t\tFSZ2 FFFFFF 5 A_CheckFloor (\"Dead.ExplosiveImpact\")\n\t\tTNT1 A 0 A_SpawnItem (\"FEMALEPORACCIa\")\n\t\tStop\n\nDead.ExplosiveImpact:\n\t\tTNT1 A 0 A_SpawnItem (\"FEMALEPORACCIa\")\n\t\tTNT1 A 0 A_SpawnItem (\"MuchBlood\")\n\t\tStop\n\n\tXDeath.Plasma:\n TNT1 A 0\n TNT1 A 0 A_XScream\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"secretweapon_mp40\")\n\t\tXBRN AA 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 AAAA 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\n\t\tXBRN BB 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 A 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t\tXBRN CC 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"PlasmaParticleX\", 48, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAA 0 A_CustomMissile (\"BigPlasmaParticleX\", 42, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0\n Stop\n\n\t\tDeath.GreenFire:\n TNT1 A 0\n TNT1 A 0 A_XScream\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"secretweapon_mp40\")\n TNT1 AAAA 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\n\t\tEXPL AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"GreenFlameTrails\", 50, 0, random (0, 360), 2, random (0, 360))\n\t\tXBRN AAAA 2 BRIGHT A_SpawnItem(\"GreenFlare\",0,43)\n Stop\n\n\t Death.Fire:\n\tDeath.Flames:\n TNT1 A 0 A_Scream\n TNT1 A 0 A_NoBlocking\n TNT1 A 0 A_SpawnItem(\"SecretWeapon_MP40\")\n TNT1 A 0 A_SpawnItem(\"Burningfemale\")\n Stop\n\n\tRaise:\n\t\tNAZI L 5\n\t\tNAZI KJIH 5\n\t\tGoto See\n Crush:\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n CRS1 A 5\n CRS1 A -1\n Stop\n\n Pain.Taunt:\n TNT1 A 0\n Goto Missile\n Death.KillMe:\n Death.Taunt:\n\t TNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n TNT1 A 0 A_SpawnItem(\"Nazi\")\n Stop\n Death.Eat:\n TNT1 A 0 A_GiveToTarget(\"EatMe\",1)\n\t\t Goto Death+3\n Stop\n\n\tDeath.Blast:\n\tDeath.SSG:\n\tDeath.SuperPunch:\n\t POSS Q 1 A_Pain\n\t\tPOSS Q 1 A_FaceTarget\n //TNT1 A 0 A_CustomMissile (\"MeatDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath2\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath3\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodMuchFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath2\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath3\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 32, 0, random (170, 190), 2, random (0, 40))\n TNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n POSS QRSTUVW 8\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n POSS X -1\n Stop\n\n\t}\n}\nActor FEMALEPORACCIa: DEATHNAZI\n{Health 200 States{Spawn:\n FSz2 G -1\n Stop\tDeath:\n Death.CutLess:\n Death.Cut:\n \t TNT1 A 0 A_SpawnItem(\"GibsZ\")\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tStop\n}}\nActor PURIGNA: DEATHNAZI\n{Health 200 States{Spawn:\n FSzH e -1\n Stop\tDeath:\n Death.CutLess:\n Death.Cut:\n \t TNT1 A 0 A_SpawnItem(\"GibsZ\")\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tStop\n}}\nACTOR TUVUOILEBOTTE_GIRLVERSION\n{\n\tGame Doom\n\tRadius 16\n\tHeight 28\n\tHealth 50\n\t\tPainSound \"FEMALE/PAIN\"\n\t\tPainChance 255\n\tDAMAGEFACTOR \"Blood\", 0.0 DAMAGEFACTOR \"BlueBlood\", 0.0 DAMAGEFACTOR \"GreenBlood\", 0.0\n DAMAGEFACTOR \"Avoid\", 0.0\n DAMAGEFACTOR \"Kick\", 2.0\n\t\tMass 50\n\t-SOLID\n\t+SHOOTABLE\n\t+FLOORCLIP\n\tStates\n\t{\n\n\tSpawn:\n TNT1 A 0\n\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\tFSZ5 A 10\n FSZ5 B 10\n\tGoto Suffer\n\tSuffer:\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n \tTNT1 A 0 A_PlaySound (\"female/pain\")\n FSZ5 C 20\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\tTNT1 A 0 A_PlaySound (\"female/pain\")\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n FSZ5 D 20\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\tTNT1 A 0 A_PlaySound (\"female/pain\")\n FSZ5 E 20\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\tTNT1 A 0 A_PlaySound (\"female/pain\")\n FSZ5 F 20\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\tTNT1 A 0 A_PlaySound (\"female/pain\")\n FSZ5 G 20\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t\tTNT1 A 0 A_GiveInventory(\"DeathTimer1\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"DeathTimer1\", 2, \"GotoDeath\")\n\t\tLoop\n\tGotoDeath:\n\tTNT1 A 0\n\tGoto Death\n\n\tDeath.Cut:\n\tDeath.Cutless:\n\tDeath:\n\t fsz5 h 8\n\t\tTNT1 A 0 A_PlaySound (\"female/death\")\n\t\tTNT1 A 0 A_SpawnItem (\"diognomo_girlVersion\")\n\t\tStop\n\n Death.Head:\n Death.Decaptate:\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\nTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 37, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_NoBlocking\n fsZh L 10\n TNT1 A 0 A_SpawnItem (\"Deadgirl_NoHeadNoArm\", 1)\nStop\n\n\t\t Death.Plasma: Death.Plasma2:\n TNT1 A 0\n TNT1 A 0 A_XScream\n TNT1 A 0 A_NoBlocking\n\t\tXBRN AA 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 AAAA 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_SpawnItem (\"CrueltyBonus5Armor\")\n\t\tXBRN BB 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 A 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t\tXBRN CC 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"PlasmaParticleX\", 48, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAA 0 A_CustomMissile (\"BigPlasmaParticleX\", 42, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0\n Stop\n\n Xdeath:\n Death.SuperPunch:\n\tDeath.Blast:\n\tDeath.SSG:\n\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus10Armor\")\n //TNT1 A 0 A_CustomMissile (\"MeatDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodMuchFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathZombieManHead\", 32, 0, random (170, 190), 2, random (0, 40))\n TNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n ZZD1 EFGH 6\n\t\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\t\tZZD1 H -1\n Stop\n\nDEATH.FIRE:\nTNT1 A 0 A_NOblocking\nTNT1 A 0 A_SpawnItem(\"Burningfemale\")\nSTOP\n\n\t}\n}\nActor diognomo_girlVersion: DEATHNAZI\n{Health 200 States{Spawn:\n FSZ5 i -1\n Stop\tDeath:\n Death.CutLess:\n Death.Cut:\n \t TNT1 A 0 A_SpawnItem(\"GibsZ\")\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tStop\n}}\nActor Deadgirl_NoHeadNoArm: DEATHNAZI\n{Health 200 States{Spawn:\n FSZH m -1\n Stop\tDeath:\n Death.CutLess:\n Death.Cut:\n \t TNT1 A 0 A_SpawnItem(\"GibsZ\")\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tStop\n}}\nActor DEATHFEMALE: DEATHNAZI\n{Health 200 States{Spawn:\n FSZk l -1\n Stop\tDeath:\n Death.CutLess:\n Death.Cut:\n \t TNT1 A 0 A_SpawnItem(\"GibsZ\")\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tStop\n}}\n\t\tACTOR girl_PATROL : NAZIGIRL\n{\n\t+JUSTHIT\n\tStates\n\t{\n\tSpawn:\n\t\tfszk AAA 1 A_Wander\n\t\tfszk AAAA 1 A_LookEx (0, 0, 0, 2048, 0, \"See\")\n\t\tfszk CCC 1 A_Wander\n\t\tfszk CCC 1 A_LookEx (0, 0, 0, 2048, 0, \"See\")\n\t\tfszk bbb 1 A_Wander\n\t\tfszk bbb 1 A_LookEx (0, 0, 0, 2048, 0, \"See\")\n\t\tLoop\n\t}\n}\n\nACTOR PoorGirl\n{\n\tGame Doom\n\tRadius 16\n\tHeight 30\n\tHealth 50\n\t\tPainSound \"NAZI/PAIN\"\n\t\tPainChance 255\n\tDAMAGEFACTOR \"Blood\", 0.0 DAMAGEFACTOR \"BlueBlood\", 0.0 DAMAGEFACTOR \"GreenBlood\", 0.0\n DAMAGEFACTOR \"Avoid\", 0.0\n DAMAGEFACTOR \"Kick\", 2.0\n\t\tMass 50\n\t-SOLID\n\t+SHOOTABLE\n\t+FLOORCLIP\nPainChance \"Taunt\", 255\n\tStates\n\t{\n\n\tDeath.fire:\n\tDeath.Flames:\n\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n TNT1 A 0 A_Scream\n TNT1 A 0 A_NoBlocking\n TNT1 A 0 A_SpawnItem(\"BurningSA\")\n TNT1 a 1 A_GiveToTarget(\"ScoreItem\", 600)\n Stop\n\n\tSpawn:\n TNT1 A 0\n\tFEKN A 10\n\tGoto SUFFER\n\tSuffer:\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 30,0)\n TNT1 A 0 A_PlaySound(\"female/pain\")\n FEKN B 20\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 30,0)\n TNT1 A 0 A_PlaySound(\"female/pain\")\n FEKN C 20\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 30,0)\n\t\tTNT1 A 0 A_GiveInventory(\"DeathTimer1\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"DeathTimer1\", 10, \"GotoDeath\")\n\t\tLoop\n\tGotoDeath:\n\tTNT1 A 0\n\tGoto Death\n\t\t\tDeath.Cut:\n\tDeath.Cutless:\n\tDeath:\n\t FSZK J 2 A_GiveToTarget(\"ScoreItem\", 500)\n FSZK K 2\n\t\tTNT1 A 0 A_PlaySound (\"female/death\")\nTNT1 A 0 A_SpawnItem (\"SecretWeapon_MP40\")\n\t\tTNT1 A 0 A_SpawnItem (\"DEATHFEMALE\")\n\t\tStop\n\n Death.Head:\n Death.Decaptate:\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\nTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 37, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_NoBlocking\n FSZH D 2\nTNT1 A 0 A_SpawnItem (\"SecretWeapon_MP40\")\nFSZH E -1\nStop\n\nDeath.Shotgun:\n TNT1 A 0 A_CustomMissile (\"MuchBlood2\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t\tTNT1 A 0 A_NoBlocking\n ID11 GH 15\nTNT1 A 0 A_SpawnItem (\"SecretWeapon_MP40\")\n TNT1 A 0 A_SpawnItem (\"DeadZombieman2\")\n\t\t Stop\n\n\t\t Death.Plasma: Death.Plasma2:\n TNT1 A 0\n TNT1 A 0 A_XScream\n TNT1 A 0 A_NoBlocking\n\t\tXBRN AA 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 AAAA 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_SpawnItem (\"CrueltyBonus5Armor\")\n\t\tXBRN BB 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 A 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t\tXBRN CC 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"PlasmaParticleX\", 48, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAA 0 A_CustomMissile (\"BigPlasmaParticleX\", 42, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0\nTNT1 A 0 A_SpawnItem (\"SecretWeapon_MP40\")\n Stop\n\n Xdeath:\n Death.SuperPunch:\n\tDeath.Blast:\n\tDeath.SSG:\n\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus10Armor\")\n //TNT1 A 0 A_CustomMissile (\"MeatDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodMuchFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathZombieManHead\", 32, 0, random (170, 190), 2, random (0, 40))\n TNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n ZZD1 EFGH 6\nTNT1 A 0 A_SpawnItem (\"SecretWeapon_MP40\")\n\t\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\t\tZZD1 H -1\n Stop\n\n\t}\n}\n\n/////////Poor Fucking Nazi Girl!!!!\n\nACTOR BrutalizedGIRL1\n{\n\tGame Doom\n\tRadius 16\n\tHeight 50\n\tHealth 70\n\tbloodtype \"DeadBlood\"\n\t\tPainSound \"female/pain\"\n\t\tPainChance 255\n\t\tMass 999999\n\t-SOLID\n\t+SHOOTABLE\n\t+NORADIUSDMG\n\t+FLOORCLIP\n\tScale 1.0\n\tStates\n\t{\n\t\t\t\tDeath.Fatality:\n\t\tDeath.SuperPunch:\n TNT1 A 0 A_NoBlocking\n TNT1 A 0 A_GiveToTarget(\"HasZManShield\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"GotMeatShield\", 1)\n Stop\n\n\tSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_Recoil(2)\n\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 35, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\tPain:\n FUN3 A 15\n\tGoto DieNow\n\n DieNow:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItem (\"BrutalizedGirlStop\")\n\tStop\n\n\tDeath:\n\t TNT1 A 0\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n TNT1 AAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Recoil(2)\n\t TNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem (\"BrutalizedGIRL2\")\n\t\tStop\n\n\tDeath.SSG:\n\tXDeath:\n\t\tTNT1 A 0 A_XScream\n \t TNT1 AAA 0 A_CustomMissile (\"SuperBloodSplasher\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_NoBlocking\n TNT1 A 0 A_CustomMissile (\"SargeXDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n Stop\n}}\n\nACTOR BrutalizedGirlStop: CurbstompedMarine\n{\n States\n {\n Spawn:\nfsz5 h 1 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\nfsz5 i -1\n Stop }}\n\nACTOR BrutalizedGIRL2: BrutalizedGIRL1\n{\n\tStates\n\t{\n\tSpawn:\n\tPain:\n FUN3 B 15\n\tGoto DieNow\n\n DieNow:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItem (\"BrutalizedgirlStop2\")\n\tStop\n\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Recoil(2)\n\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 35, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem (\"BrutalizedGIRL3\")\n\t\tStop\n}}\n\nACTOR BrutalizedgirlStop2: CurbstompedMarine\n{\n States\n {\n Spawn:\nFSZH L 1 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\nFSZH M -1\n Stop }}\n\nACTOR BrutalizedGIRL3: BrutalizedGIRL1\n{\n\tStates\n\t{\n\tSpawn:\n\tPain:\n FUN3 C 15\n\tGoto DieNow\n\n DieNow:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItem (\"BrutalizedgirlStop3\")\n\tStop\n\n\tDeath:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_Recoil(2)\n\t\tTNT1 AAA 0 A_CustomMissile (\"Instestin\", 32, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n\t\tFUN3 EFGH 6\n\t\tFUN3 H -1\n\t\tStop\n}}\n\nACTOR BrutalizedgirlStop3: CurbstompedMarine\n{\n States\n {\n Spawn:\nFUN3 FGH 6 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\nFUN3 H -1\n Stop }}"
},
{
"source": "pk3",
"name": "actors/foes/FLAMESOLDIER.txt",
"contents": "ACTOR FlameSoldier\n{\n\tGame Doom\n\tHealth 250\n GibHealth 35\n\tRadius 20\n\tHeight 40\n\tMass 100\n\tSpeed 4\n\tPainChance 170\n\tMonster\n\t+FLOORCLIP\n\t+MISSILEMORE\n\t-FASTER\n\t-DONTHURTSPECIES\n +NOINFIGHTING\n +DONTHARMSPECIES\n BloodType \"NashGore_Blood\"\n\tSeeSound \"flameSoldier/sight\"\n\tAttackSound \"Flamethrower/Fire\"\n\tPainSound \"nazi/pain\"\n\tDeathSound \"FLS/death\"\n\tObituary \"%o was burn by a Mann with Flametrowher.\"\n\tDropItem \"\"\nDamageFactor \"RifleNoExplode\", 2.0\n\tDamageFactor \"Melee\", 2.0\n\tDamageFactor \"KillMe\", 0.0\n\tDamageFactor \"SSG\", 10.0\n\tPainChance \"Melee\", 255\n\tMaxStepHeight 24\n\tMaxDropOffHeight 32\ndamagefactor \"Blood\", 0.0 damagefactor \"BlueBlood\", 0.0 damagefactor \"GreenBlood\", 0.0\n\tStates\n\t{\n\tSpawn:\n\t TNT1 A 0 A_GiveInventory(\"SKNazi\", 1)\n TNT1 B 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tLAZI A 10 A_Look\n\t\tLoop\n See:\n\t TNT1 A 0\n TNT1 A 0 A_SpawnItemEx(\"FootStep\", 0, 0, 30, 0, 0)\n\t\tLAZI AA 1 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tLAZI AA 2 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tLAZI BB 2 A_Chase\n\t\tTNT1 B 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tLAZI BB 2 A_Chase\n\t\tTNT1 B 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tLAZI CC 2 A_Chase\n\t\tTNT1 C 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tLAZI CC 2 A_Chase\n\t\tTNT1 C 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tTNT1 B 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tLAZI BB 2 A_Chase\n\t\tTNT1 B 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tLAZI BB 2 A_Chase\n\t\tTNT1 B 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tGoto See\n\n\tSee2:\n\tTNT1 A 0 A_TakeInventory(\"SKNazi\", 1)\n TNT1 A 0 A_SpawnItemEx(\"FootStep\", 0, 0, 20, 0, 0)\n\t\tLAZI AABBCCBB 2 A_Chase\n\t\tGoto See\n\n\tMissile:\n\tLAZI E 10 A_FaceTarget\nTNT1 C 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\tLAZI F 1 BRIGHT A_CustomMissile(\"FTFire\",32,12,0)\nLAZI E 10 A_FaceTarget\nTNT1 C 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\tLAZI F 1 BRIGHT A_CustomMissile(\"FTFire\",32,12,0)\nLAZI E 10 A_FaceTarget\nTNT1 C 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\tLAZI F 1 BRIGHT A_CustomMissile(\"FTFire\",32,12,0)\nLAZI E 10 A_FaceTarget\n\tLAZI F 1 BRIGHT A_CustomMissile(\"FTFire\",32,12,0)\nTNT1 C 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\tLAZI E 1 BRIGHT A_SpidRefire\n\tGoto See\n\n\tDeath.LaserRifle:\n\t\tTNT1 A 0 A_Jump(50, \"DEATH\")\n\t\tTNT1 A 0 A_GiveToTarget(\"ScoreItem\", 1000)\n TNT1 A 0 A_NoBlocking\nTNT1 A 0 A_PLAYSOUND(\"HORRIBLE/DEATH\")\ntnt1 a 0 a_SpawnItem(\"Flamethrower\")\n TNT1 A 0 A_SpawnItem(\"Fallout3Disintigration\")\n\t\tStop\n\n\tRespawned:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_ChangeFlag(FRIENDLY, 1)\n\t\tTNT1 A 0 A_SpawnItem(\"NaziChecker\")\n\t\tTNT1 A 0\n\t\tStop\n\n\tDeath:\n TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Jump(32, \"Death.Arm\",\"Death.Leg\",\"Death.Desintegrate\")\n LAZI H 5\n\t\tLAZI I 5 A_Scream\n\t\tLAZI J 5 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"Flamethrower_BW\")\n\t\tLAZI A 0\n\t\tLAZI K 5\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n TNT1 A 0 A_SpawnItem (\"DEATHFlameS\")\n\t\tStop\n\nDeath.leg:\n TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"XDeathflamesoldierLeg1\", 5, 0, random (0, 360), 2, random (0, 160))\n LAZ4 A 5\n\t\tLAZ4 B 5 A_Scream\n\t\tLAZ4 C 5 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"Flamethrower_BW\")\n\t\tLAZ4 D 5\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n\t\tTNT1 A 0 A_SpawnItem (\"Deadfls_NoLeg\")\n\t\tStop\n\n Death.Arm:\n TNT1 A 0\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathArm2\", 35, 0, random (0, 360), 2, random (0, 160))\n FSZ5 A 9 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n\t\tTNT1 A 0 A_SpawnItem(\"Flamethrower_BW\")\n\t\tTNT1 A 0 A_SpawnItem (\"TUVUOILEBOTTE_FLAMES\", 2)\n Stop\n\n\tDeath.head:\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\nTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"Flamethrower_BW\")\n LAZH ABCDE 10\ntnt1 a 0 A_GiveToTarget(\"ScoreItem\", 1000)\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n TNT1 A 0 A_SpawnItem (\"PURIGNOFS\")\n\t\tStop\n\n\t\tDeath.GreenFire:\n TNT1 A 0\n TNT1 A 0 A_XScream\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"secretweapon_mp40\")\n TNT1 AAAA 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\n\t\tEXPL AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"GreenFlameTrails\", 50, 0, random (0, 360), 2, random (0, 360))\n\t\tXBRN AAAA 2 BRIGHT A_SpawnItem(\"GreenFlare\",0,43)\n Stop\n\nXDeath:\nDeath.Fire:\nDeath.Desintegrate:\nDeath.ExplosiveImpact:\n TNT1 A 0 A_Scream\n TNT1 A 0 A_NoBlocking\n TNT1 A 0 A_SpawnItem(\"SCAPPACOGLIONE\")\n Stop\n\n Death.Plasma: Death.Plasma2:\n\tPBR1 A 6 A_Scream\n\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Ashes1\", 32, 0, random (0, 360), 2, random (0, 180))\n\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Ashes2\", 32, 0, random (0, 360), 2, random (0, 180))\n\tTNT1 AAAA 0 A_CustomMissile (\"BluePlasmaFireNonStatic\", 32, 0, random (0, 360), 2, random (0, 180))\n\tPBR1 B 6 A_NoBlocking\n\tPBR1 CDEFGH 6 A_CustomMissile (\"Blood\", 10, 0, random (0, 360), 2, random (0, 160))\n\tPBR1 HHHHHHHHHHHHHHHHHHHHHH 8 A_CustomMissile (\"PlasmaSmoke\", 10, 0, random (0, 360), 2, random (0, 160))\n\tPBR1 H -1\n\tStop\n\n\tXDeath.Plasma:\n TNT1 A 0\n TNT1 A 0 A_XScream\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"secretweapon_mp40\")\n\t\tXBRN AA 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 AAAA 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\n\t\tXBRN BB 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 A 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t\tXBRN CC 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"PlasmaParticleX\", 48, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAA 0 A_CustomMissile (\"BigPlasmaParticleX\", 42, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0\n Stop\n\n\t\tDeath.GreenFire:\n TNT1 A 0\n TNT1 A 0 A_XScream\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"secretweapon_mp40\")\n TNT1 AAAA 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\n\t\tEXPL AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"GreenFlameTrails\", 50, 0, random (0, 360), 2, random (0, 360))\n\t\tXBRN AAAA 2 BRIGHT A_SpawnItem(\"GreenFlare\",0,43)\n Stop\n\n\tRaise:\n\t\tNAZI L 5\n\t\tNAZI KJIH 5\n\t\tGoto See\n Crush:\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n CRS1 A 5\n CRS1 A -1\n Stop\n\n Pain.Taunt:\n TNT1 A 0\n Goto Missile\n Death.KillMe:\n Death.Taunt:\n\t TNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n TNT1 A 0 A_SpawnItem(\"FlameSoldier\")\n Stop\n Death.Eat:\n TNT1 A 0 A_GiveToTarget(\"EatMe\",1)\n\t\t Goto Death+3\n Stop\n\n\tDeath.Blast:\n\tDeath.SSG:\n\tDeath.SuperPunch:\n\t POSS Q 1 A_Pain\n\t\tPOSS Q 1 A_FaceTarget\n //TNT1 A 0 A_CustomMissile (\"MeatDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath2\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath3\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodMuchFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath2\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath3\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 32, 0, random (170, 190), 2, random (0, 40))\n TNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n POSS QRSTUVW 8\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n POSS X -1\n Stop\n\n\t\t\tStealthKill:\n\tTNT1 A 0\n\tTNT1 A 0 A_GiveToTarget(\"GoFatality\", 1)\n\tTNT1 A 0 A_GiveToTarget(\"SKNazi\", 1)\n\tTNT1 A 0 A_NoBlocking\n\tTNT1 A 0 A_Die(\"Stealthy\")\n\tTNT1 A 0 A_Fall\n\tTNT1 A 1\n\tStop\n\tDeath.Stealthy:\n\tTNT1 A 0\n\tStop\n\t}\n}\nActor PURIGNOFS: DEATHNAZI\n{Health 200 States{Spawn:\n lazh e -1\n Stop\tDeath:\n Death.CutLess:\n Death.Cut:\n \t TNT1 A 0 A_SpawnItem(\"GibsZ\")\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tStop\n}}\nACTOR TUVUOILEBOTTE_FLAMES\n{\n\tGame Doom\n\tRadius 16\n\tHeight 28\n\tHealth 50\n\t\tPainSound \"NAZI/PAIN\"\n\t\tPainChance 255\n\tdamagefactor \"Blood\", 0.0 damagefactor \"BlueBlood\", 0.0 damagefactor \"GreenBlood\", 0.0\n damagefactor \"Avoid\", 0.0\n damagefactor \"Kick\", 2.0\n\t\tMass 50\n\t-SOLID\n\t+SHOOTABLE\n\t+FLOORCLIP\n\tStates\n\t{\n\n\tSpawn:\n TNT1 A 0\n\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\tLAZ5 A 10\n LAZ5 B 10\n\tGoto Suffer\n\tSuffer:\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n \tTNT1 A 0 A_PlaySound (\"NAZI/pain\")\n LAZ5 C 20\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\tTNT1 A 0 A_PlaySound (\"NAZI/pain\")\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n LAZ5 D 20\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\tTNT1 A 0 A_PlaySound (\"NAZI/pain\")\n LAZ5 E 20\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\tTNT1 A 0 A_PlaySound (\"NAZI/pain\")\n LAZ5 F 20\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\tTNT1 A 0 A_PlaySound (\"NAZI/pain\")\n LAZ5 G 20\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t\tTNT1 A 0 A_GiveInventory(\"DeathTimer1\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"DeathTimer1\", 2, \"GotoDeath\")\n\t\tLoop\n\tGotoDeath:\n\tTNT1 A 0\n\tGoto Death\n\n\tDeath.Cut:\n\tDeath.Cutless:\n\tDeath:\n\t LAZ5 h 8\n\t\tTNT1 A 0 A_PlaySound (\"FLS/death\")\n\t\tTNT1 A 0 A_SpawnItem (\"diognomo_flsVersion\")\n\t\tStop\n\n Death.Head:\n Death.Decaptate:\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\nTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 37, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_NoBlocking\n LAZ5 L 10\n TNT1 A 0 A_SpawnItem (\"DeadFLS_NoHeadNoArm\", 1)\nStop\n\n\t\t Death.Plasma: Death.Plasma2:\n TNT1 A 0\n TNT1 A 0 A_XScream\n TNT1 A 0 A_NoBlocking\n\t\tXBRN AA 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 AAAA 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_SpawnItem (\"CrueltyBonus5Armor\")\n\t\tXBRN BB 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 A 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t\tXBRN CC 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"PlasmaParticleX\", 48, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAA 0 A_CustomMissile (\"BigPlasmaParticleX\", 42, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0\n Stop\n\n Xdeath:\n Death.SuperPunch:\n\tDeath.Blast:\n\tDeath.SSG:\n\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus10Armor\")\n //TNT1 A 0 A_CustomMissile (\"MeatDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodMuchFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathZombieManHead\", 32, 0, random (170, 190), 2, random (0, 40))\n TNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n ZZD1 EFGH 6\n\t\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\t\tZZD1 H -1\n Stop\n\n\t}\n}\nActor diognomo_flsVersion: DEATHNAZI\n{Health 200 States{Spawn:\n LAZ5 i -1\n Stop\tDeath:\n Death.CutLess:\n Death.Cut:\n \t TNT1 A 0 A_SpawnItem(\"GibsZ\")\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tStop\n}}\nActor Deadfls_NoHeadNoArm: DEATHNAZI\n{Health 200 States{Spawn:\n LAZ5 m -1\n Stop\tDeath:\n Death.CutLess:\n Death.Cut:\n \t TNT1 A 0 A_SpawnItem(\"GibsZ\")\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tStop\n}}\nActor DEATHFlameS: DEATHNAZI\n{Health 200 States{Spawn:\n LAZi l -1\n Stop\tDeath:\n Death.CutLess:\n Death.Cut:\n \t TNT1 A 0 A_SpawnItem(\"GibsZ\")\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tStop\n}}\n\t\tACTOR FLS_PATROL : FlameSoldier\n{\n\t+JUSTHIT\n\tStates\n\t{\n\tSpawn:\n\t\tLAZI AAA 1 A_Wander\n\t\tLAZI AAAA 1 A_LookEx (0, 0, 0, 2048, 0, \"See\")\n\t\tLAZI CCC 1 A_Wander\n\t\tLAZI CCC 1 A_LookEx (0, 0, 0, 2048, 0, \"See\")\n\t\tLAZI bbb 1 A_Wander\n\t\tLAZI bbb 1 A_LookEx (0, 0, 0, 2048, 0, \"See\")\n\t\tLoop\n\t}\n}\n\nActor Deadfls_NoLeg: DEATHNAZI\n{Health 200 States{Spawn:\n Laz1 A -1\n Stop\tDeath:\n Death.CutLess:\n Death.Cut:\n \t TNT1 A 0 A_SpawnItem(\"GibsZ\")\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tStop\n}}\n\nACTOR SCAPPACOGLIONE\n{\n\tGame Doom\n\tRadius 16\n\tHeight 28\n\tHealth 50\n\t-SOLID\n\t+SHOOTABLE\n\t+FLOORCLIP\nHitObituary \"%o understand how unfair could try Serious Sam's gameplay with Wolf 3D maps\"\n\tStates\n\t{\nSpawn:\ntnt1 a 0\nGoto Death\n\nDeath:\n\n TNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_SpawnItemEx (\"ExplosionFlareSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n TNT1 A 0 A_SpawnItemEx (\"BarrelExplosion\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"BarrelKaboom\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAAAAAAAAAAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 40, 0, random (0, 360), 2, random (-5, 5))\n\t TNT1 AAAAAA 0 bright A_CustomMissile (\"SuperGoreSpawner\", 5, 0, random (0, 360), 2, random (30, 180))\n TNT1 AAAAAAAAA 0 A_CustomMissile (\"CeilBloodLauncherLong\", 0, 0, random (0, 360), 2, random (50, 130))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathArm1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath4\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathGuts\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAA 0 A_CustomMissile (\"Instestin\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathflamesoldierLeg1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\t\tTNT1 AAAAAAA 0 A_CustomMissile (\"ExplosionFlames\", 0, 0, random (0, 360), 2, random (0, 360))\n TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"ExplosionParticleHeavy\", 0, 0, random (0, 360), 2, random (0, 180))\n TNT1 AAAAAA 0 A_CustomMissile (\"ExplosionParticleHeavy\", 0, 0, random (0, 180), 2, random (0, 180))\n\t EXPL A 0 Radius_Quake (2, 24, 0, 15, 0)\n\n\t\tTNT1 AA 0 A_CustomMissile (\"MetalShard1\", 5, 0, random (0, 360), 2, random (30, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"MetalShard2\", 5, 0, random (0, 360), 2, random (30, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"MetalShard3\", 5, 0, random (0, 360), 2, random (30, 160))\n\t\tTNT1 A 0 A_PlaySound(\"FAREXPL\", 3)\n\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 8 A_CustomMissile (\"ExplosionSmoke\", 1, 0, random (0, 360), 2, random (50, 130))\n\n\t\tStop\n}\n}\nActor FTFire\n{\n Radius 12\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 \"Flamethrower/Fire\"\n DeathSound \"Flamethrower/Hit\"\n States\n {\n Spawn:\n TNT1 A 2\n FRFX ABCD 2 bright A_Explode(5, 8, 0)\n TNT1 A 0 A_LowGravity\n FRFX EFG 2 bright A_Explode(5, 16, 0)\n FRFX HIJ 2 bright A_Explode(5, 32, 0)\n FRFX KLM 2 bright A_Explode(5, 64, 0)\n FRFX NO 2 bright\n Stop\n Death:\n FRFX HIJ 2 bright A_Explode(5, 32, 0)\n FRFX KLM 2 bright A_Explode(5, 64, 0)\n FRFX NO 2 bright\n TNT1 A 0 A_CustomMissile(\"PlasmaSmoke\", 0, 0, 0, 4)\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "actors/foes/GRETEL.txt",
"contents": "///GRETEL GROSSE\n///Gretel grosse use a Scope Kar98 for the long fire and a mp40 for the near combat!\n/*\nACTOR GretelGrosse Replaces FatSo\n{\n\tHealth 4500\n\tRadius 26\n\tHeight 40\n\tDeathHeight 0\n\tSpeed 4\n\tMass 100\n\tPainchance 0\n\tMONSTER\n\t+FLOORCLIP\n\t+MISSILEMORE\n +NOINFIGHTING\n +DONTHARMSPECIES\n\t-FASTER\n\t-DONTHURTSPECIES\n\t+BOSS\n +BOSSDeath\n\tPainSound \"female/pain\"\n\tDeathSound \"female/death\"\n\tObituary \"%o was kill by Gretel Grosse\"\n\tBloodColor \"FF 00 00\"\n BloodType \"Nashgore_Blood\"\nPainChance \"ExplosiveImpact\", 255\n\tDAMAGEFACTOR \"Blood\", 0.0 DAMAGEFACTOR \"BlueBlood\", 0.0 DAMAGEFACTOR \"GreenBlood\", 0.0\n\tStates\n\t{\n\tSpawn:\n //TNT1 B 0 A_SpawnItem(\"HeadshotBOSS\", 0, 40,0)\n\t\tWBO4 A 10 A_Look\n\t\tLoop\n\n See:\n\t\tWBO4 AA 1 A_Chase\n\t\t//TNT1 A 0 A_SpawnItem(\"HeadshotBOSS\", 0, 40,0)\n\t\tWBO4 AA 2 A_Chase\n\t\t//TNT1 A 0 A_SpawnItem(\"HeadshotBOSS\", 0, 40,0)\n\t\tWBO4 BB 2 A_Chase\n\t\t//TNT1 B 0 A_SpawnItem(\"HeadshotBOSS\", 0, 40,0)\n\t\tWBO4 BB 2 A_Chase\n\t\t//TNT1 B 0 A_SpawnItem(\"HeadshotBOSS\", 0, 40,0)\n\t\tGoto See\n\n\tMissile:\n TNT1 A 0 A_jumpifcloser(512,\"MP40\")\n GOTO KAR98\n\nKAR98:\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n\t\tWBO4 E 6 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n\t\tWBO4 E 6 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n TNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n TNT1 A 0 A_CustomMissile(\"SmokeSpawner\", 34, 10, 15, 0)\n TNT1 A 0 A_PlaySound(\"weapons/kar98\")\n TNT1 A 0 A_AlertMonsters\n\t\tWBO4 F 5 BRIGHT A_CustomMissile(\"GRETELTRACE\", 38, 0, random(-3, 3), 1)\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n\t\tWBO4 E 6 A_FaceTarget\nGOTO SEE\n\nMP40:\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget8\", 0, 40,0)\n\t\tWB24 B 5 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget8\", 0, 40,0)\n\t\tWB24 B 5 A_FaceTarget\n\n\t\tWB24 C 2 BRIGHT A_CustomMissile(\"MonsterTracer\", 38, 0, random(-3, 3), 1)\n TNT1 A 0 A_PlaySound(\"MP40\")\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tWB24 B 1 A_AlertMonsters\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tWB24 B 2 A_FaceTarget\n\n\t\tWB24 C 2 BRIGHT A_CustomMissile(\"MonsterTracer\", 38, 0, random(-3, 3), 1)\n TNT1 A 0 A_PlaySound(\"MP40\")\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tWB24 B 1 A_AlertMonsters\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tWB24 B 2 A_FaceTarget\n\n\t\tWB24 C 2 BRIGHT A_CustomMissile(\"MonsterTracer\", 38, 0, random(-3, 3), 1)\n TNT1 A 0 A_PlaySound(\"MP40\")\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tWB24 B 1 A_AlertMonsters\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tWB24 B 2 A_FaceTarget\n\n\t\tWB24 C 2 BRIGHT A_CustomMissile(\"MonsterTracer\", 38, 0, random(-3, 3), 1)\n TNT1 A 0 A_PlaySound(\"MP40\")\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tWB24 B 1 A_AlertMonsters\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tWB24 B 2 A_FaceTarget\n\n\t\tWB24 C 2 BRIGHT A_CustomMissile(\"MonsterTracer\", 38, 0, random(-3, 3), 1)\n TNT1 A 0 A_PlaySound(\"MP40\")\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tWB24 B 1 A_AlertMonsters\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tWB24 B 2 A_FaceTarget\nGOTO See\n\n\tDeath:\n TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Jump(32, \"Death.Arm\")\n FSZK H 5\n\t\tFSZK I 5 A_Scream\n\t\tFSZK J 5 A_NoBlocking\n\t\tFSZK A 0 A_SpawnItem(\"YellowCard\")\n\t\tFSZK K 5 A_GiveToTarget(\"ScoreItem\", 5000)\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n TNT1 A 0 A_SpawnItem (\"DEATHFEMALE\")\n\t\tStop\n\n\tDeath.head:\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\nTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"YellowCard\")\n FSZH ABCDE 10\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n TNT1 A 0 A_SpawnItem (\"PURIGNA\")\n\t\tStop\n\nDeath.Plasma: Death.Plasma2:\n\tPBR1 A 6 A_Scream\n\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Ashes1\", 32, 0, random (0, 360), 2, random (0, 180))\n\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Ashes2\", 32, 0, random (0, 360), 2, random (0, 180))\n\tTNT1 AAAA 0 A_CustomMissile (\"BluePlasmaFireNonStatic\", 32, 0, random (0, 360), 2, random (0, 180))\n\tPBR1 B 6 A_NoBlocking\n\tPBR1 CDEFGH 6 A_CustomMissile (\"Blood\", 10, 0, random (0, 360), 2, random (0, 160))\n\tPBR1 HHHHHHHHHHHHHHHHHHHHHH 8 A_CustomMissile (\"PlasmaSmoke\", 10, 0, random (0, 360), 2, random (0, 160))\n\tPBR1 H -1 A_BossDeath\n\tStop\n\n\tXDeath.Plasma:\n TNT1 A 0\n TNT1 A 0 A_XScream\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"YellowCard\")\n\t\tXBRN AA 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 AAAA 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\n\t\tXBRN BB 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 A 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t\tXBRN CC 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"PlasmaParticleX\", 48, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAA 0 A_CustomMissile (\"BigPlasmaParticleX\", 42, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0 A_BossDeath\n Stop\n\nDeath.Desintegrate:\nDeath.ExplosiveImpact:\n\tTNT1 A 0\n\tTNT1 A 0 A_NoBlocking\n\tTNT1 A 0 A_Jump(130,\"Death.LandMine\")\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n TNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 35, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 40, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeathGRENADIERLeg1\", 32, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t FSZ2 AB 5 A_SpawnItem(\"YellowCard\")\n\t\tFSZ2 CDEF 5 A_CheckFloor (\"Dead.ExplosiveImpact\")\n\t\tFSZ2 FFFFFF 5 A_CheckFloor (\"Dead.ExplosiveImpact\")\n\t\tTNT1 A 0 A_SpawnItem (\"FEMALEPORACCIa\")\n\t\tStop\n\nDead.ExplosiveImpact:\n\t\tTNT1 A 0 A_SpawnItem (\"FEMALEPORACCIa\")\n\t\tTNT1 A 0 A_SpawnItem (\"MuchBlood\")\n\t\tStop\n\n\t Death.Fire:\n\tDeath.Flames:\n TNT1 A 0 A_Scream\n TNT1 A 0 A_NoBlocking\n TNT1 A 0 A_SpawnItem(\"YellowCard\")\n TNT1 A 0 A_SpawnItem(\"Burningfemale\")\n Stop\n\n\tXDeath:\n TNT1 A 0 A_Scream\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"YellowCard\")\n TNT1 A 0 A_GiveToTarget(\"ScoreItem\", 10000)\n TNT1 A 0 A_SpawnItem(\"DesintegratedPANZERGRENADIER\")\nTNT1 A 0 A_BossDeath\n Stop\n\n}}\n*/\n\nACTOR GretelGrosse Replaces FatSo\n{\n//$Category Bosses\n//$Title Hans Grosse\nHealth 7500\nRadius 32\nHeight 64\nMass 10000\nSpeed 5\nPainChance 0\nDamageFactor \"Taunt\",0\nDamageFactor \"Nashgore_blood\",0\nDamageFactor \"ExplosiveImpact\",0\nDamageFactor \"RifleNoExplode\", 2\nDamageFactor \"Coltello\",0\nDamageFactor \"Kick\",0\nDeathSound \"GG_MEIN\"\nSeeSound \"GG_KEIN\"\nPainSound \"\"\ndamagefactor \"Blood\", 0.0 damagefactor \"BlueBlood\", 0.0 damagefactor \"GreenBlood\", 0.0\nMonster\n+NoBlood\n+Solid\n+FloorClip\n+MissileMore\n+NoInfighting\n+DONTHARMSPECIES\nObituary \"%o was in the way of Hans Grosse.\"\nStates\n{\nSpawn:\nGRET A 10 A_Look\nLoop\n\nSee:\nTNT1 A 0 A_PlaySound(\"Hans/Step\")\nGRET AA 2 A_Chase\nGRET BB 2 A_Chase\nGRET cc 2 A_Chase\nTNT1 A 0 A_PlaySound(\"Hans/Step\")\nGRET DD 2 A_Chase\nLoop\n\nMissile:\nGoto Gutentag\n\nGutentag:\nTNT1 A 0\nTNT1 A 0 A_GiveInventory(\"GrosseCombo\",1)\nTNT1 A 0 A_PlaySound(\"Shaiser\")\nGRET E 30 A_FACETARGET\nGoto Chainguns\n\nChainguns:\nTNT1 A 0\nGRET F 0 BRIGHT A_PlayWeaponSound(\"weapons/chaingun\")\nGRET F 0 BRIGHT A_CustomMissile(\"HansTracer\",32,16,random(-13,13))\nGRET F 1 BRIGHT A_CustomMissile(\"HansTracer\",32,-16,random(-13,13))\nGRET G 2 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\nGRET F 0 BRIGHT A_PlayWeaponSound(\"weapons/chaingun\")\nGRET F 0 BRIGHT A_CustomMissile(\"HansTracer\",32,16,random(-13,13))\nGRET F 1 BRIGHT A_CustomMissile(\"HansTracer\",32,-16,random(-13,13))\nGRET G 2 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\nGRET F 0 BRIGHT A_PlayWeaponSound(\"weapons/chaingun\")\nGRET F 0 BRIGHT A_CustomMissile(\"HansTracer\",32,16,random(-13,13))\nGRET F 1 BRIGHT A_CustomMissile(\"HansTracer\",32,-16,random(-13,13))\nGRET G 2 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\nGRET F 0 BRIGHT A_PlayWeaponSound(\"weapons/chaingun\")\nGRET F 0 BRIGHT A_CustomMissile(\"HansTracer\",32,16,random(-13,13))\nGRET F 1 BRIGHT A_CustomMissile(\"HansTracer\",32,-16,random(-13,13))\nGRET G 2 BRIGHT A_CposRefire\ngoto Chainguns+1\n\nPain:\nTNT1 A 0\nGoto See\n\nDeath:\nTNT1 A 0\nTNT1 A 0 A_NoBlocking\nGRET i 3\ntnt1 a 0 A_PlaySound(\"GG_MEIN\")\nGRET jkl 5\nTNT1 A 0 ACS_TERMINATE(220,0)\nTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\ntnt1 a 0 a_Spawnitem (\"yellowcard\")\nGRET L -1\nStop\n}}"
},
{
"source": "pk3",
"name": "actors/foes/HANSGROSSE.txt",
"contents": "Actor ClassicHansGrosse replaces HellKnight\n{\n//$Category Bosses\n//$Title Hans Grosse\nHealth 7500\nRadius 32\nHeight 64\nMass 10000\nSpeed 5\nPainChance 0\nDamageFactor \"Taunt\",0\nDamageFactor \"Nashgore_blood\",0\nDamageFactor \"ExplosiveImpact\",0\nDamageFactor \"RifleNoExplode\", 2\nDamageFactor \"Coltello\",0\nDamageFactor \"Kick\",0\nDeathSound \"Hans/death\"\nSeeSound \"Hans/sight\"\nPainSound \"Hans/Pain\"\ndamagefactor \"Blood\", 0.0 damagefactor \"BlueBlood\", 0.0 damagefactor \"GreenBlood\", 0.0\nMonster\n+NoBlood\n+Solid\n+FloorClip\n+MissileMore\n+NoInfighting\n+DONTHARMSPECIES\nObituary \"%o was in the way of Hans Grosse.\"\nStates\n{\nSpawn:\nHANS A 10 A_Look\nLoop\n\nSee:\nTNT1 A 0 A_PlaySound(\"Hans/Step\")\nHANS AA 2 A_Chase\nHANS BB 2 A_Chase\nHANS cc 2 A_Chase\nTNT1 A 0 A_PlaySound(\"Hans/Step\")\nHANS DD 2 A_Chase\nLoop\n\nMissile:\nGoto Gutentag\n\nGutentag:\nTNT1 A 0\nTNT1 A 0 A_GiveInventory(\"GrosseCombo\",1)\nTNT1 A 0 A_PlaySound(\"Shaiser\")\nHANS E 30 A_FACETARGET\nGoto Chainguns\n\nChainguns:\nTNT1 A 0\nHANS F 0 BRIGHT A_PlayWeaponSound(\"weapons/chaingun\")\nHANS F 0 BRIGHT A_CustomMissile(\"HansTracer\",32,16,random(-13,13))\nHANS F 1 BRIGHT A_CustomMissile(\"HansTracer\",32,-16,random(-13,13))\nHANS G 2 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\nHANS F 0 BRIGHT A_PlayWeaponSound(\"weapons/chaingun\")\nHANS F 0 BRIGHT A_CustomMissile(\"HansTracer\",32,16,random(-13,13))\nHANS F 1 BRIGHT A_CustomMissile(\"HansTracer\",32,-16,random(-13,13))\nHANS G 2 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\nHANS F 0 BRIGHT A_PlayWeaponSound(\"weapons/chaingun\")\nHANS F 0 BRIGHT A_CustomMissile(\"HansTracer\",32,16,random(-13,13))\nHANS F 1 BRIGHT A_CustomMissile(\"HansTracer\",32,-16,random(-13,13))\nHANS G 2 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\nHANS F 0 BRIGHT A_PlayWeaponSound(\"weapons/chaingun\")\nHANS F 0 BRIGHT A_CustomMissile(\"HansTracer\",32,16,random(-13,13))\nHANS F 1 BRIGHT A_CustomMissile(\"HansTracer\",32,-16,random(-13,13))\nHANS G 2 BRIGHT A_CposRefire\ngoto Chainguns+1\n\nPain:\nTNT1 A 0\nGoto See\n\nMelee:\nTNT1 A 0 A_CustomMissile(\"HansMelee\",32,0,0)\nHNFS AA 2 A_FaceTarget\nHNFS BB 2 A_FaceTarget\nHNFS C 1\nHNFS CC 2 A_FaceTarget\nGoto See\n\nDeath:\nTNT1 A 0 A_Scream\nTNT1 A 0 A_NoBlocking\nHADH AB 5\nTNT1 A 0 ACS_TERMINATE(220,0)\nTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\ntnt1 a 0 a_Spawnitem (\"DyingHans\")\nStop\n}}\n\n///Combos////\nActor GrosseCombo:inventory\n{\nInventory.MaxAmount 6\n}\n\nActor HansWasNotInAlert:Inventory\n{\nInventory.MaxAmount 1\n}\n\nActor HansAvoidMelee:Inventory\n{\nInventory.MaxAmount 1\n}\n\nActor DeathTimerHans:Inventory\n{\nInventory.MaxAmount 4\n}\n\nACTOR HansMelee: FastProjectile\n{\n\tRadius 6\n\tHeight 6\n\tDamageType KickNazi\n\tProjectile\n\t+FORCEXYBILLBOARD\n\t+NOEXTREMEDEATH\n\tRenderStyle Add\n\tAlpha 0.6\n Damage 30\n Speed 32\n\t//HitObituary \"$OB_IMPHIT\"\n\tSeeSound \"none\"\n\tDeathSound \"none\"\n\tDecal \"none\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1 BRIGHT\n TNT1 A 1 //A_PlaySound(\"weapons/gswing\")\n\t\tStop\n\tDeath:\n\t\t PUFF A 3 A_PlaySound(\"player/cyborg/fist\")\n PUFF BCD 3\n\t\tStop\n\t}\n}\n\nActor HansGrosse 9000\n{\n//$Category Bosses\n//$Title Hans Grosse\nHealth 10000\nRadius 32\nHeight 64\nMass 10000\nSpeed 5\nPainChance 0\nDamageFactor \"Taunt\",0\nDamageFactor \"Nashgore_blood\",0\nDamageFactor \"ExplosiveImpact\",0\nDamageFactor \"RifleNoExplode\", 2\nDamageFactor \"Coltello\",0\nDamageFactor \"Kick\",0\nDeathSound \"Hans/death\"\nSeeSound \"Hans/sight\"\nPainSound \"Hans/Pain\"\ndamagefactor \"Blood\", 0.0 damagefactor \"BlueBlood\", 0.0 damagefactor \"GreenBlood\", 0.0\nMonster\n+NoBlood\n+Solid\n+FloorClip\n+MissileMore\n+NoInfighting\n+DONTHARMSPECIES\nObituary \"%o was in the way of Hans Grosse.\"\nStates\n{\nSpawn:\nTNT1 A 0 A_GiveInventory(\"HansWasNotInAlert\",1)\nHANS A 10 A_Look\nLoop\n\nSee:\nTNT1 A 0 A_JumpIfInventory(\"HansWasNotInAlert\",1,\"FirstSight\")\nTNT1 A 0 A_PlaySound(\"Hans/Step\")\nHANS AA 2 A_Chase\nHANS BB 2 A_Chase\nHANS cc 2 A_Chase\nTNT1 A 0 A_PlaySound(\"Hans/Step\")\nHANS DD 2 A_Chase\nLoop\n\nFirstSight:\nTNT1 A 0 A_TakeInventory(\"HansWasNotInAlert\",1)\nHNHP A 1 ACS_EXECUTE(211,0,0,0,0)\nHNHP A 1 ACS_EXECUTE(220,0,0,0,0)\nHNHP ABABABAB 4\nTNT1 A 0 A_PlaySound(\"Shaiser\")\nHANS E 30 A_FACETARGET\nGoto Chainguns\n\nChainguns:\nTNT1 A 0\nHANS F 0 BRIGHT A_PlayWeaponSound(\"weapons/chaingun\")\nHANS F 0 BRIGHT A_CustomMissile(\"HansTracer\",32,16,random(-13,13))\nHANS F 1 BRIGHT A_CustomMissile(\"HansTracer\",32,-16,random(-13,13))\nHANS G 2 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\nHANS F 0 BRIGHT A_PlayWeaponSound(\"weapons/chaingun\")\nHANS F 0 BRIGHT A_CustomMissile(\"HansTracer\",32,16,random(-13,13))\nHANS F 1 BRIGHT A_CustomMissile(\"HansTracer\",32,-16,random(-13,13))\nHANS G 2 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\nHANS F 0 BRIGHT A_PlayWeaponSound(\"weapons/chaingun\")\nHANS F 0 BRIGHT A_CustomMissile(\"HansTracer\",32,16,random(-13,13))\nHANS F 1 BRIGHT A_CustomMissile(\"HansTracer\",32,-16,random(-13,13))\nHANS G 2 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\nHANS F 0 BRIGHT A_PlayWeaponSound(\"weapons/chaingun\")\nHANS F 0 BRIGHT A_CustomMissile(\"HansTracer\",32,16,random(-13,13))\nHANS F 1 BRIGHT A_CustomMissile(\"HansTracer\",32,-16,random(-13,13))\nHANS G 2 BRIGHT A_CposRefire\ngoto Chainguns+1\n\nUltimate:\nHNCH A 2 A_FaceTarget\nTNT1 A 0 A_PlaySound(\"Hans/scream\")\nHNCH BCBD 10 A_FaceTarget\nTNT1 A 0 A_Takeinventory(\"GrosseCombo\",6)\nTNT1 A 0 A_playSound(\"Pick/granate\")\nHNGR AA 3 A_FaceTarget\nTNT1 A 0 A_PLaySound (\"Launch/granate\")\nHNGR BB 3 A_FaceTarget\nHNGR C 1 A_CustomMissile(\"Grenade2\",32,0,-12,0,0)\nTNT1 A 0 A_CustomMissile(\"Grenade2\",32,0,0,0,0)\ntnt1 a 0 A_CustomMissile(\"Grenade2\",32,0,12,0,0)\nHNGR CC 3 A_FaceTarget\nTNT1 A 0 A_playSound(\"Pick/granate\")\nHNGR AA 3 A_FaceTarget\nTNT1 A 0 A_PLaySound (\"Launch/granate\")\nHNGR BB 3 A_FaceTarget\nHNGR C 1 A_CustomMissile(\"Grenade2\",32,0,-12,0,0)\nTNT1 A 0 A_CustomMissile(\"Grenade2\",32,0,0,0,0)\ntnt1 a 0 A_CustomMissile(\"Grenade2\",32,0,12,0,0)\nHNGR CC 3 A_FaceTarget\nTNT1 A 0 A_playSound(\"Pick/granate\")\nHNGR AA 3 A_FaceTarget\nTNT1 A 0 A_PLaySound (\"Launch/granate\")\nHNGR BB 3 A_FaceTarget\nHNGR C 1 A_CustomMissile(\"Grenade2\",32,0,-12,0,0)\nTNT1 A 0 A_CustomMissile(\"Grenade2\",32,0,0,0,0)\ntnt1 a 0 A_CustomMissile(\"Grenade2\",32,0,12,0,0)\nHNGR CC 3 A_FaceTarget\nGoto Gutentag\n\nMissile:\nTNT1 A 0 A_JumpIfInventory(\"GrosseCombo\",6,\"Ultimate\")\nTNT1 A 0 A_JumpIfInventory(\"GrosseCombo\",3,\"GUTENTAG\")\nTNT1 A 0 A_JumpIfInventory(\"GrosseCombo\",2,\"Grenades\")\nGoto Gutentag\n\nGutentag:\nTNT1 A 0\nTNT1 A 0 A_GiveInventory(\"GrosseCombo\",1)\nTNT1 A 0 A_PlaySound(\"Shaiser\")\nHANS E 30 A_FACETARGET\nGoto Chainguns\n\nGrenades:\nTNT1 A 0 A_Giveinventory(\"GrosseCombo\",1)\nTNT1 A 0 A_playSound(\"Pick/granate\")\nHNGR AA 3 A_FaceTarget\nTNT1 A 0 A_PLaySound (\"Launch/granate\")\nHNGR BB 3 A_FaceTarget\nHNGR C 1 A_CustomMissile(\"Grenade2\",32,0,-12,0,0)\nTNT1 A 0 A_CustomMissile(\"Grenade2\",32,0,0,0,0)\ntnt1 a 0 A_CustomMissile(\"Grenade2\",32,0,12,0,0)\nHNGR CC 3 A_FaceTarget\nGoto See\n\nPain:\nTNT1 A 0\nGoto See\n\nMelee:\nTNT1 A 0 A_CustomMissile(\"HansMelee\",32,0,0)\nHNFS AA 2 A_FaceTarget\nHNFS BB 2 A_FaceTarget\nHNFS C 1\nHNFS CC 2 A_FaceTarget\nGoto See\n\nDeath:\nTNT1 A 0 A_Scream\nTNT1 A 0 A_NoBlocking\nHADH AB 5\nTNT1 A 0 ACS_TERMINATE(220,0)\nTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\ntnt1 a 0 a_Spawnitem (\"DyingHans\")\nStop\n\n}}\n\nActor DyingHans\n{\nRadius 32\nHeight 40\ndamagefactor \"Blood\", 0.0 damagefactor \"BlueBlood\", 0.0 damagefactor \"GreenBlood\", 0.0\nHealth 50\nDamagefactor \"Bullet\",0\nDamageFactor \"RifleNoExplode\", 0\nDamageFactor \"Coltello\",0\nDamageFactor \"Kick\",0\nDamageFactor \"ExplosiveImpact\",0\nDamageFactor \"Trample\" , 0.0\nDamageFactor \"Cutless\",0.0\nDamageFactor \"Taunt\",0\nDamageFactor \"Head\",1.0\nDamageFactor \"Shotgun\",0\n-SOLID\n+SHOOTABLE\n+FLOORCLIP\nStates\n{\n\nSpawn:\nHADH B 1\nTNT1 A 0 A_SpawnItem (\"HeadshotTargetHans\", 0, 40,0)\nHADH B 60\nTNT1 A 0 A_GiveInventory(\"DeathTimerHans\", 1)\nTNT1 A 0 A_JumpIfInventory(\"DeathTimerHans\", 4, \"GotoDeath\")\nLoop\n\nGotoDeath:\nHANS KL 8\nTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\nTNT1 A 0 A_SpawnItem(\"YellowCard\")\nHANS L -1\nStop\n\nDeath:\nTNT1 A 0 A_PlaySound(\"misc/xdeath4\")\nTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 32, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 0 A_CustomMissile (\"Brains2\", 32, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 0 A_CustomMissile (\"Brains3\", 32, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 0 A_CustomMissile (\"Brains4\", 32, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 0 A_CustomMissile (\"Brains5\", 32, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 0 A_XScream\nTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\nTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 37, 0, random (0, 360), 2, random (0, 160))\nHADH C 40\nTNT1 A 0 A_NoBlocking\nHADH DEF 10\nTNT1 A 0 A_SpawnItem(\"YellowCard\")\nHADH F -1\nStop\n\n}\n}\n\nActor HansGrosseCooperative:HansGrosse 9002\n{\n//$Category Bosses\n//$Title Hans Grosse Cooperative\nHealth 30000\n}\n\nActor EasyHansGrosseCooperative: HansGrosse 9003\n{\n//$Category Bosses\n//$Title Easy Hans Grosse Cooperative\nHealth 20000\nStates\n{\nMissile:\nGoto Gutentag\n}\n}\n\nActor EasyHansGrosse: HansGrosse 7643\n{\n//$Category Bosses\n//$Title Easy Hans Grosse\nHealth 5000\nStates\n{\n\nFirstSight:\nTNT1 A 0 A_TakeInventory(\"HansWasNotInAlert\",1)\nHNHP A 1 ACS_EXECUTE(211,0,0,0,0)\nHNHP A 1 ACS_EXECUTE(221,0,0,0,0)\nHNHP ABABABAB 4\nTNT1 A 0 A_PlaySound(\"Shaiser\")\nHANS E 30 A_FACETARGET\nGoto Chainguns\n\nMissile:\nGoto Gutentag\n\nDeath:\nTNT1 A 0 A_Scream\nTNT1 A 0 A_NoBlocking\nHADH AB 5\nTNT1 A 0 ACS_TERMINATE(221,0)\nTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\ntnt1 a 0 a_Spawnitem (\"DyingHans\")\nStop\n}\n}"
},
{
"source": "pk3",
"name": "actors/foes/HEAVYMUTANTS.txt",
"contents": "Actor SoldierMutantAmmo:Inventory\n{\nInventory.MaxAmount 30\n}\n\nACTOR SoldierMutant 7208\n{\n//$Category BW Enemies\n//$Title Heavy Mutant\nGame Doom\nHealth 150\nRadius 20\nHeight 40\nMass 100\nSpeed 3\nPainChance 0\nMonster\n+FloorClip\n+MissileMore\nSeeSound \"\"\nPainSound \"\"\nDeathSound \"\"\nPainChance \"Nashgore_blood\",0\nDamageFactor \"Nashgore_blood\",0\nObituary \"%o was desintegrated by an experimental SubUberMutant\"\nDamageFactor \"RifleNoExplode\", 2.0\nPainChance \"Blood\", 0\nPainchance \"Kick\",0\nPainChance \"ExplosiveImpact\", 0\nDamageFactor \"Candelabroencapo\",5\nDamageFactor \"Head\", 0.5\nDamageFactor \"Taunt\",0\nPainChance \"Taunt\",0\nMaxStepHeight 24\nMaxDropOffHeight 32\nBloodType \"ZioPurpleBlood\"\nDropItem \"LittleHelmet\"\ndamagefactor \"Kick\", 0.3\nDamageFactor \"PunchInTheFace\", 0.10\ndamagefactor \"Blood\", 0.0 damagefactor \"BlueBlood\", 0.0 damagefactor \"GreenBlood\", 0.0\nStates\n{\nSpawn:\nTNT1 B 0 A_SpawnItem(\"HeadshotTarget4Mutant\", 0, 40,0)\nSTMU A 2 A_Look\nLoop\n\nSee:\n TNT1 B 0 A_SpawnItem(\"HeadshotTarget4Mutant\", 0, 40,0)\nSTMU BBBBB 2 A_Chase\nNULL A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n TNT1 B 0 A_SpawnItem(\"HeadshotTarget4Mutant\", 0, 40,0)\nSTMU CCCCC 2 A_Chase\nNULL A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n TNT1 B 0 A_SpawnItem(\"HeadshotTarget4Mutant\", 0, 40,0)\nSTMU DDDDD 2 A_Chase\nNULL A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n TNT1 B 0 A_SpawnItem(\"HeadshotTarget4Mutant\", 0, 40,0)\nSTMU EEEEE 2 A_Chase\nNULL A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\nGoto see\n\nMissile:\nTNT1 A 0 A_JumpifInventory(\"MutantCombo\",2,\"Missile2\")\n//\ntnt1 a 0 a_playsound(\"Vest\")\nTNT1 B 0 A_SpawnItem(\"HeadshotTarget4Mutant\", 0, 40,0)\nSTMU F 3 A_FaceTarget\nTNT1 B 0 A_SpawnItem(\"HeadshotTarget4Mutant\", 0, 40,0)\nSTMU F 3 A_FaceTarget\nTNT1 B 0 A_SpawnItem(\"HeadshotTarget4Mutant\", 0, 40,0)\nSTMU F 3 A_FaceTarget\nTNT1 B 0 A_SpawnItem(\"HeadshotTarget4Mutant\", 0, 40,0)\nSTMU F 3 A_FaceTarget\nTNT1 B 0 A_SpawnItem(\"HeadshotTarget4Mutant\", 0, 40,0)\nSTMU F 3 A_FaceTarget\n////\nTNT1 B 0 A_SpawnItem(\"HeadshotTarget4Mutant\", 0, 40,0)\nSTMU F 3 A_FaceTarget\nTNT1 A 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\ntnt1 a 0 A_CustomMissile(\"SmokeSpawner\", 34, 10, 15, 0)\nTNT1 A 0 A_PlaySound(\"Double/STGG44\")\nTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\nTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 0,0)\nTNT1 A 0 A_custommissile(\"Mutantstg44\",32,0,random(-2,2),1,random (-1,1))\nTNT1 A 0 A_CustomMissile(\"MutantSTG44\",32,0,random(-2,2),1,random(-1,1))\nTNT1 A 0 A_AlertMonsters\nTNT1 B 0 A_SpawnItem(\"HeadshotTarget4Mutant\", 0, 40,0)\nTNT1 A 0 A_GiveInventory(\"SoldierMutantAmmo\",1)\nSTMU g 3 bright\nTNT1 A 0 A_JumpIfInventory(\"SoldierMutantAmmo\",30,\"Reload\")\nTNT1 B 0 A_SpawnItem(\"HeadshotTarget4Mutant\", 0, 40,0)\nSTMU F 3 A_FaceTarget\nTNT1 A 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\ntnt1 a 0 A_CustomMissile(\"SmokeSpawner\", 34, 10, 15, 0)\nTNT1 A 0 A_PlaySound(\"Double/STGG44\")\nTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\nTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 0,0)\nTNT1 A 0 A_custommissile(\"Mutantstg44\",32,0,random(-2,2),1,random (-1,1))\nTNT1 A 0 A_CustomMissile(\"MutantSTG44\",32,0,random(-2,2),1,random(-1,1))\nTNT1 A 0 A_AlertMonsters\nTNT1 B 0 A_SpawnItem(\"HeadshotTarget4Mutant\", 0, 40,0)\nTNT1 A 0 A_GiveInventory(\"SoldierMutantAmmo\",1)\nSTMU g 3 bright\nTNT1 A 0 A_JumpIfInventory(\"SoldierMutantAmmo\",30,\"Reload\")\n/////////////////////\nTNT1 B 0 A_SpawnItem(\"HeadshotTarget4Mutant\", 0, 40,0)\nSTMU F 3 A_FaceTarget\nTNT1 A 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\ntnt1 a 0 A_CustomMissile(\"SmokeSpawner\", 34, 10, 15, 0)\nTNT1 A 0 A_PlaySound(\"DSTG45\")\nTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\nTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 0,0)\nTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 10,0)\nTNT1 A 0 A_custommissile(\"Mutantstg44\",32,0,random(-2,2),1,random (-1,1))\nTNT1 A 0 A_CustomMissile(\"MutantSTG44\",32,0,random(-2,2),1,random(-1,1))\nTNT1 A 0 A_custommissile(\"zombiemantracer\",32,0,random(-2,2),1,random (-1,1))\nTNT1 A 0 A_AlertMonsters\nTNT1 B 0 A_SpawnItem(\"HeadshotTarget4Mutant\", 0, 40,0)\nTNT1 A 0 A_GiveInventory(\"SoldierMutantAmmo\",1)\nSTMU H 3 bright\nTNT1 A 0 A_JumpIfInventory(\"SoldierMutantAmmo\",30,\"Reload\")\nTNT1 B 0 A_SpawnItem(\"HeadshotTarget4Mutant\", 0, 40,0)\nSTMU F 3 A_FaceTarget\nTNT1 A 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\ntnt1 a 0 A_CustomMissile(\"SmokeSpawner\", 34, 10, 15, 0)\nTNT1 A 0 A_PlaySound(\"Double/STGG44\")\nTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\nTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 0,0)\nTNT1 A 0 A_custommissile(\"Mutantstg44\",32,0,random(-2,2),1,random (-1,1))\nTNT1 A 0 A_CustomMissile(\"MutantSTG44\",32,0,random(-2,2),1,random(-1,1))\nTNT1 A 0 A_AlertMonsters\nTNT1 B 0 A_SpawnItem(\"HeadshotTarget4Mutant\", 0, 40,0)\nTNT1 A 0 A_GiveInventory(\"SoldierMutantAmmo\",1)\nSTMU g 3 bright\nTNT1 A 0 A_JumpIfInventory(\"SoldierMutantAmmo\",30,\"Reload\")\nTNT1 B 0 A_SpawnItem(\"HeadshotTarget4Mutant\", 0, 40,0)\nSTMU F 3 A_FaceTarget\nTNT1 A 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\ntnt1 a 0 A_CustomMissile(\"SmokeSpawner\", 34, 10, 15, 0)\nTNT1 A 0 A_PlaySound(\"Double/STGG44\")\nTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\nTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 0,0)\nTNT1 A 0 A_custommissile(\"Mutantstg44\",32,0,random(-2,2),1,random (-1,1))\nTNT1 A 0 A_CustomMissile(\"MutantSTG44\",32,0,random(-2,2),1,random(-1,1))\nTNT1 A 0 A_AlertMonsters\nTNT1 B 0 A_SpawnItem(\"HeadshotTarget4Mutant\", 0, 40,0)\nTNT1 A 0 A_GiveInventory(\"SoldierMutantAmmo\",1)\nSTMU g 3 bright\nTNT1 A 0 A_JumpIfInventory(\"SoldierMutantAmmo\",30,\"Reload\")\n/////////////////////\nTNT1 B 0 A_SpawnItem(\"HeadshotTarget4Mutant\", 0, 40,0)\nSTMU F 3 A_FaceTarget\nTNT1 A 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\ntnt1 a 0 A_CustomMissile(\"SmokeSpawner\", 34, 10, 15, 0)\nTNT1 A 0 A_PlaySound(\"DSTG45\")\nTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\nTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 0,0)\nTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 10,0)\nTNT1 A 0 A_custommissile(\"Mutantstg44\",32,0,random(-2,2),1,random (-1,1))\nTNT1 A 0 A_CustomMissile(\"MutantSTG44\",32,0,random(-2,2),1,random(-1,1))\nTNT1 A 0 A_custommissile(\"zombiemantracer\",32,0,random(-2,2),1,random (-1,1))\nTNT1 A 0 A_AlertMonsters\nTNT1 B 0 A_SpawnItem(\"HeadshotTarget4Mutant\", 0, 40,0)\nTNT1 A 0 A_GiveInventory(\"SoldierMutantAmmo\",1)\nSTMU H 3 bright\nTNT1 A 0 A_JumpIfInventory(\"SoldierMutantAmmo\",30,\"Reload\")\nTNT1 A 0 A_GiveInventory(\"MutantCombo\",1)\nGoto See\n\nMissile2:\n//\ntnt1 a 0 a_playsound(\"Vest\")\nTNT1 B 0 A_SpawnItem(\"HeadshotTarget4Mutant\", 0, 40,0)\nSTMU F 3 A_FaceTarget\nTNT1 B 0 A_SpawnItem(\"HeadshotTarget4Mutant\", 0, 40,0)\nSTMU F 3 A_FaceTarget\nTNT1 B 0 A_SpawnItem(\"HeadshotTarget4Mutant\", 0, 40,0)\nSTMU F 3 A_FaceTarget\nTNT1 B 0 A_SpawnItem(\"HeadshotTarget4Mutant\", 0, 40,0)\nSTMU F 3 A_FaceTarget\nTNT1 B 0 A_SpawnItem(\"HeadshotTarget4Mutant\", 0, 40,0)\nSTMU F 3 A_FaceTarget\n//\nTNT1 B 0 A_SpawnItem(\"HeadshotTarget4Mutant\", 0, 40,0)\nSTMU F 3 A_FaceTarget\nTNT1 A 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\ntnt1 a 0 A_CustomMissile(\"SmokeSpawner\", 34, 10, 15, 0)\nTNT1 A 0 A_PlaySound(\"Double/STGG44\")\nTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\nTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 0,0)\nTNT1 A 0 A_custommissile(\"Mutantstg44\",32,0,random(-2,2),1,random (-1,1))\nTNT1 A 0 A_CustomMissile(\"MutantSTG44\",32,0,random(-2,2),1,random(-1,1))\nTNT1 A 0 A_AlertMonsters\nTNT1 B 0 A_SpawnItem(\"HeadshotTarget4Mutant\", 0, 40,0)\nTNT1 A 0 A_GiveInventory(\"SoldierMutantAmmo\",1)\nSTMU g 3 bright\nTNT1 A 0 A_JumpIfInventory(\"SoldierMutantAmmo\",30,\"Reload\")\nTNT1 B 0 A_SpawnItem(\"HeadshotTarget4Mutant\", 0, 40,0)\nSTMU F 3 A_FaceTarget\nTNT1 A 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\ntnt1 a 0 A_CustomMissile(\"SmokeSpawner\", 34, 10, 15, 0)\nTNT1 A 0 A_PlaySound(\"Double/STGG44\")\nTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\nTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 0,0)\nTNT1 A 0 A_custommissile(\"Mutantstg44\",32,0,random(-2,2),1,random (-1,1))\nTNT1 A 0 A_CustomMissile(\"MutantSTG44\",32,0,random(-2,2),1,random(-1,1))\nTNT1 A 0 A_AlertMonsters\nTNT1 B 0 A_SpawnItem(\"HeadshotTarget4Mutant\", 0, 40,0)\nTNT1 A 0 A_GiveInventory(\"SoldierMutantAmmo\",1)\nSTMU g 3 bright\nTNT1 A 0 A_JumpIfInventory(\"SoldierMutantAmmo\",30,\"Reload\")\n/////////////////////\nTNT1 B 0 A_SpawnItem(\"HeadshotTarget4Mutant\", 0, 40,0)\nSTMU F 3 A_FaceTarget\nTNT1 A 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\ntnt1 a 0 A_CustomMissile(\"SmokeSpawner\", 34, 10, 15, 0)\nTNT1 A 0 A_PlaySound(\"DSTG46\")\nTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\nTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 0,0)\nTNT1 AAAA 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 10,0)\nTNT1 A 0 A_custommissile(\"Mutantstg44\",32,0,random(-2,2),1,random (-1,1))\nTNT1 A 0 A_CustomMissile(\"MutantSTG44\",32,0,random(-2,2),1,random(-1,1))\nTNT1 AAAA 0 A_custommissile(\"zombiemantracer\",32,0,random(-2,2),1,random (-1,1))\nTNT1 A 0 A_AlertMonsters\nTNT1 B 0 A_SpawnItem(\"HeadshotTarget4Mutant\", 0, 40,0)\nTNT1 A 0 A_GiveInventory(\"SoldierMutantAmmo\",1)\nSTMU H 3 bright\nTNT1 A 0 A_JumpIfInventory(\"SoldierMutantAmmo\",30,\"Reload\")\nTNT1 B 0 A_SpawnItem(\"HeadshotTarget4Mutant\", 0, 40,0)\nSTMU F 3 A_FaceTarget\nTNT1 A 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\ntnt1 a 0 A_CustomMissile(\"SmokeSpawner\", 34, 10, 15, 0)\nTNT1 A 0 A_PlaySound(\"Double/STGG44\")\nTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\nTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 0,0)\nTNT1 A 0 A_custommissile(\"Mutantstg44\",32,0,random(-2,2),1,random (-1,1))\nTNT1 A 0 A_CustomMissile(\"MutantSTG44\",32,0,random(-2,2),1,random(-1,1))\nTNT1 A 0 A_AlertMonsters\nTNT1 B 0 A_SpawnItem(\"HeadshotTarget4Mutant\", 0, 40,0)\nTNT1 A 0 A_GiveInventory(\"SoldierMutantAmmo\",1)\nSTMU g 3 bright\nTNT1 A 0 A_JumpIfInventory(\"SoldierMutantAmmo\",30,\"Reload\")\nTNT1 B 0 A_SpawnItem(\"HeadshotTarget4Mutant\", 0, 40,0)\nSTMU F 3 A_FaceTarget\nTNT1 A 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\ntnt1 a 0 A_CustomMissile(\"SmokeSpawner\", 34, 10, 15, 0)\nTNT1 A 0 A_PlaySound(\"Double/STGG44\")\nTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\nTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 0,0)\nTNT1 A 0 A_custommissile(\"Mutantstg44\",32,0,random(-2,2),1,random (-1,1))\nTNT1 A 0 A_CustomMissile(\"MutantSTG44\",32,0,random(-2,2),1,random(-1,1))\nTNT1 A 0 A_AlertMonsters\nTNT1 B 0 A_SpawnItem(\"HeadshotTarget4Mutant\", 0, 40,0)\nTNT1 A 0 A_GiveInventory(\"SoldierMutantAmmo\",1)\nSTMU g 3 bright\nTNT1 A 0 A_JumpIfInventory(\"SoldierMutantAmmo\",30,\"Reload\")\n/////////////////////\nTNT1 B 0 A_SpawnItem(\"HeadshotTarget4Mutant\", 0, 40,0)\nSTMU F 3 A_FaceTarget\nTNT1 A 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\ntnt1 a 0 A_CustomMissile(\"SmokeSpawner\", 34, 10, 15, 0)\nTNT1 A 0 A_PlaySound(\"DSTG46\")\nTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\nTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 0,0)\nTNT1 AAAA 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 10,0)\nTNT1 A 0 A_custommissile(\"Mutantstg44\",32,0,random(-2,2),1,random (-1,1))\nTNT1 A 0 A_CustomMissile(\"MutantSTG44\",32,0,random(-2,2),1,random(-1,1))\nTNT1 AAAA 0 A_custommissile(\"zombiemantracer\",32,0,random(-2,2),1,random (-1,1))\nTNT1 A 0 A_AlertMonsters\nTNT1 B 0 A_SpawnItem(\"HeadshotTarget4Mutant\", 0, 40,0)\nTNT1 A 0 A_GiveInventory(\"SoldierMutantAmmo\",1)\nSTMU H 3 bright\nTNT1 A 0 A_JumpIfInventory(\"SoldierMutantAmmo\",30,\"Reload\")\nTNT1 A 0 A_takeInventory(\"MutantCombo\",2)\nGoto See\n\nReload:\nTNT1 B 0 A_SpawnItem(\"HeadshotTarget4Mutant\", 0, 40,0)\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\nSTMU A 5 A_FaceTarget\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\nSTMU I 5 A_FaceTarget\nTNT1 a 0 a_playsound(\"Double/MP441\")\nTNT1 A 0 A_CustomMissile(\"MP44EmptyClip\", 38, 0, random(-11, 11), 0)\nTNT1 A 0 A_CustomMissile(\"MP44EmptyClip\", 38, 0, random(-11, 11), 0)\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\nSTMU J 5 A_FaceTarget\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\nSTMU K 5 A_FaceTarget\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\nSTMU K 5 A_FaceTarget\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\nSTMU A 5 A_FaceTarget\nTNT1 a 0 a_playsound(\"Double/MP442\")\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\nSTMU a 5 A_FaceTarget\ntnt1 a 0 a_takeInventory(\"SoldierMutantAmmo\",30)\nGoto See\n\nDeath.EnemyHeadShot:\nDeath.head:\nTNT1 A 0 A_PlaySound(\"misc/xdeath4\")\nTNT1 A 0 A_CustomMissile (\"PurpleMuchBlood2\", 35, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 0 A_CustomMissile (\"XDeathmutantHeadpiece1\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\nTNT1 A 0 A_CustomMissile (\"XDeathmutantHeadpiece1\", 50, 0, random (0, 360), 2, random (0, 160))\nTNT1 AA 0 A_CustomMissile (\"SuperWallPurpleBlood\", 46, 0, random (170, 190), 2, random (0, 40))\nZMAD B 0 A_XScream\nZMU1 H 0 A_NoBlocking\nTNT1 AAAAAAAA 0 A_CustomMissile (\"PurpleMuchBlood\", 30, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 0 A_SpawnItem(\"DoubleSTG44\")\nZMU5 A 5\nZMU5 B -1\nStop\n\nDeath.Kick:\nTNT1 A 0 A_PlaySound(\"MACAZZO\")\nTNT1 A 0 ThrustThingZ(0,30,0,1)\nTNT1 A 0 A_SpawnItem(\"DoubleSTG44\")\nWMUT M 1 A_FaceTarget\nWMUT M 6 ThrustThing(angle*256/360+128, 10, 0, 0)\nWMUT N 8\nWMUT O -1\nStop\n\n\t Death.Fire:\n\tDeath.Flames:\n TNT1 A 0 A_Scream\n TNT1 A 0 A_NoBlocking\n TNT1 A 0 A_SpawnItem(\"DoubleSTG44\")\n TNT1 A 0 A_SpawnItem(\"BurningZombie\")\n Stop\n\nDeath.Candelabroencapo:\ntnt1 a 0 a_Spawnitem(\"ZioPurpleBlood\")\nWMUT K 5\nWMUT L 5 A_PlaySound(\"MACAZZO\")\nWMUT M 5 A_NoBlocking\nTNT1 A 0 A_SpawnItem(\"DoubleSTG44\")\nWMUT N 5\nTNT1 A 0 A_SpawnItem (\"PurpleMediumBloodSpot\")\nWMUT O -1\nStop\n\nDeath.DoubleMP40:\nDeath:\nDeath.RifleNoExplode:\nTNT1 A 0 A_Jump(150, \"Death.Arm\",\"Death.Leg\")\ntnt1 a 0 a_Spawnitem(\"ZioPurpleBlood\")\nWMUT K 5\nWMUT L 5 A_PlaySound(\"MACAZZO\")\nWMUT M 5 A_NoBlocking\nTNT1 A 0 A_SpawnItem(\"DoubleSTG44\")\nWMUT N 5\nTNT1 A 0 A_SpawnItem (\"PurpleMediumBloodSpot\")\nWMUT O -1\nStop\n\n\t\tDeath.PunchInTheFace:\n\t\ttnt1 a 0 a_Spawnitem(\"ZioPurpleBlood\")\nWMUT K 5\nWMUT L 5 A_PlaySound(\"MACAZZO\")\nWMUT M 5 A_NoBlocking\nTNT1 A 0 A_SpawnItem(\"DoubleSTG44\")\nWMUT N 5\nTNT1 A 0 A_SpawnItem (\"PurpleMediumBloodSpot\")\nWMUT O -1\nStop\n\nDeath.Arm:\nTNT1 A 0 A_SpawnItem(\"DoubleSTG44\")\nTNT1 A 0 A_CustomMissile (\"MutantArm1\", 35, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 0 A_CustomMissile (\"PurpleMuchBlood2\", 35, 0, random (0, 360), 2, random (0, 160))\nZMU1 AB 10\ntnt1 a 0 a_noblocking\nTNT1 A 0 A_SpawnItem (\"PurpleMediumBloodSpot\")\ntnt1 a 0 a_spawnitem(\"Mutanarmless\")\nStop\n\nDeath.Leg:\nTNT1 A 0 A_SpawnItem(\"DoubleSTG44\")\nTNT1 A 0 A_CustomMissile (\"MutantLeg1\", 35, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 0 A_CustomMissile (\"PurpleMuchBlood2\", 35, 0, random (0, 360), 2, random (0, 160))\nZMU3 A 5\nZMU3 B 5 A_PlaySound(\"MACAZZO\")\nZMU3 C 5 A_NoBlocking\nZMU3 D 5\nTNT1 A 0 A_SpawnItem (\"PurpleMediumBloodSpot\")\nTNT1 A 0 A_SpawnItem(\"MutantLegLess\")\nStop\n\nDeath.Down:\nwmut o 1 A_PlaySound(\"MACAZZO\")\nTNT1 A 0 A_SpawnItem(\"DoubleSTG44\")\nWMUT O -1\n\nDeath.StealthKnife:\nDeath.Coltello:\nTNT1 A 0 A_SpawnItem(\"DoubleSTG44\")\nTNT1 A 0 A_CustomMissile (\"PurpleMuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\nZMUT G 3 A_PlaySound(\"MACAZZO\")\nZMUT H 3 A_NOBLOCKING\nZMUT I 3\nZMUT J 3\nZMUT K 3\nTNT1 A 0 A_SpawnItem (\"PurpleMediumBloodSpot\")\nZMUT K -1\n\nDeath.cutless:\nTNT1 A 0 A_JumpIfInventory (\"IsDown\", 1, \"Death.Down\")\nTNT1 A 0 A_Jump(50, \"Death.Half\")\nTNT1 A 0 A_SpawnItem(\"DoubleSTG44\")\nGoto Death.Massacre\n\nDeath.Half:\nTNT1 AA 0 A_CustomMissile (\"SuperWallPurpleBlood\", 46, 0, random (170, 190), 2, random (0, 40))\nTNT1 A 0 A_CustomMissile (\"PurpleInstestin\", 40, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 0 A_CustomMissile (\"PurpleXDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 0 A_CustomMissile (\"PurpleXDeath2\", 40, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 0 A_CustomMissile (\"PurpleXDeath3\", 40, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 0 A_CustomMissile (\"PurpleXDeath4\", 40, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 0 A_Recoil(2)\nTNT1 A 0 A_SpawnItem (\"MutantTorso\")\nZMU4 DEF 5\nTNT1 A 0\nZMU4 F -1\n\nDeath.Massacre:\nTNT1 A 0\nTNT1 A 0 A_FaceTarget\nTNT1 A 0 A_Scream\nTNT1 O 0 A_NoBlocking\nTNT1 A 0 A_SpawnItem (\"BrutalizedMutant1\")\nStop\n\nDeath.ExplosiveImpact:\nTNT1 A 0 A_NoBlocking\nTNT1 A 0 A_SpawnItem(\"DoubleSTG44\")\nTNT1 A 0 A_Jump(130,\"Death.LandMine\")\nTNT1 A 0 A_CustomMissile (\"XDeathmutantHeadpiece1\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\nTNT1 A 0 A_CustomMissile (\"XDeathmutantHeadpiece1\", 50, 0, random (0, 360), 2, random (0, 160))\nTNT1 AA 0 A_CustomMissile (\"SuperWallPurpleBlood\", 46, 0, random (170, 190), 2, random (0, 40))\nTNT1 A 0 A_CustomMissile (\"MutantArm1\", 35, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 0 A_CustomMissile (\"PurpleXDeath3\", 40, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 0 A_CustomMissile (\"MutantLeg1\", 32, 0, random (0, 360), 2, random (0, 160))\nTNT1 AAAA 0 A_CustomMissile (\"PurpleXDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 0 ThrustThingZ(0,30,0,1)\nZMU6 AB 5\nZMU6 CDDD 5 A_CheckFloor (\"Dead.ExplosiveImpact\")\nZMU6 DDDDDDDDD 5 A_CheckFloor (\"Dead.ExplosiveImpact\")\n\nDead.ExplosiveImpact:\nTNT1 AAAA 0 A_SpawnItem (\"ZioPurpleBlood\")\nZMU6 E -1\nStop\n\nDeath.LandMine:\nTNT1 AA 0 A_CustomMissile (\"SuperWallPurpleBlood\", 46, 0, random (170, 190), 2, random (0, 40))\nTNT1 A 0 A_CustomMissile (\"MutantLeg1\", 32, 0, random (0, 360), 2, random (0, 160))\nTNT1 AAAA 0 A_CustomMissile (\"PurpleXDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 0 ThrustThingZ(0,50,0,1)\nZMU7 A 1 A_Scream\nZMU7 A 9\nZMU7 BCD 9 A_CheckFloor(\"Dead.Landmine\")\nZMU7 DDDDD 9 A_CheckFloor(\"Dead.Landmine\")\n\nDead.Landmine:\nTNT1 AAAA 0 A_SpawnItem (\"ZioPurpleBlood\")\nZMU3 E -1\nStop\n}\n}\n\nACTOR HardSoldierMutant:SoldierMutant 7209\n{\n//$Category BW Enemies\n//$Title Hard Heavy Mutant\nStates\n{\nMissile:\n//\ntnt1 a 0 a_playsound(\"Vest\")\nTNT1 B 0 A_SpawnItem(\"HeadshotTarget4Mutant\", 0, 40,0)\nSTMU F 3 A_FaceTarget\nTNT1 B 0 A_SpawnItem(\"HeadshotTarget4Mutant\", 0, 40,0)\nSTMU F 3 A_FaceTarget\nTNT1 B 0 A_SpawnItem(\"HeadshotTarget4Mutant\", 0, 40,0)\nSTMU F 3 A_FaceTarget\nTNT1 B 0 A_SpawnItem(\"HeadshotTarget4Mutant\", 0, 40,0)\nSTMU F 3 A_FaceTarget\nTNT1 B 0 A_SpawnItem(\"HeadshotTarget4Mutant\", 0, 40,0)\nSTMU F 3 A_FaceTarget\n//\nMissle31:\nTNT1 B 0 A_SpawnItem(\"HeadshotTarget4Mutant\", 0, 40,0)\nSTMU F 3 A_FaceTarget\nTNT1 A 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\ntnt1 a 0 A_CustomMissile(\"SmokeSpawner\", 34, 10, 15, 0)\nTNT1 A 0 A_PlaySound(\"DSTG46\")\nTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\nTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 0,0)\nTNT1 AAAA 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 10,0)\nTNT1 A 0 A_custommissile(\"Mutantstg44\",32,0,random(-2,2),1,random (-1,1))\nTNT1 A 0 A_CustomMissile(\"MutantSTG44\",32,0,random(-2,2),1,random(-1,1))\nTNT1 AAAA 0 A_custommissile(\"zombiemantracer\",32,0,random(-2,2),1,random (-1,1))\nTNT1 A 0 A_AlertMonsters\nTNT1 B 0 A_SpawnItem(\"HeadshotTarget4Mutant\", 0, 40,0)\nTNT1 A 0 A_GiveInventory(\"SoldierMutantAmmo\",1)\nSTMU H 3 bright\nTNT1 A 0 A_JumpIfInventory(\"SoldierMutantAmmo\",30,\"Reload\")\nTNT1 A 0 A_MonsterRefire(40,\"Missile2\")\nLoop\n}\n}\n\nActor EasySoldierMutant:SoldierMutant 7210\n{\n//$Category BW Enemies\n//$Title Easy Heavy Mutant\nStates\n{\nMissile:\n//\ntnt1 a 0 a_playsound(\"Vest\")\nTNT1 B 0 A_SpawnItem(\"HeadshotTarget4Mutant\", 0, 40,0)\nSTMU F 3 A_FaceTarget\nTNT1 B 0 A_SpawnItem(\"HeadshotTarget4Mutant\", 0, 40,0)\nSTMU F 3 A_FaceTarget\nTNT1 B 0 A_SpawnItem(\"HeadshotTarget4Mutant\", 0, 40,0)\nSTMU F 3 A_FaceTarget\nTNT1 B 0 A_SpawnItem(\"HeadshotTarget4Mutant\", 0, 40,0)\nSTMU F 3 A_FaceTarget\nTNT1 B 0 A_SpawnItem(\"HeadshotTarget4Mutant\", 0, 40,0)\nSTMU F 3 A_FaceTarget\n//\nTNT1 B 0 A_SpawnItem(\"HeadshotTarget4Mutant\", 0, 40,0)\nSTMU F 3 A_FaceTarget\nTNT1 A 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\ntnt1 a 0 A_CustomMissile(\"SmokeSpawner\", 34, 10, 15, 0)\nTNT1 A 0 A_PlaySound(\"Double/STGG44\")\nTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\nTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 0,0)\nTNT1 A 0 A_custommissile(\"Mutantstg44\",32,0,random(-2,2),1,random (-1,1))\nTNT1 A 0 A_CustomMissile(\"MutantSTG44\",32,0,random(-2,2),1,random(-1,1))\nTNT1 A 0 A_AlertMonsters\nTNT1 B 0 A_SpawnItem(\"HeadshotTarget4Mutant\", 0, 40,0)\nTNT1 A 0 A_GiveInventory(\"SoldierMutantAmmo\",1)\nSTMU g 3 bright\nTNT1 A 0 A_JumpIfInventory(\"SoldierMutantAmmo\",30,\"Reload\")\nTNT1 B 0 A_SpawnItem(\"HeadshotTarget4Mutant\", 0, 40,0)\nSTMU F 3 A_FaceTarget\nTNT1 A 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\ntnt1 a 0 A_CustomMissile(\"SmokeSpawner\", 34, 10, 15, 0)\nTNT1 A 0 A_PlaySound(\"Double/STGG44\")\nTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\nTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 0,0)\nTNT1 A 0 A_custommissile(\"Mutantstg44\",32,0,random(-2,2),1,random (-1,1))\nTNT1 A 0 A_CustomMissile(\"MutantSTG44\",32,0,random(-2,2),1,random(-1,1))\nTNT1 A 0 A_AlertMonsters\nTNT1 B 0 A_SpawnItem(\"HeadshotTarget4Mutant\", 0, 40,0)\nTNT1 A 0 A_GiveInventory(\"SoldierMutantAmmo\",1)\nSTMU g 3 bright\nTNT1 A 0 A_JumpIfInventory(\"SoldierMutantAmmo\",30,\"Reload\")\n/////////////////////\nTNT1 B 0 A_SpawnItem(\"HeadshotTarget4Mutant\", 0, 40,0)\nSTMU F 3 A_FaceTarget\nTNT1 A 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\ntnt1 a 0 A_CustomMissile(\"SmokeSpawner\", 34, 10, 15, 0)\nTNT1 A 0 A_PlaySound(\"DSTG45\")\nTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\nTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 0,0)\nTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 10,0)\nTNT1 A 0 A_custommissile(\"Mutantstg44\",32,0,random(-2,2),1,random (-1,1))\nTNT1 A 0 A_CustomMissile(\"MutantSTG44\",32,0,random(-2,2),1,random(-1,1))\nTNT1 A 0 A_custommissile(\"zombiemantracer\",32,0,random(-2,2),1,random (-1,1))\nTNT1 A 0 A_AlertMonsters\nTNT1 B 0 A_SpawnItem(\"HeadshotTarget4Mutant\", 0, 40,0)\nTNT1 A 0 A_GiveInventory(\"SoldierMutantAmmo\",1)\nSTMU H 3 bright\nTNT1 A 0 A_JumpIfInventory(\"SoldierMutantAmmo\",30,\"Reload\")\nGoto See\n}\n}"
},
{
"source": "pk3",
"name": "actors/foes/HITLER.txt",
"contents": "////Mecha Hitler\n\nACTOR MechaHitler Replaces Cyberdemon\n{\n\tGame Doom\n\tHealth 15000\n\tSpawnID 1\n\tRadius 25\n\tHeight 60\n\tMass 10000\n +SOLID\n\tSpeed 3\n\tFastSpeed 10\n\tPainChance 200\n\tPainChance \"Kick\", 0\n\tPainChance \"Melee\", 0\n\tPainChance \"ExplosiveImpact\",0\n\tPainChance \"Avoid\", 120\n\tPainChance \"Taunt\", 255\n\tMonster\n\t+FLOORCLIP\n +NOINFIGHTING\n +DONTHARMSPECIES\n +NOINFIGHTING\n BloodType \"MechaBlood\"\n SeeSound \"hitler1/sight\"\n\tObituary \"%o Heiled Hitler!\"\n DAMAGEFACTOR \"Blood\", 0.0 DAMAGEFACTOR \"BlueBlood\", 0.0 DAMAGEFACTOR \"GreenBlood\", 0.0\n DAMAGEFACTOR \"Shrapnel\", 0.3\n DAMAGEFACTOR \"Kick\", 0.4\n\tDAMAGEFACTOR \"MinorHead\", 2.0\n\tDAMAGEFACTOR \"Head\", 2.0\n\tDAMAGEFACTOR \"taunt\", 0.0\n\tMaxStepHeight 24\n\tMaxDropOffHeight 32\n\tPainChance \"blood\", 0\n DAMAGEFACTOR \"blood\", 0.0\n\tDAMAGEFACTOR \"Fatality\", 0.5\n\tDAMAGEFACTOR \"SuperPunch\", 0.5\n\tDAMAGEFACTOR \"Melee\", 0.5\n DAMAGEFACTOR \"Coltello\",0.0\n\tStates\n\t{\n\tSpawn:\n\t\tMHTL A 10 A_Look\n\t\tLoop\n\n See:\nTNT1 A 0 A_PLaySound(\"Hitler/step\")\n\t\tMHTL AAAAA 1 A_Chase\n\t\tMHTL BBBBB 2 A_Chase\nTNT1 A 0 A_PLaySound(\"Hitler/step\")\n\t\tMHTL CCCCC 2 A_Chase\n\t\tMHTL DDDDD 2 A_Chase\n\t\tGoto See\n\nPain:\n TNT0 A 0 A_SpawnItem (\"DIOCAN\", 30)\nTNT1 a 0 A_playSound(\"Metal/hit\")\nGoto See\n\nMissile:\nTNT1 A 0 A_PlaySound(\"Shaiser\")\nMHTL E 30 A_FACETARGET\n GOTO GUTENTAG\n\n GUTENTAG:\n\tMHTL F 0 BRIGHT A_PlayWeaponSound(\"weapons/chaingun\")\n MHTL F 0 BRIGHT A_CustomMissile(\"HansTracer\",32,16,random(-13,13))\n\tMHTL F 1 BRIGHT A_CustomMissile(\"HansTracer\",32,-16,random(-13,13))\n\tMHTL G 2 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\tMHTL F 0 BRIGHT A_PlayWeaponSound(\"weapons/chaingun\")\n HANS F 0 BRIGHT A_CustomMissile(\"HansTracer\",32,16,random(-13,13))\n\tMHTL F 1 BRIGHT A_CustomMissile(\"HansTracer\",32,-16,random(-13,13))\n\tMHTL G 2 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\tMHTL F 0 BRIGHT A_PlayWeaponSound(\"weapons/chaingun\")\n MHTL F 0 BRIGHT A_CustomMissile(\"HansTracer\",32,16,random(-13,13))\n\tMHTL F 1 BRIGHT A_CustomMissile(\"HansTracer\",32,-16,random(-13,13))\n\tMHTL G 2 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\tMHTL F 0 BRIGHT A_PlayWeaponSound(\"weapons/chaingun\")\n MHTL F 0 BRIGHT A_CustomMissile(\"HansTracer\",32,16,random(-13,13))\n\tMHTL F 1 BRIGHT A_CustomMissile(\"HansTracer\",32,-16,random(-13,13))\n\tMHTL G 2 BRIGHT A_CposRefire\n goto GUTENTAG+1\n\n\tDeath:\nTNT1 A 0 A_PLAYSOUND(\"METAL/FALL\")\n SLBT A 5\n\t\tSLBT B 6\n\t\tSLBT C 5 A_NoBlocking\nTNT1 A 0 A_CustomMissile (\"AdolfHitler\", 0, 0, 0)\n SLBT D -1\n\t\tStop\n\n}\n\n}\n\nACTOR MechaBlood\n{\n\tMass 5\n\t+NOBLOCKMAP\n\t+NOTELEPORT\n\t+ALLOWPARTICLES\n\tStates\n\t{\n\tSpawn:\nTNT1 A 0 A_SPAWNITEM(\"DIOCAN\")\nTNT1 a 0 A_playSound(\"Metal/hit\")\n\t\tStop\n\tSpray:\nTNT1 a 0\n\t\tStop\n\t}\n}\n\nActor DIOCAN\n{Game Doom\n\tRadius 16\n\tHeight 56\n\tProjectilePassHeight -16\n -SOLID\nsTATES\n{\nTNT1 a 0 A_playSound(\"Metal/hit\")\nIPF2 CCDD 1 bright A_SpawnItem (\"YellowFlareSmall\", 0)\n}\n}\n\nACTOR AdolfHitler\n{\n\tGame Doom\n\tHealth 5000\n\tSpawnID 1\n\tRadius 25\n\tHeight 60\n\tMass 10000\n +SOLID\n\tSpeed 8\n\tFastSpeed 10\n\tPainChance 20\n\tPainChance \"Kick\", 255\n\tPainChance \"Melee\", 255\n\tPainChance \"ExplosiveImpact\", 255\n\tPainChance \"Avoid\", 120\n\tPainChance \"Taunt\", 255\n\tMonster\n\t+FLOORCLIP\n +NOINFIGHTING\n +DONTHARMSPECIES\n +NOINFIGHTING\n BloodType \"NashGore_Blood\"\n\tDeathSound \"hitler2/death\"\n\tObituary \"%o Heiled Hitler!\"\n DAMAGEFACTOR \"Blood\", 0.0 DAMAGEFACTOR \"BlueBlood\", 0.0 DAMAGEFACTOR \"GreenBlood\", 0.0\n DAMAGEFACTOR \"Shrapnel\", 0.3\n DAMAGEFACTOR \"Kick\", 0.4\n\tDAMAGEFACTOR \"MinorHead\", 2.0\n\tDAMAGEFACTOR \"Head\", 2.0\n\tDAMAGEFACTOR \"taunt\", 0.0\n\tMaxStepHeight 24\n\tMaxDropOffHeight 32\n\tPainChance \"blood\", 0\n DAMAGEFACTOR \"blood\", 0.0\n\tDAMAGEFACTOR \"Fatality\", 0.5\n\tDAMAGEFACTOR \"SuperPunch\", 0.5\n\tDAMAGEFACTOR \"Melee\", 0.5\n\tStates\n\t{\n\tSpawn:\n\t\tHTLR A 10 A_Look\n\t\tLoop\n\n See:\n\t\tHTLR AA 1 A_Chase\n\t\tHTLR AA 2 A_Chase\n\t\tHTLR BB 2 A_Chase\n\t\tHTLR cc 2 A_Chase\n\t\tHTLR DD 2 A_Chase\n\t\tGoto See\n\nMissile:\nTNT1 A 0 A_PlaySound(\"Shaiser\")\n\t TNT1 B 0 A_SpawnItem(\"HeadshotTargetHans\", 0, 60,0)\nHTLR E 30 A_FACETARGET\n GOTO GUTENTAG\n\n GUTENTAG:\n\t TNT1 B 0 A_SpawnItem(\"HeadshotTargetHans\", 0, 60,0)\n\tHTLR F 0 BRIGHT A_PlayWeaponSound(\"weapons/chaingun\")\n HTLR F 0 BRIGHT A_CustomMissile(\"HansTracer\",32,16,random(-13,13))\n\tHTLR F 1 BRIGHT A_CustomMissile(\"HansTracer\",32,-16,random(-13,13))\n\tHTLR G 2 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t TNT1 B 0 A_SpawnItem(\"HeadshotTargetHans\", 0, 60,0)\n\tHTLR F 0 BRIGHT A_PlayWeaponSound(\"weapons/chaingun\")\n HTLR F 0 BRIGHT A_CustomMissile(\"HansTracer\",32,16,random(-13,13))\n\tHTLR F 1 BRIGHT A_CustomMissile(\"HansTracer\",32,-16,random(-13,13))\n\tHTLR G 2 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t TNT1 B 0 A_SpawnItem(\"HeadshotTargetHans\", 0, 60,0)\n\tHTLR F 0 BRIGHT A_PlayWeaponSound(\"weapons/chaingun\")\n HTLR F 0 BRIGHT A_CustomMissile(\"HansTracer\",32,16,random(-13,13))\n\tHTLR F 1 BRIGHT A_CustomMissile(\"HansTracer\",32,-16,random(-13,13))\n\tHTLR G 2 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t TNT1 B 0 A_SpawnItem(\"HeadshotTargetHans\", 0, 60,0)\n\tHANS F 0 BRIGHT A_PlayWeaponSound(\"weapons/chaingun\")\n HTLR F 0 BRIGHT A_CustomMissile(\"HansTracer\",32,16,random(-13,13))\n\tHTLR F 1 BRIGHT A_CustomMissile(\"HansTracer\",32,-16,random(-13,13))\n\tHTLR G 2 BRIGHT A_CposRefire\n goto GUTENTAG+1\n\nPain:\nHTLR H 1\nHTLR H 3\ngoto see\n\n\tDeath:\n TNT1 A 0 A_Jump(150, \"ADIEUEVA\")\n TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n HTLR H 3\n\t\tHTLR Q 3 A_Scream\n\t\tHTLR R 3 A_NoBlocking\n\t\tTNT1 A 0\n\t\tHTLR S 3 A_GiveToTarget(\"ScoreItem\", 100000)\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n HTLR S 250\n HTLR S -1 A_BossDeath\n\t\tStop\n\nADIEUEVA:\n HTLR H 3 A_SCREAM\n HTLR H 60\n\t TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAAAAAAAAAAAAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 40, 0, random (0, 360), 2, random (-5, 5))\n\t TNT1 AAAAAA 0 bright A_CustomMissile (\"SuperGoreSpawner\", 5, 0, random (0, 360), 2, random (30, 180))\n TNT1 AAAAAAAAA 0 A_CustomMissile (\"CeilBloodLauncherLong\", 0, 0, random (0, 360), 2, random (50, 130))\n TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAAAAAAAAAAAAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 40, 0, random (0, 360), 2, random (-5, 5))\n\t TNT1 AAAAAA 0 bright A_CustomMissile (\"SuperGoreSpawner\", 5, 0, random (0, 360), 2, random (30, 180))\n TNT1 AAAAAAAAA 0 A_CustomMissile (\"CeilBloodLauncherLong\", 0, 0, random (0, 360), 2, random (50, 130))\n TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAAAAAAAAAAAAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 40, 0, random (0, 360), 2, random (-5, 5))\n\t TNT1 AAAAAA 0 bright A_CustomMissile (\"SuperGoreSpawner\", 5, 0, random (0, 360), 2, random (30, 180))\n TNT1 AAAAAAAAA 0 A_CustomMissile (\"CeilBloodLauncherLong\", 0, 0, random (0, 360), 2, random (50, 130))\nTNT1 a 0 A_PlaySound(\"HITLER/GORE\")\nHTLR IIIJJJKKKLLLMMMNNNOOO 1\nHTLR P 250\nHTLR P -1 A_BOSSDEATH\n\nDeath.Fire:\n\nQBHB A 3 A_PlaySound(\"BURNZOM\")\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB B 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB A 3\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB B 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB A 3\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB B 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB A 3\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB B 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB A 3\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB B 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB A 3\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB B 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\nQBHB A 3 A_PlaySound(\"BURNZOM\")\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB B 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB A 3\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB B 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB A 3\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB B 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB A 3\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB B 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB A 3\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB B 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB A 3\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB B 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB A 3 A_PlaySound(\"BURNZOM\")\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB B 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB A 3\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB B 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB A 3\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB B 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB A 3\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB B 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB A 3\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB B 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB A 3\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB B 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB A 3 A_PlaySound(\"BURNZOM\")\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB B 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB A 3\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB B 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB A 3\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB B 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB A 3\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB B 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB A 3\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB B 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB A 3\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB B 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB A 3 A_PlaySound(\"BURNZOM\")\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB B 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB A 3\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB B 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB A 3\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB B 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB A 3\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB B 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB A 3\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB B 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB A 3\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB B 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB A 3 A_PlaySound(\"BURNZOM\")\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB B 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB A 3\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB B 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB A 3\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB B 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB A 3\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB B 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB A 3\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB B 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB A 3\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB B 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB C 3 A_NoBlocking\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB D 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 20, 0, random (0, 360), 2, random (50, 130))\nQBHB D 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 20, 0, random (0, 360), 2, random (50, 130))\nQBHB D 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 20, 0, random (0, 360), 2, random (50, 130))\nQBHB D 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 20, 0, random (0, 360), 2, random (50, 130))\nQBHB D 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 20, 0, random (0, 360), 2, random (50, 130))\nQBHB D 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 20, 0, random (0, 360), 2, random (50, 130))\nQBHB D 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 20, 0, random (0, 360), 2, random (50, 130))\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB D 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 20, 0, random (0, 360), 2, random (50, 130))\nQBHB D 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 20, 0, random (0, 360), 2, random (50, 130))\nQBHB D 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 20, 0, random (0, 360), 2, random (50, 130))\nQBHB D 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 20, 0, random (0, 360), 2, random (50, 130))\nQBHB D 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 20, 0, random (0, 360), 2, random (50, 130))\nQBHB D 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 20, 0, random (0, 360), 2, random (50, 130))\nQBHB D 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 20, 0, random (0, 360), 2, random (50, 130))\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB D 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 20, 0, random (0, 360), 2, random (50, 130))\nQBHB D 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 20, 0, random (0, 360), 2, random (50, 130))\nQBHB D 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 20, 0, random (0, 360), 2, random (50, 130))\nQBHB D 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 20, 0, random (0, 360), 2, random (50, 130))\nQBHB D 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 20, 0, random (0, 360), 2, random (50, 130))\nQBHB D 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 20, 0, random (0, 360), 2, random (50, 130))\nQBHB D 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 20, 0, random (0, 360), 2, random (50, 130))\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB D 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 20, 0, random (0, 360), 2, random (50, 130))\nQBHB D 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 20, 0, random (0, 360), 2, random (50, 130))\nQBHB D 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 20, 0, random (0, 360), 2, random (50, 130))\nQBHB D 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 20, 0, random (0, 360), 2, random (50, 130))\nQBHB D 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 20, 0, random (0, 360), 2, random (50, 130))\nQBHB D 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 20, 0, random (0, 360), 2, random (50, 130))\nQBHB D 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 20, 0, random (0, 360), 2, random (50, 130))\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB D 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 20, 0, random (0, 360), 2, random (50, 130))\nQBHB D 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 20, 0, random (0, 360), 2, random (50, 130))\nQBHB D 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 20, 0, random (0, 360), 2, random (50, 130))\nQBHB D 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 20, 0, random (0, 360), 2, random (50, 130))\nQBHB D 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 20, 0, random (0, 360), 2, random (50, 130))\nQBHB D 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 20, 0, random (0, 360), 2, random (50, 130))\nQBHB D 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 20, 0, random (0, 360), 2, random (50, 130))\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB D 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 20, 0, random (0, 360), 2, random (50, 130))\nQBHB D 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 20, 0, random (0, 360), 2, random (50, 130))\nQBHB D 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 20, 0, random (0, 360), 2, random (50, 130))\nQBHB D 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 20, 0, random (0, 360), 2, random (50, 130))\nQBHB D 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 20, 0, random (0, 360), 2, random (50, 130))\nQBHB D 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 20, 0, random (0, 360), 2, random (50, 130))\nQBHB D 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 20, 0, random (0, 360), 2, random (50, 130))\nLD1A G 120\nLD1A G -1 A_BOSSDEATH\n}\n}"
},
{
"source": "pk3",
"name": "actors/foes/Kamikaze.txt",
"contents": "Actor BW_Kamikaze\n{\nGame Doom\nHealth 10\nRadius 20\nHeight 40\nMass 100\nSpeed 26\nPainChance 0\nMonster\n+FLOORCLIP\n+MISSILEMORE\n-FASTER\n+NOPAIN\n-DONTHURTSPECIES\n+NOINFIGHTING\n+DONTHARMSPECIES\nBloodType \"NashGore_Blood\"\nObituary \"%o died while playing Serious Sam.\"\nDropItem \"\"\nDamageFactor \"RifleNoExplode\", 2.0\nDamageFactor \"Melee\", 2.0\nDamageFactor \"KillMe\", 0.0\nDamageFactor \"SSG\", 10.0\nPainChance \"Melee\", 255\nMaxStepHeight 24\nMaxDropOffHeight 32\ndamagefactor \"Blood\", 0.0 damagefactor \"BlueBlood\", 0.0 damagefactor \"GreenBlood\", 0.0\nStates\n{\nSpawn:\nTNT1 A 0 A_StopSound(1)\nKAMI A 1 A_look\nLoop\n\nSee:\nTNT1 A 0 A_PlaySoundEX(\"Kam\",1,true)\nKAMI B 1 a_chase\ntnt1 a 0 a_facetarget\nKAMI B 1 a_chase\ntnt1 a 0 a_facetarget\nKAMI B 1 a_chase\ntnt1 a 0 a_facetarget\nKAMI B 1 a_chase\ntnt1 a 0 a_facetarget\nKAMI C 1 a_chase\ntnt1 a 0 a_facetarget\nKAMI C 1 a_chase\ntnt1 a 0 a_facetarget\nKAMI C 1 a_chase\ntnt1 a 0 a_facetarget\nKAMI C 1 a_chase\ntnt1 a 0 a_facetarget\nKAMI D 1 a_chase\ntnt1 a 0 a_facetarget\nKAMI D 1 a_chase\ntnt1 a 0 a_facetarget\nKAMI D 1 a_chase\ntnt1 a 0 a_facetarget\nKAMI D 1 a_chase\ntnt1 a 0 a_facetarget\nKAMI E 1 a_chase\ntnt1 a 0 a_facetarget\nKAMI E 1 a_chase\ntnt1 a 0 a_facetarget\nKAMI E 1 a_chase\ntnt1 a 0 a_facetarget\nKAMI E 1 a_chase\ntnt1 a 0 a_facetarget\nLoop\n\nMelee:\nTNT1 A 0 A_StopSound(1)\nTNT1 A 0 A_ChangeFlag(Countkill,false)\nTNT1 A 0 A_Scream\nTNT1 A 0 A_NoBlocking\nTNT1 A 0 A_SpawnItem(\"SCAPPACOGLIONE\")\nStop\n\nDeath:\nTNT1 A 0 A_StopSound(1)\nTNT1 A 0 A_Scream\nTNT1 A 0 A_NoBlocking\nTNT1 A 0 A_SpawnItem(\"SCAPPACOGLIONE\")\nStop\n}\n}"
},
{
"source": "pk3",
"name": "actors/foes/MP40OFFICERS.txt",
"contents": "Actor NaziOfficerCombo:inventory\n{\nInventory.MaxAmount 20\n}\n\nACTOR NAZIOFFICER 7014\n{\n//$Category BW Enemies\n//$Title Officer MP40\n\tGame Doom\n\tHealth 70\n\tSpawnID 1\n\tRadius 16\n\tHeight 44\n\tHeight 44\n\tMass 100\n\tSpeed 16\n\tFastSpeed 24\n Scale 0.98\n\tPainChance \"blood\", 0\n DAMAGEFACTOR \"blood\", 0.0\n\tPainChance 200\n\tPainChance \"Kick\", 255\n\tPainChance \"Melee\", 255\n\tPainChance \"ExplosiveImpact\", 255\n\tPainChance \"Avoid\", 120\n\tPainChance \"Taunt\", 255\n\tPainChance \"PunchInTheFace\",255\n\tMonster\n\t+FLOORCLIP\n +NOINFIGHTING\n +SOLID\n +DONTHARMSPECIES\n BloodType \"NashGore_Blood\"\n\tSeeSound \"SPION\"\n\tPainSound \"nazi/pain\"\n\tDeathSound \"OFDEATH\"\n\tActiveSound \"none\"\nDamageFACTOR \"RifleNoExplode\", 2.0\n DAMAGEFACTOR \"Blood\", 0.0 DAMAGEFACTOR \"BlueBlood\", 0.0 DAMAGEFACTOR \"GreenBlood\", 0.0\n DAMAGEFACTOR \"Shrapnel\", 0.3\n DAMAGEFACTOR \"Kick\", 0.4\n\tDAMAGEFACTOR \"MinorHead\", 2.0\n\tDAMAGEFACTOR \"Head\", 2.0\n\tDAMAGEFACTOR \"taunt\", 0.0\n\tObituary \"%o was gunned down by an Officer\"\n\tMaxStepHeight 24\n\tMaxDropOffHeight 32\n\tDAMAGEFACTOR \"Fatality\", 0.5\n\tDamageFactor \"PunchInTheFace\", 0.5\n\tDAMAGEFACTOR \"SuperPunch\", 0.5\n\tDamageFactor \"Candelabroencapo\",10\n\tDAMAGEFACTOR \"Melee\", 0.5\n\tStates\n\t{\n\n\tPain.Avoid:\n\t TNT1 A 0\n\t TNT1 A 0 A_Jump(255, \"AvoidLeft\", \"AvoidRight\")\n\t Goto AvoidLeft\n\n\t AvoidLeft:\n\t SPOS A 1 A_FaceTarget\n\t TNT1 A 0 ThrustThing(angle*256/360+192, 15, 0, 0)\n RPOS ABCDABCD 2 A_FaceTarget\n Goto Missile\n\tAvoidRight:\n\t POSS A 1 A_FaceTarget\n\t TNT1 A 0 ThrustThing(angle*256/360+64, 15, 0, 0)\n RPOS ABCDABCD 2 A_FaceTarget\n Goto Missile\n\n\tSpawn:\n\n\t\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n MOAL A 1 A_Look\n\t Loop\n\n\tSee:\nTNT1 A 0 A_TakeInventory(\"SKShotgunGuy\", 1)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tRPOS AA 2 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tRPOS AA 2 A_Chase\nNULL A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tRPOS BB 2 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tRPOS BB 2 A_Chase\nNULL A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tRPOS CC 2 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 30,0)\n\t\tRPOS CC 2 A_Chase\nNULL A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tRPOS DD 2 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tRPOS DD 2 A_Chase\nNULL A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tLoop\n\n\tMissile:\n\t TNT1 A 0 A_JumPIfInventory(\"NaziOfficerCombo\",20,\"Missile2\")\n\t\tTNT1 A 0 A_TakeInventory(\"SKNazi\", 1)\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget8\", 0, 40,0)\n\t\tRPOS G 5 A_FaceTarget\n\t\t\t\tTNT1 A 0 A_JumpIfInventory(\"NaziMag\",32,\"Reloading\")\n\t\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n\t\tRPOS F 2 BRIGHT A_CustomMissile(\"MonsterTracer\", 38, 0, random(-3, 3), 1)\n TNT1 A 0 A_PlaySound(\"MP40\")\n\t\tTNT1 A 0 A_GiveInventory(\"NaziOfficerCombo\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"NaziMag\",1)\n RPOS G 1 A_AlertMonsters\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tRPOS G 1\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tRPOS G 1 A_FaceTarget\n\t\t\t\t\t\tTNT1 A 0 A_JumpIfInventory(\"NaziMag\",32,\"Reloading\")\n\t\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n\t\t\tRPOS F 2 BRIGHT A_CustomMissile(\"MonsterTracer\", 38, 0, random(-3, 3), 1)\n TNT1 A 0 A_PlaySound(\"MP40\")\n\t\tTNT1 A 0 A_GiveInventory(\"NaziOfficerCombo\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"NaziMag\",1)\n RPOS G 1 A_AlertMonsters\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tRPOS G 1\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tRPOS G 1 A_FaceTarget\n\t\t\t\t\t\tTNT1 A 0 A_JumpIfInventory(\"NaziMag\",32,\"Reloading\")\n\t\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n\t\t\tRPOS F 2 BRIGHT A_CustomMissile(\"MonsterTracer\", 38, 0, random(-3, 3), 1)\n TNT1 A 0 A_PlaySound(\"MP40\")\n\t\tTNT1 A 0 A_GiveInventory(\"NaziOfficerCombo\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"NaziMag\",1)\n RPOS G 1 A_AlertMonsters\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tRPOS G 1\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tRPOS G 1 A_FaceTarget\n\t\t\t\t\t\tTNT1 A 0 A_JumpIfInventory(\"NaziMag\",32,\"Reloading\")\n\t\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n\t\t\tRPOS F 2 BRIGHT A_CustomMissile(\"MonsterTracer\", 38, 0, random(-3, 3), 1)\n TNT1 A 0 A_PlaySound(\"MP40\")\n\t\t\tTNT1 A 0 A_GiveInventory(\"NaziOfficerCombo\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"NaziMag\",1)\n RPOS G 1 A_AlertMonsters\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tRPOS G 1\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tRPOS G 1 A_FaceTarget\n\t\t\t\t\t\tTNT1 A 0 A_JumpIfInventory(\"NaziMag\",32,\"Reloading\")\n\t\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n\t\tRPOS F 2 BRIGHT A_CustomMissile(\"MonsterTracer\", 38, 0, random(-3, 3), 1)\n TNT1 A 0 A_PlaySound(\"MP40\")\n\t\tTNT1 A 0 A_GiveInventory(\"NaziOfficerCombo\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"NaziMag\",1)\n RPOS G 1 A_AlertMonsters\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tRPOS G 1\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tRPOS G 2 A_FaceTarget\n\t\tTNT1 A 0 A_JumpIfInventory(\"NaziMag\",32,\"Reloading\")\n\t\tGoto See\n\n\t\tMissile2:\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget8\", 0, 40,0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"NaziMag\",32,\"Reloading\")\n\t\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n\t\tRPOS F 2 BRIGHT A_CustomMissile(\"MonsterTracer\", 38, 0, random(-3, 3), 1)\n TNT1 A 0 A_PlaySound(\"MP40\")\n\t\tTNT1 A 0 A_GiveInventory(\"NaziMag\",1)\n RPOS G 1 A_AlertMonsters\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tRPOS G 1 A_FaceTarget\n\t\t\t\tTNT1 A 0 A_JumpIfInventory(\"NaziMag\",32,\"Reloading\")\n\t\t\t\tTNT1 A 0 A_MonsterRefire(40,\"SomeFewRounds\")\n\t\t\t\tLoop\n\nSomeFewRounds:\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget8\", 0, 40,0)\nRPOS G 5 A_FaceTarget\nTNT1 A 0 A_JumpIfInventory(\"NaziMag\",32,\"Reloading\")\nTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\nRPOS F 2 BRIGHT A_CustomMissile(\"MonsterTracer\", 38, 0, random(-3, 3), 1)\nTNT1 A 0 A_PlaySound(\"MP40\")\nTNT1 A 0 A_GiveInventory(\"NaziMag\",1)\nRPOS G 1 A_AlertMonsters\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\nRPOS G 1\nTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\nRPOS G 1 A_FaceTarget\nTNT1 A 0 A_JumpIfInventory(\"NaziMag\",32,\"Reloading\")\nTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\nRPOS F 2 BRIGHT A_CustomMissile(\"MonsterTracer\", 38, 0, random(-3, 3), 1)\nTNT1 A 0 A_PlaySound(\"MP40\")\nTNT1 A 0 A_GiveInventory(\"NaziMag\",1)\nRPOS G 1 A_AlertMonsters\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\nRPOS G 1\nTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\nRPOS G 1 A_FaceTarget\nTNT1 A 0 A_JumpIfInventory(\"NaziMag\",32,\"Reloading\")\nTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\nRPOS F 2 BRIGHT A_CustomMissile(\"MonsterTracer\", 38, 0, random(-3, 3), 1)\nTNT1 A 0 A_PlaySound(\"MP40\")\nTNT1 A 0 A_GiveInventory(\"NaziMag\",1)\nRPOS G 1 A_AlertMonsters\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\nRPOS G 1\nTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\nRPOS G 1 A_FaceTarget\nTNT1 A 0 A_JumpIfInventory(\"NaziMag\",32,\"Reloading\")\nTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\nRPOS F 2 BRIGHT A_CustomMissile(\"MonsterTracer\", 38, 0, random(-3, 3), 1)\nTNT1 A 0 A_PlaySound(\"MP40\")\nTNT1 A 0 A_GiveInventory(\"NaziMag\",1)\nRPOS G 1 A_AlertMonsters\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\nRPOS G 1\nTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\nRPOS G 1 A_FaceTarget\nTNT1 A 0 A_JumpIfInventory(\"NaziMag\",32,\"Reloading\")\nTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\nRPOS F 2 BRIGHT A_CustomMissile(\"MonsterTracer\", 38, 0, random(-3, 3), 1)\nTNT1 A 0 A_PlaySound(\"MP40\")\nTNT1 A 0 A_GiveInventory(\"NaziMag\",1)\nRPOS G 1 A_AlertMonsters\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\nRPOS G 1\nTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\nRPOS G 1 A_FaceTarget\nTNT1 A 0 A_JumpIfInventory(\"NaziMag\",32,\"Reloading\")\nTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\nRPOS F 2 BRIGHT A_CustomMissile(\"MonsterTracer\", 38, 0, random(-3, 3), 1)\nTNT1 A 0 A_PlaySound(\"MP40\")\nTNT1 A 0 A_GiveInventory(\"NaziMag\",1)\nRPOS G 1 A_AlertMonsters\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\nRPOS G 1\nTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\nRPOS G 1 A_FaceTarget\nTNT1 A 0 A_JumpIfInventory(\"NaziMag\",32,\"Reloading\")\nTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\nRPOS F 2 BRIGHT A_CustomMissile(\"MonsterTracer\", 38, 0, random(-3, 3), 1)\nTNT1 A 0 A_PlaySound(\"MP40\")\nTNT1 A 0 A_GiveInventory(\"NaziMag\",1)\nRPOS G 1 A_AlertMonsters\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\nRPOS G 1\nTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\nRPOS G 1 A_FaceTarget\nTNT1 A 0 A_JumpIfInventory(\"NaziMag\",32,\"Reloading\")\nTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\nRPOS F 2 BRIGHT A_CustomMissile(\"MonsterTracer\", 38, 0, random(-3, 3), 1)\nTNT1 A 0 A_PlaySound(\"MP40\")\nTNT1 A 0 A_GiveInventory(\"NaziMag\",1)\nRPOS G 1 A_AlertMonsters\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\nRPOS G 1\nTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\nRPOS G 1 A_FaceTarget\nTNT1 A 0 A_JumpIfInventory(\"NaziMag\",32,\"Reloading\")\nTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\nRPOS F 2 BRIGHT A_CustomMissile(\"MonsterTracer\", 38, 0, random(-3, 3), 1)\nTNT1 A 0 A_PlaySound(\"MP40\")\nTNT1 A 0 A_GiveInventory(\"NaziMag\",1)\nRPOS G 1 A_AlertMonsters\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\nRPOS G 1\nTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\nRPOS G 1 A_FaceTarget\nTNT1 A 0 A_JumpIfInventory(\"NaziMag\",32,\"Reloading\")\nTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\nRPOS F 2 BRIGHT A_CustomMissile(\"MonsterTracer\", 38, 0, random(-3, 3), 1)\nTNT1 A 0 A_PlaySound(\"MP40\")\nTNT1 A 0 A_GiveInventory(\"NaziMag\",1)\nRPOS G 1 A_AlertMonsters\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\nRPOS G 1\nTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\nRPOS G 1 A_FaceTarget\nTNT1 A 0 A_JumpIfInventory(\"NaziMag\",32,\"Reloading\")\nGoto See\n\n\t\t\t\tReloading:\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\t\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tOF13 A 5 A_FaceTarget\n\t\t\t\t\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tOF13 B 5 A_FaceTarget\n\t\tTNT1 A 0 A_PlaySound(\"mp401\")\n\t\t\t\tTNT1 A 0 A_CustomMissile(\"MP40EmptyClip\", 38, 0, random(-11, 11), 0)\n\t\t\t\t\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tOF13 C 5 A_FaceTarget\n\t\t\t\t\t\t\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tOF13 d 5 A_FaceTarget\n\t\t\t\t\t\t\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tOF13 d 5 A_FaceTarget\n\t\t\t\t\t\t\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tOF13 e 5 A_FaceTarget\n\t\ttnt1 a 0 a_playSound(\"MP402\")\n\t\t\t\t\t\t\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tOF13 B 5 A_FaceTarget\n\t\t\t\t\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tOF13 a 5 A_FaceTarget\n\t\ttnt1 a 0 a_takeInventory(\"NaziMag\",32)\n\t\tGoto See\n\n\tPain:\n TNT1 A 0 A_JumpIfInventory (\"IsDown\", 1, 6)\n\t\tTNT1 A 0 A_TakeInventory(\"SKShotgunGuy\", 1)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tRPOS G 3\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tRPOS G 3 A_Pain\n\t\tGoto See\n TNT1 AAAAA 0\n TNT1 A 0 A_Pain\n ID11 H 8\n\t\tID11 S 35\n TNT1 A 0 A_TakeInventory(\"IsDown\", 1)\n\t\tID11 T 10\n Goto See\n\n\tPain.Melee:\n\tTNT1 A 0\n TNT1 A 0 A_JumpIfInventory (\"IsDown\", 1, 6)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tRPOS G 3\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tRPOS G 3 A_Pain\n\t\tGoto See\n TNT1 AAAAA 0\n TNT1 A 0 A_Pain\n ID11 H 8\n\t\tID11 S 35\n TNT1 A 0 A_TakeInventory(\"IsDown\", 1)\n\t\tID11 T 10\n Goto See\n\n\tPain.ExplosiveImpact:\n\tPain.Explosive:\n\t TNT1 A 0\n\t TNT1 A 0 A_Pain\n\t\t TNT1 A 0 A_JumpIfInventory (\"IsDown\", 1, \"Pain\")\n\t\t \t\t TNT1 A 0 A_TakeInventory(\"SKZombieman\", 1)\n TNT1 A 0 A_GiveInventory(\"IsDown\", 1)\n TNT1 A 0 ThrustThingZ(0,40,0,1)\n ID11 GH 8\n\t\tGoto FallingAfterImpact\n\nPain.PunchInTheFace:\n Pain.Kick:\n TNT1 A 0\n ID11 G 1 A_Pain\n\t\t TNT1 A 0 A_JumpIfInventory (\"IsDown\", 1, \"Pain\")\n\t\t TNT1 A 0 A_TakeInventory(\"SKZombieman\", 1)\n TNT1 A 0 A_GiveInventory(\"IsDown\", 1)\n TNT1 A 0 ThrustThingZ(0,30,0,1)\n\t\t//ID11 E 1 A_Chase (\"\",\"\")\n\t\tID11 G 1 A_facetarget\n ID11 G 6 ThrustThing(angle*256/360+128, 10, 0, 0)\n ID11 H 8\n\t\tGoto FallingAfterImpact\n\n\t\tFallingAfterImpact:\n\t\tID11 H 1 A_GiveInventory (\"FallingHeight\", 1)\n\t\tID11 H 1 A_CheckFloor (\"GetUp\")\n\t\tNULL A 0 A_JumpIf (momz == 0, \"GetUp\")\n\t\tLoop\n\n\t\tGetUp:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory (\"FallingHeight\", 20, \"Death.Stomp\")\n\t\tTNT1 A 0 A_JumpIfInventory (\"FallingHeight\", 14, \"FallingSuperDeath\")\n\t\tTNT1 A 0 A_JumpIfInventory (\"FallingHeight\", 7, \"FallingDeath\")\n\t\tID11 SSSSSSS 5 A_JumpIf(momz < 0, \"FallingAfterImpact\")\n\t\tTNT1 A 0 A_TakeInventory(\"FallingHeight\", 100)\n TNT1 A 0 A_TakeInventory(\"IsDown\", 1)\n\t\tID11 T 10\n Goto See\n\n\tFallingDeath:\n\tTNT1 A 0\n\tTNT1 A 0 A_Scream\n\tTNT1 A 0 A_NoBLocking\n\tTNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (0, 360), 2, random (50, 130))\n\tID11 EF 2\n\t\tTNT1 A 0 A_SpawnItem(\"MP40Spawner\")\n\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\tTNT1 A 0 A_SpawnItem (\"DeadShotgunguy1\")\n\tStop\n\n\tFallingSuperDeath:\n\tTNT1 A 0\n\tTNT1 A 0 A_XScream\n\tTNT1 A 0 A_NoBLocking\n\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\tGoto Death.ExplosiveImpact+1\n\n Pain.KillMe:\n TNT1 A 0\n Goto Missile\n Death.KillMe:\n Death.Taunt:\n\t TNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n TNT1 A 0 A_SpawnItem(\"ShotgunGuy\")\n Stop\n\nDeath.Shotgun:\n\t\tTNT1 A 0 A_JumpIfCloser(200, \"Death.Shotgunontheface\")\n\n\t\tGoto Death\n\n\tDeath.Shotgunontheface:\n\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(56, \"Death.Arm\", \"Death.Leg\")\n\t\tTNT1 A 0 A_SpawnItem(\"MP40Spawner\")\n\t TNT1 A 0 ThrustThingZ(0,40,0,1)\n\t\tTNT1 A 0 A_CustomMissile (\"MuchBlood2\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tID18 A 10 A_GiveToTarget(\"ScoreItem\", 400)\n\t\tID11 GH 10\n TNT1 A 0 A_SpawnItem (\"DeadShotgunguy1\")\n\t\t Stop\n\nDeath.PunchInTheFace:\nDeath.Kick:\n\t\tTNT1 A 0 A_SpawnItem(\"MP40Spawner\")\n TNT1 A 0 A_Scream\n TNT1 A 0 A_NoBlocking\n TNT1 A 0 ThrustThingZ(0,30,0,1)\n TNT1 A 0 A_FaceTarget\n TNT1 A 0 A_Recoil (8)\n ID11 GH 8 A_GiveToTarget(\"ScoreItem\", 400)\n TNT1 A 1 A_SpawnItem (\"DeadShotgunGuy1\", 5)\n Stop\n\nDeath.Coltello:\n\t\tTNT1 A 0 A_SpawnItem(\"MP40Spawner\")\n TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n tnt1 a 0 A_GiveToTarget(\"ScoreItem\", 500)\nOUCE A 5 A_Scream\nOUCE B 5 A_NOBLOCKING\nOUCE C 5\nOUCE D 4\nOUCE E 4\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\nOUCE E -1\nStop\n\n Death.Down:\n\t\tTNT1 A 0 A_SpawnItem(\"MP40Spawner\")\n TNT1 A 0\n TNT1 A 0 A_Scream\n\t\tTNT1 A 0 A_NoBlocking\n TNT1 A 0 A_SpawnItem (\"DeadShotgunguy1\", 1)\n\t\tStop\n\n\t\t Death.Candelabroencapo:\n\t\t TNT1 A 0 A_JumpIfInventory (\"IsDown\", 1, \"Death.Down\")\n\t\tTNT1 A 0 A_SpawnItem(\"MP40Spawner\")\n\t\tSPOS H 5 A_Scream\n\t\tSPOS I 5\n\t\tSPOS J 5 A_NoBlocking\n\t\tSPOS K 5\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n TNT1 A 0 A_SpawnItem (\"DeadShotgunguy1\", 1)\n\t\tStop\n\n\t\t\t\tDeath.DoubleMP40:\n\t\t\t\t TNT1 A 0 A_JumpIfInventory (\"IsDown\", 1, \"Death.Down\")\n\t\t TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 0 A_Jump(192,\"GoHere\")\n TNT1 A 0 A_Jump(128, \"Death.Arm\", \"Death.Leg\")\n\t\t tnt1 a 0 a_Jump(32,\"Death.coltello\")\n\t\tTNT1 A 0 A_SpawnItem(\"MP40Spawner\")\n\t\tSPOS H 5 A_Scream\n\t\tSPOS I 5\n\t\tSPOS J 5 A_NoBlocking\n\t\tSPOS K 5 A_GiveToTarget(\"ScoreItem\", 400)\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n TNT1 A 0 A_SpawnItem (\"DeadShotgunguy1\", 1)\n\t\tStop\n\n\tGoHere:\n\tTNT1 A 0 A_SpawnItem(\"MP40Spawner\")\n\tGoto Death.Massacre\n\n\tDeath:\n TNT1 A 0 A_JumpIfInventory (\"IsDown\", 1, \"Death.Down\")\n tnt1 a 0 a_Jump(100,\"Death.coltello\")\n TNT1 A 0 A_Jump(100, \"Death.Arm\", \"Death.Leg\")\n\t\tTNT1 A 0 A_SpawnItem(\"MP40Spawner\")\n\t\tSPOS H 5 A_Scream\n\t\tSPOS I 5\n\t\tSPOS J 5 A_NoBlocking\n\t\tSPOS K 5 A_GiveToTarget(\"ScoreItem\", 400)\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n TNT1 A 0 A_SpawnItem (\"DeadShotgunguy1\", 1)\n\t\tStop\n\n\tDeath.WorldAtWarStyle:\nOFWA A 4\nOFWA B 4 A_Scream\n TNT1 A 0 A_PlaySound(\"MP40\")\n\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\nTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 40, 0)\n\tTNT1 A 0 A_CustomMissile (\"MonsterTracer\", 12, 15, 20, 2, 40)\n\tOFWA B 2 BRIGHT A_GiveToTarget(\"ScoreItem\", 500)\nOFWA C 4\n TNT1 A 0 A_PlaySound(\"MP40\")\n\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\nTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 40, 0)\n\tTNT1 A 0 A_CustomMissile (\"MonsterTracer\", 12, 15, 20, 2, 40)\n\tOFWA C 2 BRIGHT\nOFWA D 4 A_GiveToTarget(\"ScoreItem\", 600)\n TNT1 A 0 A_PlaySound(\"MP40\")\n\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\nTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 40, 0)\n\tTNT1 A 0 A_CustomMissile (\"MonsterTracer\", 12, 15, 20, 2, 40)\n\tOFWA D 2 BRIGHT\nOFWA EFG 4\n\t\tTNT1 A 0 A_SpawnItem(\"MP40Spawner\")\nOFWA G 0 A_SpawnItem (\"MediumBloodSpot\")\nTNT1 A 0 A_SpawnItem (\"DEATHOFWAW\")\n\t\tStop\n\n Death.leg:\n TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 0 A_CustomMissile (\"XDeathSargeLeg1\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem(\"MP40Spawner\")\n SPO3 A 5\n\t\tSPO3 B 5 A_Scream\n\t\tSPO3 C 5 A_NoBlocking\n\t\tSPO3 D 5 A_GiveToTarget(\"ScoreItem\", 200)\n SPO3 E 5 A_GiveToTarget(\"ScoreItem\", 600)\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n\t\tTNT1 A 0 A_SpawnItem (\"DeadOF_NoLeg\")\n\t\tStop\n\n Death.Arm:\nTNT1 A 0 A_JUMP(50,\"DEATH.ARM2\")\n\t\tTNT1 A 0 A_SpawnItem(\"MP40Spawner\")\n TNT1 A 0 A_Scream\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathOfficerArm1\", 35, 0, random (0, 360), 2, random (0, 160))\n SPO5 A 9 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n spo5 a 1 A_GiveToTarget(\"ScoreItem\", 600)\n TNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n\t\tTNT1 A 0 A_SpawnItem (\"TUVUOILEBOTTE\", 2)\n Stop\n\nDeath.Arm2:\n\t\tTNT1 A 0 A_SpawnItem(\"MP40Spawner\")\n TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n tnt1 a 0 A_GiveToTarget(\"ScoreItem\", 500)\nAHIO A 5 A_Scream\nAHIO B 5 A_NOBLOCKING\nAHIO C 5\nAHIO D 5\nAHIO E 5\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\nAHIO E -1\nStop\n\n\t\tDeath.EnemyHeadShot:\n\tDeath.head:\n\t\tTNT1 A 0 A_SpawnItem(\"MP40Spawner\")\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\nTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_NoBlocking\n SPDH ABC 5 A_CustomMissile (\"MuchBlood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t\tSPDH DE 5 A_GiveToTarget(\"ScoreItem\", 600)\n\t\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n TNT1 A 0 A_SpawnItem (\"DeadShotgunguy_NoHead\", 1)\n\t\tStop\n\n\t\tDeath.cut:\n TNT1 A 0\n TNT1 A 0 A_Jump(32, \"Death.Arm\", \"Death.Leg\")\n\t\tTNT1 A 0 A_SpawnItem(\"MP40Spawner\")\n Goto Death.Tear\n\n\t Death.cutless:\n TNT1 A 0\n TNT1 A 0 A_JumpIfInventory (\"IsDown\", 1, \"Death.Down\")\n\t \t\tTNT1 A 0 A_Jump(32, \"Death.Cut\")\n\t\tTNT1 A 0 A_SpawnItem(\"MP40Spawner\")\nTNT1 A 0 A_Jump(100, \"Death.LegMassacre\",\"HitlerDeathStyle\")\n Goto Death.Massacre\n\nHitlerDeathStyle:\nSPOS G 1\n\t TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAAAAAAAAAAAAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 40, 0, random (0, 360), 2, random (-5, 5))\n\t TNT1 AAAAAA 0 bright A_CustomMissile (\"SuperGoreSpawner\", 5, 0, random (0, 360), 2, random (30, 180))\n TNT1 AAAAAAAAA 0 A_CustomMissile (\"CeilBloodLauncherLong\", 0, 0, random (0, 360), 2, random (50, 130))\n TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 35, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAAAAAAAA 0 A_CustomMissile (\"CeilBloodLauncherLong\", 0, 0, random (0, 360), 2, random (50, 130))\ntnt1 a 0 A_PlaySound(\"HITLER/GORE\")\nTNT1 A 0 A_NOBLOCKING\nFOFF AABB 2\nTNT1 AAA 0 A_CustomMissile (\"Instestin\", 32, 0, random (0, 360), 2, random (0, 160))\nFOFF CCDD 2\n\t\ttnt1 a 0 A_GiveToTarget(\"ScoreItem\", 600)\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\nFOFF D -1\nStop\n\n Death.Tear:\n TNT1 AAA 0 A_CustomMissile (\"MuchBlood\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 O 0 A_NoBlocking\n\t SP2X AA 8 A_GiveToTarget(\"ScoreItem\", 600)\n TNT1 A 0 A_CustomMissile (\"XDeath4\", 40, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"RipSergeant\", 0, 0, random (0, 360), 2, random (0, 160))\n SP2X BBCD 8\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n TNT1 A 0 A_SpawnItem (\"DeadShotgunguy_Half\", 1)\n\t\tStop\n\n Death.Massacre:\n TNT1 A 0\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 O 0 A_NoBlocking\nTNT1 A 0 A_GiveToTarget(\"ScoreItem\", 600)\n TNT1 A 0 A_SpawnItem (\"BrutalizedSergeant1\", 1)\n\t\tStop\n\n Death.LegMassacre:\n TNT1 A 0\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 O 0 A_NoBlocking\n TNT1 A 0 A_GiveToTarget(\"ScoreItem\", 600)\n TNT1 A 0 A_SpawnItem (\"BrutalizedSergeantLeg\", 1)\n\t\tStop\n\n Death.fire:\n Death.burn:\n Death.flames:\n\t\tTNT1 A 0 A_SpawnItem(\"MP40Spawner\")\n TNT1 A 0 A_Scream\n TNT1 A 0 A_NoBlocking\nTNT1 A 0 A_GiveToTarget(\"ScoreItem\", 800)\n TNT1 A 0 A_SpawnItem(\"BurningOFFICER\")\n Stop\n\n\tXDeath:\n\t\tTNT1 A 0 A_SpawnItem(\"MP40Spawner\")\n\t\tTNT1 A 0 A_XScream\n \t TNT1 AAA 0 A_CustomMissile (\"SuperBloodSplasher\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_NoBlocking\nTNT1 A 0 A_GiveToTarget(\"ScoreItem\", 1000)\n TNT1 A 0 A_CustomMissile (\"SargeXDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n Stop\n\n\t\t Death.Stomp:\n\t\tTNT1 A 0 A_SpawnItem(\"MP40Spawner\")\n\tTNT1 AAAAAA 0 bright A_CustomMissile (\"SuperGoreSpawner\", 5, 0, random (0, 360), 2, random (30, 180))\n\tTNT1 AAAAAA 0 bright A_CustomMissile (\"XDeath1\", 5, 0, random (0, 360), 2, random (30, 180))\n\tTNT1 AA 0 bright A_CustomMissile (\"XDeath2\", 55, 0, random (0, 360), 2, random (30, 180))\n\tTNT1 AA 0 bright A_CustomMissile (\"XDeath3\", 55, 0, random (0, 360), 2, random (30, 180))\n\tTNT1 A 0 A_SpawnItem (\"CrushedRemains\")\n\tTNT1 A 1\n\tTNT1 A 1 A_XScream\n TNT1 A 1 A_NoBlocking\n\tStop\n\n\tDeath.ExplosiveImpact:\n\t\tTNT1 A 0 A_SpawnItem(\"MP40Spawner\")\n\tTNT1 A 0\n\tTNT1 A 0 A_NoBlocking\n\tTNT1 A 0 A_Jump(130,\"Death.LandMine\")\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n TNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeathOfficerArm1\", 35, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 40, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeathSargeLeg2\", 32, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t ID14 AB 5 A_GiveToTarget(\"ScoreItem\", 1000)\n\t\tID14 CDEF 5 A_CheckFloor (\"Dead.ExplosiveImpact\")\n\t\tID14 FFFFFF 5 A_CheckFloor (\"Dead.ExplosiveImpact\")\n\t\tTNT1 A 0 A_SpawnItem (\"VeryFuckedUpBrutalizedSergeantLeg\")\n\t\tStop\n\n\t\tDead.ExplosiveImpact:\n\t\tTNT1 A 0 A_SpawnItem (\"VeryFuckedUpBrutalizedSergeantLeg\")\n\t\tTNT1 A 0 A_SpawnItem (\"MuchBlood\")\n\t\tStop\n\n\tDeath.LandMine:\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n TNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeathSargeLeg1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t//TNT1 A 0 A_CustomMissile (\"GibHand\", 42, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 ThrustThingZ(0,50,0,1)\n\tID16 A 1 A_Scream\n\t ID16 A 9\n\t\tID16 BCD 9 A_CheckFloor (\"Dead.Landmine\")\n\t\tID16 DDDD 9 A_CheckFloor (\"Dead.Landmine\")\n\t\tTNT1 A 0 A_SpawnItem (\"DeadShotgunguy_NoLeg\", 1)\n\t\tStop\n\n\t\t\tDead.Landmine:\n\t\tTNT1 A 0 A_SpawnItem (\"DeadShotgunguy_NoLeg\", 1)\n\t\tTNT1 A 0 A_SpawnItem (\"MuchBlood\")\n\t\tStop\n\n\tRaise:\n\t\tSPOS L 5\n\t\tSPOS KJIH 5\n\t\tGoto See\n Crush:\n TNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"NashGore_FlyingBloodTrail8\", 0, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n POSC B 5\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n POSC B -1\n Stop\n\n\t}\n}\n\nActor DeadShotgunGuyR Replaces DeadShotgunguy\n{\n Radius 12\n Height 12\n +SHOOTABLE\n -SOLID\n +NOTELEPORT\n +MOVEWITHSECTOR\n +CORPSE\n\t+FLOORCLIP\n Mass 1000\n Health 100\n DAMAGEFACTOR \"Blood\", 0.0\n PainChance \"Melee\", 255\n DAMAGEFACTOR \"Melee\", 20.0\n DAMAGEFACTOR \"Kick\", 20.0\n DAMAGEFACTOR \"Fatality\", 20.0\n DAMAGEFACTOR \"Trample\", 0.0\n\tDAMAGEFACTOR \"ExplosiveImpact\", 10.0\nStates\n {\n Death.Fatality:\n Death.Melee:\n Death.Kick:\n\tDeath.ExplosiveImpact:\n TNT1 A 0\n TNT1 A 0\n TNT1 A 0 ThrustThingZ(0,15,0,1)\n TNT1 A 0 A_FaceTarget\n TNT1 A 0 A_Recoil (2)\n ID11 GH 8\n TNT1 A 1 A_SpawnItem (\"DeadShotgunGuy1\", 5)\n Stop\n Spawn:\n SPOS L -1\n Stop\n\tRaise:\n\t\tSPOS K 1\n\t\tSPOS JIH 1\n TNT1 A 0 A_SpawnItem (\"ShotgunGuy1\", 3)\n\t\tStop\n Death:\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathSargeLeg1\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\tSPOS A 0 A_CustomMissile (\"XDeath1\", 5, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 1 A_SpawnItem (\"DeadShotgunGuy_NoLeg\", 5)\n Stop\n\n Death.Plasma: Death.Plasma2:\n TNT1 A 0\n TNT1 A 0 A_XScream\n TNT1 A 0 A_NoBlocking\n TNT1 AAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tEXPL AAA 0 A_CustomMissile (\"ExplosionSmoke\", 32, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0\n Stop\n\n }\n}\n//check inside SERGEANTS.txt\n/*\nActor DeadShotgunGuy_NoArm: DeadShotgunGuy1\n{Health 200 States{Spawn:\n SPO5 I -1\n Stop\n Death.CutLess:\n Death.Cut:\n\tDeath:\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 6, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 6, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 6, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 6, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 6, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_SpawnItem (\"DeadShotgunguy_NoHeadNoArm\", 1)\n\t\tStop\n Death.Fatality:\n Death.Melee:\n Death.Kick:\n\tDeath.ExplosiveImpact:\n TNT1 A 0\n TNT1 A 0\n TNT1 A 0 ThrustThingZ(0,15,0,1)\n TNT1 A 0 A_FaceTarget\n TNT1 A 0 A_Recoil (2)\n ID11 OP 8\n TNT1 A 1 A_SpawnItem (\"DeadShotgunGuy_NoArm\", 5)\n Stop}}\n\nActor DeadShotgunGuy_NoLeg: DeadShotgunGuy_NoArm\n{Health 200 States{Spawn:\n SPO3 F -1\n Stop\tDeath:\n Death.CutLess:\n Death.Cut:\n \t TNT1 A 0 A_SpawnItem(\"GibsZ\")\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tStop\n Death.Fatality:\n Death.Melee:\n Death.Kick:\n TNT1 A 0\n TNT1 A 0\n TNT1 A 0 ThrustThingZ(0,15,0,1)\n TNT1 A 0 A_FaceTarget\n TNT1 A 0 A_Recoil (2)\n ID11 MN 8\n TNT1 A 1 A_SpawnItem (\"DeadShotgunGuy_NoLeg\", 5)\n Stop}}\n\nActor DeadShotgunGuy_NoBrain: DeadShotgunGuy1\n{Health 200 States{Spawn:\n SPOS Z -1\n Stop\tDeath:\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 6, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 6, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 6, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 6, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 6, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_SpawnItem (\"DeadShotgunguy_NoHead\", 1)\n\t\tStop\n Death.Fatality:\n Death.Melee:\n Death.Kick:\n\tDeath.ExplosiveImpact:\n TNT1 A 0\n TNT1 A 0\n TNT1 A 0 ThrustThingZ(0,15,0,1)\n TNT1 A 0 A_FaceTarget\n TNT1 A 0 A_Recoil (2)\n ID11 GH 8\n TNT1 A 1 A_SpawnItem (\"DeadShotgunGuy_NoBrain\", 5)\n Stop}}\n\nActor DeadShotgunGuy_NoHead: DeadShotgunGuy1\n{Health 200 States{Spawn:\n SPDH E -1\n Stop\tDeath:\n Death.CutLess:\n Death.Cut:\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\tPOS3 A 0 A_CustomMissile (\"XDeath1\", 5, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 1 A_SpawnItem (\"DeadShotgunGuy_NoHeadNoArm\", 5)\n Stop\n Death.Fatality:\n Death.Melee:\n Death.Kick:\n\tDeath.ExplosiveImpact:\n TNT1 A 0\n TNT1 A 0\n TNT1 A 0 ThrustThingZ(0,15,0,1)\n TNT1 A 0 A_FaceTarget\n TNT1 A 0 A_Recoil (2)\n ID11 GH 8\n TNT1 A 1 A_SpawnItem (\"DeadShotgunGuy_NoHead\", 5)\n Stop}}\n\nActor DeadShotgunGuy_NoHeadNoArm: DeadShotgunGuy1\n{Health 200 States{Spawn:\n SPXS B -1\n Stop\tDeath:\n Death.CutLess:\n Death.Cut:\n\tTNT1 A 0 A_SpawnItem(\"GibsZ\")\n \t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tStop\n Death.Fatality:\n Death.Melee:\n Death.Kick:\n\tDeath.ExplosiveImpact:\n TNT1 A 0\n TNT1 A 0\n TNT1 A 0 ThrustThingZ(0,15,0,1)\n TNT1 A 0 A_FaceTarget\n TNT1 A 0 A_Recoil (2)\n ID11 OP 8\n TNT1 A 1 A_SpawnItem (\"DeadShotgunGuy_NoHeadNoArm\", 5)\n Stop}}\n\nActor DeadShotgunGuy_Half: DeadShotgunGuy1\n{Health 200 States{Spawn:\n SP2X E -1\n Stop\n Death:\n\t\tDeath.Cut:\n Death.Cutless:\n \t TNT1 A 0 A_SpawnItem(\"GibsZ\")\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 50, 0, random (0, 360), 2, random (0, 160))\n Stop}}\n*/\nActor DEATHOFWAW: DeadShotgunGuy1\n{Health 200 States{Spawn:\n OFWA G -1\n Stop\tDeath:\n Death.CutLess:\n Death.Cut:\n \t TNT1 A 0 A_SpawnItem(\"GibsZ\")\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tStop\n}}\n/*\nActor DIOGNOMO: DeadShotgunGuy1\n{Health 200 States{Spawn:\n SPO5 I -1\n Stop\n Death.CutLess:\n Death.Cut:\n\tDeath:\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 6, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 6, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 6, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 6, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 6, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_SpawnItem (\"DeadShotgunguy_NoHeadNoArm\", 1)\n\t\tStop\n Death.Fatality:\n Death.Melee:\n Death.Kick:\n\tDeath.ExplosiveImpact:\n TNT1 A 0\n TNT1 A 0\n TNT1 A 0 ThrustThingZ(0,15,0,1)\n TNT1 A 0 A_FaceTarget\n TNT1 A 0 A_Recoil (2)\n ID11 OP 8\n TNT1 A 1 A_SpawnItem (\"DIOGNOMO\", 5)\n Stop}}\n\nACTOR BeheadedSergeantZombie: DeadShotgunGuy_NoHead\n{\n\tMass 6\n}\n\nACTOR TUVUOILEBOTTE\n{\n\tGame Doom\n\tRadius 16\n\tHeight 28\n\tHealth 50\n\t\tPainSound \"NAZI/PAIN\"\n\t\tPainChance 255\n\tDAMAGEFACTOR \"Blood\", 0.0 DAMAGEFACTOR \"BlueBlood\", 0.0 DAMAGEFACTOR \"GreenBlood\", 0.0\n DAMAGEFACTOR \"Avoid\", 0.0\n DAMAGEFACTOR \"Kick\", 2.0\n\t\tMass 50\n\t-SOLID\n\t+SHOOTABLE\n\t+FLOORCLIP\n\tStates\n\t{\n\n\tDeath.fire:\n\tDeath.Flames:\n\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n TNT1 A 0 A_Scream\n TNT1 A 0 A_NoBlocking\n TNT1 A 0 A_SpawnItem(\"BurningZombie\")\n Stop\n\n\tSpawn:\n TNT1 A 0\n\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\tSPO5 A 10\n SPO5 B 10\n\tGoto Suffer\n\tSuffer:\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n \tTNT1 A 0 A_PlaySound (\"nazi/pain\")\n SPO5 C 20\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\tTNT1 A 0 A_PlaySound (\"nazi/pain\")\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n SPO5 D 20\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\tTNT1 A 0 A_PlaySound (\"nazi/pain\")\n SPO5 E 20\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\tTNT1 A 0 A_PlaySound (\"nazi/pain\")\n SPO5 F 20\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\tTNT1 A 0 A_PlaySound (\"nazi/pain\")\n SPO5 k 20\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t\tTNT1 A 0 A_GiveInventory(\"DeathTimer1\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"DeathTimer1\", 2, \"GotoDeath\")\n\t\tLoop\n\tGotoDeath:\n\tTNT1 A 0\n\tGoto Death\n\n\tDeath.Cut:\n\tDeath.Cutless:\n\tDeath:\n\t SPO5 G 8\n\t\tTNT1 A 0 A_PlaySound (\"OFDEATH\")\n\t\tTNT1 A 0 A_SpawnItem (\"DIOGNOMO\")\n\t\tStop\n\n Death.Head:\n Death.Decaptate:\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\nTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 37, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_NoBlocking\n SZD4 A 10\n TNT1 A 0 A_SpawnItem (\"DeadShotgunguy_NoHeadNoArm\", 1)\nStop\n\nDeath.Shotgun:\n TNT1 A 0 A_CustomMissile (\"MuchBlood2\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t\tTNT1 A 0 A_NoBlocking\n ID11 GH 15\n TNT1 A 0 A_SpawnItem (\"DeadShotgunguy_NoArm\")\n\t\t Stop\n\n\t\t Death.Plasma: Death.Plasma2:\n TNT1 A 0\n TNT1 A 0 A_XScream\n TNT1 A 0 A_NoBlocking\n\t\tXBRN AA 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 AAAA 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_SpawnItem (\"CrueltyBonus5Armor\")\n\t\tXBRN BB 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 A 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t\tXBRN CC 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"PlasmaParticleX\", 48, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAA 0 A_CustomMissile (\"BigPlasmaParticleX\", 42, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0\n Stop\n\n Xdeath:\n Death.SuperPunch:\n\tDeath.Blast:\n\tDeath.SSG:\n\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus10Armor\")\n //TNT1 A 0 A_CustomMissile (\"MeatDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodMuchFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathZombieManHead\", 32, 0, random (170, 190), 2, random (0, 40))\n TNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n ZZD1 EFGH 6\n\t\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\t\tZZD1 H -1\n Stop\n\n\t}\n}\n\nACTOR DyingSergeant\n{\n\tGame Doom\n\tRadius 16\n\tHeight 28\n\tHealth 50\n\t\tPainSound \"NAZI/PAIN\"\n\t\tPainChance 255\n\tDAMAGEFACTOR \"Blood\", 0.0 DAMAGEFACTOR \"BlueBlood\", 0.0 DAMAGEFACTOR \"GreenBlood\", 0.0\n DAMAGEFACTOR \"Avoid\", 0.0\n DAMAGEFACTOR \"Kick\", 2.0\n\t\tMass 50\n\t-SOLID\n\t+SHOOTABLE\n\t+FLOORCLIP\n\tStates\n\t{\n\n\tDeath.fire:\n\tDeath.Flames:\n\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n TNT1 A 0 A_Scream\n TNT1 A 0 A_NoBlocking\n TNT1 A 0 A_SpawnItem(\"BurningZombie\")\n Stop\n\n\tSpawn:\n TNT1 A 0\n\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\tSPO5 A 10\n SPO5 B 10\n\tGoto Suffer\n\tSuffer:\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n \tTNT1 A 0 A_PlaySound (\"nazi/pain\")\n SPO5 C 20\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\tTNT1 A 0 A_PlaySound (\"nazi/pain\")\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n SPO5 D 20\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\tTNT1 A 0 A_PlaySound (\"nazi/pain\")\n SPO5 E 20\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\tTNT1 A 0 A_PlaySound (\"nazi/pain\")\n SPO5 F 20\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\tTNT1 A 0 A_PlaySound (\"nazi/pain\")\n SPO5 k 20\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t\tTNT1 A 0 A_GiveInventory(\"DeathTimer1\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"DeathTimer1\", 10, \"GotoDeath\")\n\t\tLoop\n\tGotoDeath:\n\tTNT1 A 0\n\tGoto Death\n\n\tDeath.Cut:\n\tDeath.Cutless:\n\tDeath:\n\t SPO5 G 8\n\t\tTNT1 A 0 A_PlaySound (\"OFDEATH\")\n\t\tTNT1 A 0 A_SpawnItem (\"DeadShotgunGuy_NoArm\")\n\t\tStop\n\n Death.Head:\n Death.Decaptate:\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\nTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 37, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_NoBlocking\n SZD4 A 10\n TNT1 A 0 A_SpawnItem (\"DeadShotgunguy_NoHeadNoArm\", 1)\nStop\n\nDeath.Shotgun:\n TNT1 A 0 A_CustomMissile (\"MuchBlood2\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t\tTNT1 A 0 A_NoBlocking\n ID11 GH 15\n TNT1 A 0 A_SpawnItem (\"DIOGNOMO\")\n\t\t Stop\n\n\t\t Death.Plasma: Death.Plasma2:\n TNT1 A 0\n TNT1 A 0 A_XScream\n TNT1 A 0 A_NoBlocking\n\t\tXBRN AA 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 AAAA 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_SpawnItem (\"CrueltyBonus5Armor\")\n\t\tXBRN BB 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 A 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t\tXBRN CC 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"PlasmaParticleX\", 48, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAA 0 A_CustomMissile (\"BigPlasmaParticleX\", 42, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0\n Stop\n\n Xdeath:\n Death.SuperPunch:\n\tDeath.Blast:\n\tDeath.SSG:\n\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus10Armor\")\n //TNT1 A 0 A_CustomMissile (\"MeatDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodMuchFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathZombieManHead\", 32, 0, random (170, 190), 2, random (0, 40))\n TNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n ZZD1 EFGH 6\n\t\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\t\tZZD1 H -1\n Stop\n\n\t}\n}\n\nACTOR DyingSergeantNoLeg\n{\n Radius 12\n Height 16\n Speed 9\n\tHealth 50\n\tPainSound \"grunt/pain\"\n\tDeathSound \"grunt/death\"\n\t+SHOOTABLE\n +FLOORCLIP\n\t//+NOBLOCKMAP\n +LOOKALLAROUND\n\t+FRIGHTENED\n\t+SOLID\n\t+FLOORCLIP\n\tDAMAGEFACTOR \"Kick\", 0.1\n\tDAMAGEFACTOR \"trample\", 2.0\n\tPainChance \"Kick\", 255\n States\n {\n\n\tPain.Kick:\n\tTNT1 A 0 A_CustomMissile (\"Teeth\", 30, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"TeethNoBounce\", 30, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_SpawnItem(\"CrueltyBonus1health\")\n\tTNT1 A 0 A_Pain\n\tTNT1 A 0 A_FaceTarget\n\tSMAK ABA 6\n\tSMAM A 15\n\tGoto See\n\n\t\t\tDeath.Kick:\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_GiveToTarget(\"GoFatality\", 1)\n TNT1 A 0 A_GiveToTarget(\"IsCurbstompingSergeant\", 1)\n Stop\n\n\t\t\tDeath.Fatality:\n\t\tDeath.SuperPunch:\n TNT1 A 0 A_NoBlocking\n TNT1 A 0 A_GiveToTarget(\"HasSguyShield\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"GotMeatShield\", 1)\n Stop\n\n Spawn:\n\tSMAM A 1 A_Look\n\tLoop\n See:\n\t\tSMAM ABAB 10 A_Wander\n SMAM A 9 A_Pain\n\t\tTNT1 A 0 A_SpawnItemEx(\"NashGore_FlyingBlood\", 0, 0, 10, 0, 0)\n\n\t\tTNT1 A 0 A_GiveInventory(\"DeathTimer1\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"DeathTimer1\", 15, \"GotoDeath\")\n\t\tLoop\n\n\tGotoDeath:\n\tTNT1 A 0\n\tGoto Death\n\n\tGoto Death\n\t\tDeath:\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"DeadShotgunGuy_NoLeg\")\n\t\tStop\n Crush:\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n CRS2 A 5\n CRS2 A -1\n Stop\n\n\tDeath.Plasma: Death.Plasma2:\n TNT1 A 0\n TNT1 A 0 A_XScream\n TNT1 A 0 A_NoBlocking\n\t\tXBRN AA 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 AAAA 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_SpawnItem (\"CrueltyBonus5Armor\")\n\t\tXBRN BB 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 A 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t\tXBRN CC 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"PlasmaParticleX\", 48, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAA 0 A_CustomMissile (\"BigPlasmaParticleX\", 42, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0\n Stop\n\n\tDeath.Fire:\n\tDeath.Flames:\n\tDeath.Burn:\n\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Armor\")\n\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n\t//TNT1 A 0 A_SpawnItem (\"DyingSergeantNoLegInFlames\")\n\tStop\n\n\tDeath.Trample:\n\t TNT1 A 0 A_CustomMissile (\"MuchBlood2\", 10, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 10, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 10, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 10, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 10, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 10, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 10, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem (\"StompedSergeant\")\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Armor\")\n\t\tStop\n\n\t}\n}\n\nACTOR DyingSergeantLegBlewedOff: DyingSergeant\n{\n\tGame Doom\n\tRadius 16\n\tHeight 28\n\tHealth 50\n\t\tPainSound \"grunt/pain\"\n\t\tPainChance 255\n\tDAMAGEFACTOR \"Blood\", 0.0 DAMAGEFACTOR \"BlueBlood\", 0.0 DAMAGEFACTOR \"GreenBlood\", 0.0\n DAMAGEFACTOR \"Avoid\", 0.0\n DAMAGEFACTOR \"Kick\", 2.0\n\t\tMass 50\n\t-SOLID\n\t+SHOOTABLE\n\tStates\n\t{\n\t\t\t\tDeath.Fatality:\n\t\tDeath.SuperPunch:\n TNT1 A 0 A_NoBlocking\n TNT1 A 0 A_GiveToTarget(\"HasSguyShield\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"GotMeatShield\", 1)\n Stop\n\n\tSpawn:\n TNT1 A 0\n\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\tTNT1 A 0 A_PlaySound (\"BURNZOM\")\n\tSPO5 C 1\n\tGoto Suffer\n\n\tSuffer:\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n SPO3 D 10\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n SPO3 E 10\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t\tTNT1 A 0 A_GiveInventory(\"DeathTimer1\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"DeathTimer1\", 12, \"GotoDeath\")\n\t\tLoop\n\n\tGotoDeath:\n\tTNT1 A 0\n\tGoto Death\n\n\tDeath.Cut:\n\tDeath.Cutless:\n\tDeath:\n\t SPO3 GH 6\n\t\tTNT1 A 0 A_PlaySound (\"grunt/death\")\n\t\tTNT1 A 0 A_SpawnItem (\"DeadShotgunGuy_NoLeg\")\n\t\tStop\n\n Death.Head:\n Death.Decaptate:\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\nTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 37, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_NoBlocking\n SPO3 IJ 6\n TNT1 A 0 A_SpawnItem (\"DeadShotgunguy_NoLeg\", 1)\nStop\n\nDeath.Shotgun:\n TNT1 A 0 A_CustomMissile (\"MuchBlood2\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t\tTNT1 A 0 A_NoBlocking\n ID11 GH 15\n TNT1 A 0 A_SpawnItem (\"DIOGNOMO\")\n\t\t Stop\n\n Death.Plasma: Death.Plasma2:\n TNT1 A 0\n TNT1 A 0 A_XScream\n TNT1 A 0 A_NoBlocking\n\t\tXBRN AA 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 AAAA 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_SpawnItem (\"CrueltyBonus5Armor\")\n\t\tXBRN BB 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 A 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t\tXBRN CC 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"PlasmaParticleX\", 48, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAA 0 A_CustomMissile (\"BigPlasmaParticleX\", 42, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0\n Stop\n\n Xdeath:\n Death.SuperPunch:\n\tDeath.Blast:\n\tDeath.SSG:\n //TNT1 A 0 A_CustomMissile (\"MeatDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodMuchFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathZombieManHead\", 32, 0, random (170, 190), 2, random (0, 40))\n TNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n ZZD1 EFGH 6\n\t\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\t\tZZD1 H -1\n Stop\n\n\t}\n}\n\nACTOR BrutalizedSergeant1\n{\n\tGame Doom\n\tRadius 16\n\tHeight 50\n\tHealth 75\n\t\tPainSound \"grunt/pain\"\n\t\tPainChance 255\n\t\tMass 999999\n\t-SOLID\n\t+SHOOTABLE\n\t+FLOORCLIP\n\tScale 1.0\n\tStates\n\t{\n\t\t\t\tDeath.Fatality:\n\t\tDeath.SuperPunch:\n TNT1 A 0 A_NoBlocking\n TNT1 A 0 A_GiveToTarget(\"HasSguyShield\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"GotMeatShield\", 1)\n Stop\n\n\tSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_Recoil(2)\n\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 35, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\tPain:\n SZD1 A 25\n\tGoto DieNow\n\n DieNow:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItem (\"BrutalizedSergeantStop\")\n\tStop\n\n\tDeath:\n\t TNT1 A 0\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n TNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Recoil(2)\n\t TNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem (\"BrutalizedSergeant2\")\n\t\tStop\n\n\tDeath.SSG:\n\tXDeath:\n\t\tTNT1 A 0 A_XScream\n \t TNT1 AAA 0 A_CustomMissile (\"SuperBloodSplasher\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_NoBlocking\n TNT1 A 0 A_CustomMissile (\"SargeXDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n Stop\n\n\tDeath.Plasma: Death.Plasma2:\n TNT1 A 0\n TNT1 A 0 A_XScream\n TNT1 A 0 A_NoBlocking\n\t\tXBRN AA 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 AAAA 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_SpawnItem (\"CrueltyBonus5Armor\")\n\t\tXBRN BB 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 A 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t\tXBRN CC 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"PlasmaParticleX\", 48, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAA 0 A_CustomMissile (\"BigPlasmaParticleX\", 42, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0\n Stop\n}}\n\nACTOR BrutalizedSergeantStop: CurbstompedMarine\n{\n States\n {\n Spawn:\nSZD2 ABCD 5 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\nSZD3 D -1\n Stop }}\n\nACTOR BrutalizedSergeant2: BrutalizedSergeant1\n{\n\tStates\n\t{\n\tSpawn:\n\tPain:\n SZD1 B 25\n\tGoto DieNow\n\n DieNow:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItem (\"BrutalizedSergeantStop2\")\n\tStop\n\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Recoil(2)\n\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 35, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem (\"BrutalizedSergeant3\")\n\t\tStop\n}}\n\nACTOR BrutalizedSergeantStop2: CurbstompedMarine\n{\n States\n {\n Spawn:\nSZD4 AB 6 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\nSZD4 B -1\n Stop }}\n\nACTOR BrutalizedSergeant3: BrutalizedSergeant1\n{\n\tStates\n\t{\n\tSpawn:\n\tPain:\n SZD1 C 25\n\tGoto DieNow\n\n DieNow:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItem (\"BrutalizedSergeantStop3\")\n\tStop\n\n\tDeath:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_Recoil(2)\n\t\tTNT1 AAA 0 A_CustomMissile (\"Instestin\", 32, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n\t\tSZD1 EFGH 6\n\t\tSZD1 H -1\n\t\tStop\n}}\n\nACTOR BrutalizedSergeantStop3: CurbstompedMarine\n{\n States\n {\n Spawn:\nSZD3 ABC 6 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\nSZD3 C -1\n Stop }}\n\nACTOR StompedSergeant: CurbstompedMarine\n{Health 200 States{Spawn:\n 02CB F -1\n Stop\tDeath:\nTNT1 AAAA 0 A_CustomMissile (\"BloodSplasher\", 0, 0, random (0, 360), 2, random (0, 160))\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 5, 0, random (0, 360), 2, random (0, 160))\n Stop}}\n\n\tACTOR VeryFuckedUpBrutalizedSergeantLeg: CurbstompedMarine\n{Health 200 States{Spawn:\n ID14 G -1\n Stop\tDeath:\nTNT1 AAAA 0 A_CustomMissile (\"BloodSplasher\", 0, 0, random (0, 360), 2, random (0, 160))\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 5, 0, random (0, 360), 2, random (0, 160))\n Stop}}\n\nACTOR BrutalizedSergeantLeg: BrutalizedSergeant1\n{\n\tStates\n\t{\n\tSpawn:\n\tPain:\n SPO3 A 15\n\tGoto DieNow\n\n DieNow:\n\tSPO3 BCD 5\n\tTNT1 A 0 A_SpawnItem (\"DeadShotgunguy_NoLeg\")\n\tStop\n\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Recoil(4)\n\n\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n //TNT1 AAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 35, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t ID14 ABCDEF 5\n\t\tTNT1 A 0 A_SpawnItem (\"VeryFuckedUpBrutalizedSergeantLeg\")\n\t\tStop\n}}\n\nACTOR DyingZombiemanNoArm: DyingSergeant\n{\n+FLOORCLIP\n\tStates\n\t{\n\t\tDeath.Fatality:\n\t\tDeath.SuperPunch:\n TNT1 A 0 A_NoBlocking\n TNT1 A 0 A_GiveToTarget(\"HasZmanShield\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"GotMeatShield\", 1)\n Stop\n\n\t Death.fire:\n\tDeath.Flames:\n\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n TNT1 A 0 A_Scream\n TNT1 A 0 A_NoBlocking\n TNT1 A 0 A_SpawnItem(\"BurningZombie\")\n Stop\n\n\tSpawn:\n ZZD2 B 1\n\tTNT1 A 0 A_PlaySound (\"BURNZOM\")\n\tGoto Suffer\n\tSuffer:\n\t TNT1 A 0\n\t TNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n ZZD2 E 10\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n ZZD2 B 10\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n ZZD2 E 10\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n ZZD2 B 10\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n ZZD2 E 10\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n ZZD2 B 10\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n ZZD2 E 10\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n ZZD2 B 10\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n ZZD2 E 10\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n ZZD2 B 10\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n ZZD2 E 10\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n ZZD2 B 10\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n ZZD2 E 10\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n ZZD2 B 10\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t\tGoto Death\n\n\tDeath.Cut:\n\tDeath.Cutless:\n\tDeath:\n\t ZZD2 C 8\n\t\tTNT1 A 0 A_PlaySound (\"grunt/death\")\n\t\tTNT1 A 0 A_SpawnItem (\"DeadZombieman_NoArmFront\")\n\t\tStop\n\n Death.Head:\n Death.Decaptate:\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_XScream\nTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 37, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n ZZD3 G 10\n TNT1 A 0 A_SpawnItem (\"DeadZombieman_NoHeadNoArm\", 1)\nStop\n\nDeath.Plasma: Death.Plasma2:\n TNT1 A 0\n TNT1 A 0 A_XScream\n TNT1 A 0 A_NoBlocking\n\t\tXBRN AA 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 AAAA 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_SpawnItem (\"CrueltyBonus5Armor\")\n\t\tXBRN BB 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 A 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t\tXBRN CC 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"PlasmaParticleX\", 48, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAA 0 A_CustomMissile (\"BigPlasmaParticleX\", 42, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0\n Stop\n\nDeath.Shotgun:\nDeath.Kick:\nDeath.Melee:\n TNT1 A 0 A_CustomMissile (\"MuchBlood2\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_PlaySound (\"grunt/death\")\n\t\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t\tTNT1 A 0 A_NoBlocking\n ID11 EF 15\n TNT1 A 0 A_SpawnItem (\"DeadZombieman_NoArm\")\n\t\t Stop\n\n\t\t Death.Fatality:\n\t\tDeath.SuperPunch:\n TNT1 A 0 A_NoBlocking\n\n TNT1 A 0 A_GiveToTarget(\"HasZmanShield\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"GotMeatShield\", 1)\n Stop\n\n Xdeath:\n Death.SuperPunch:\n\tDeath.Blast:\n\tDeath.SSG:\n //TNT1 A 0 A_CustomMissile (\"MeatDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodMuchFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathZombiemanHead\", 32, 0, random (170, 190), 2, random (0, 40))\n TNT1 A 0 A_PlaySound (\"misc/xdeath\")\n\t\tTNT1 A 0 A_NoBlocking\n SZD1 EFGH 6\n\t\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\t\tSZD1 H -1\n Stop\n\n\t}\n}\n\nACTOR ZombieManDyingAfterFatality: DyingZombiemanNoArm\n{\n\tStates\n\t{\n\t Death.fire:\n\tDeath.Flames:\n\tTNT1 AA 0 A_SpawnItem (\"CrueltyBonus5Health\")\n TNT1 A 0 A_Scream\n TNT1 A 0 A_NoBlocking\n TNT1 A 0 A_SpawnItem(\"BurningZombie\")\n Stop\n\n\tSpawn:\n ZZD5 E 1\n\tTNT1 A 0 A_PlaySound (\"BURNZOM\")\n\tGoto Suffer\n\tSuffer:\n\t TNT1 A 0\n\t TNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n ZZD5 E 10\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n ZZD5 F 10\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n ZZD5 E 10\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n ZZD5 F 10\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n ZZD5 E 10\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n ZZD5 F 10\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n ZZD5 E 10\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n ZZD5 F 10\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n ZZD5 E 10\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n ZZD5 F 10\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t\t\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n ZZD5 F 10\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t\t\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n ZZD5 E 10\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t\t\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n ZZD5 F 10\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t\t\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n ZZD5 E 10\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t\t\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n ZZD5 F 10\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\t\tGoto Death\n\n\tDeath.Cut:\n\tDeath.Cutless:\n\tDeath:\n\t ZZD5 G 8 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem (\"DeadZombieManFacingFront\")\n\t\tStop\n\n Death.Head:\n\tDeath.Minorhead:\n Death.Decaptate:\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_XScream\nTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 37, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n ZZD5 HI 10\n TNT1 A 0 A_SpawnItem (\"DeadZombieman_NoHeadFront\", 1)\nStop\n\nDeath.Shotgun:\nDeath.Kick:\nDeath.Melee:\n TNT1 A 0 A_CustomMissile (\"MuchBlood2\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t\tTNT1 A 0 A_NoBlocking\n ID11 EF 15\n TNT1 A 0 A_SpawnItem (\"DeadZombieman1\")\n\t\t Stop\n\n\t\t Death.Fatality:\n\t\tGoto XDeath\n\n\t}\n}\n\nACTOR ZombiemanGotHisLegBlowed: DyingZombiemanNoArm\n{\n\tStates\n\t{\n\n\tSpawn:\n POS7 E 1\n\tTNT1 A 0 A_PlaySound (\"BURNZOM\")\n\tGoto Suffer\n\tSuffer:\n\t TNT1 A 0\n\t TNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n POS7 E 10\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t POS7 F 10\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t\tTNT1 A 0 A_Jump(32, \"LeaveCrawling\")\n\n\t TNT1 A 0 A_GiveInventory(\"DeathTimer1\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"DeathTimer1\", 12, \"GotoDeath\")\n\t\tLoop\n\n\tGotoDeath:\n\tTNT1 A 0\n\tGoto Death\n\n\tDeath.Cut:\n\tDeath.Cutless:\n\tDeath:\n\t TNT1 A 0\n\t TNT1 A 0 A_PlaySound (\"grunt/death\")\n\t\tTNT1 A 0 A_SpawnItem (\"DeadZombieman_NoLeg\")\n\t\tStop\n\n\tLEaveCrawling:\n\tTNT1 A 0 A_PlaySound (\"grunt/death\")\n\tTNT1 A 0 A_SpawnItem (\"DyingZombieMan\")\n\tStop\n\n Death.Head:\n Death.Decaptate:\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Scream\nTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 37, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_NoBlocking\n TNT1 A 0 A_SpawnItem (\"DeadZombieman_NoLeg\", 1)\n\t\tStop\n\n\t\tDeath.Fatality:\n\t\tDeath.SuperPunch:\n TNT1 A 0 A_NoBlocking\n TNT1 A 0 A_GiveToTarget(\"HasZmanShield\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"GotMeatShield\", 1)\n Stop\n\nDeath.Shotgun:\nDeath.Kick:\nDeath.Melee:\n TNT1 A 0 A_CustomMissile (\"MuchBlood2\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t\tTNT1 A 0 A_NoBlocking\n ID11 KL 15\n TNT1 A 0 A_SpawnItem (\"DeadZombieman_NoLeg\")\n\t\t Stop\n\n\t}\n}\n\nACTOR DeadZombieman_NoHeadNoArm: DeadZombieman_NoHead\n{Health 200 States{Spawn:\n ZZD3 H -1\n\t\tStop}}\n\n\tACTOR SergeantFatalizedByBaron: TeleportFog\n{\nRenderstyle Translucent\nAlpha 1.0\n\tStates\n\t{\n\tSpawn:\n\tSP2X BCD 8\n\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n TNT1 A 0 A_SpawnItem (\"DeadShotgunguy_Half\", 1)\n\tStop\n}\n}\n\nACTOR SergeantGotHisLegBlowed: DyingZombiemanNoArm\n{\n\tStates\n\t{\n\tSpawn:\n SPO3 D 1\n\tTNT1 A 0 A_PlaySound (\"BURNZOM\")\n\tGoto Suffer\n\tSuffer:\n\t TNT1 A 0\n\t TNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n SPO3 D 10\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t SPO3 E 10\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t\tTNT1 A 0 A_Jump(32, \"LeaveCrawling\")\n\n\t TNT1 A 0 A_GiveInventory(\"DeathTimer1\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"DeathTimer1\", 12, \"GotoDeath\")\n\t\tLoop\n\n\tGotoDeath:\n\tTNT1 A 0\n\tGoto Death\n\n\tDeath.Cut:\n\tDeath.Cutless:\n\tDeath:\n\t TNT1 A 0\n\t\tSPO3 GH 5\n\t TNT1 A 0 A_PlaySound (\"grunt/death\")\n\t\tTNT1 A 0 A_SpawnItem (\"DeadShotgunguy_NoLeg\")\n\t\tStop\n\n\tLEaveCrawling:\n\tTNT1 A 0 A_PlaySound (\"grunt/death\")\n\tTNT1 A 0 A_SpawnItem (\"DyingSergeantNoLeg\")\n\tStop\n\n Death.Head:\n Death.Decaptate:\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Scream\nTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 37, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n\t\tSPO3 IJ 5\n\n TNT1 A 0 A_SpawnItem (\"DeadShotgunguy_NoLeg\", 1)\nStop\n\nDeath.Shotgun:\nDeath.Kick:\nDeath.Melee:\n TNT1 A 0 A_CustomMissile (\"MuchBlood2\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t\tTNT1 A 0 A_NoBlocking\n ID11 GH 10\n TNT1 A 0 A_SpawnItem (\"DeadShotgunguy_NoLeg\")\n\t\t Stop\n\n\t\tDeath.Fatality:\n\t\tDeath.SuperPunch:\n TNT1 A 0 A_NoBlocking\n TNT1 A 0 A_GiveToTarget(\"HasSguyShield\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"GotMeatShield\", 1)\n Stop\n\n\t}\n}\n\nACTOR FlyingImpaledSergeant\n{\n Radius 8\n Height 8\n Speed 10\n Scale 1.2\n\tMass 1\n +NOBLOCKMAP\n\t+MISSILE\n +NOTELEPORT\n +MOVEWITHSECTOR\n +CLIENTSIDEONLY\n +RIPPER\n +BLOODLESSIMPACT\n\t-DONTSPLASH\n\t+THRUGHOST\ndamagetype Blood\n SeeSound \"misc/xdeath4\"\n DeathSound \"misc/xdeath1\"\n\tDecal BrutalBloodSplat\n\tMass 1\n States\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n ID18 AA 3 A_CustomMissile (\"NashGore_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tID11 GG 3 A_CustomMissile (\"NashGore_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\n Goto Fall\n\tFall:\n\t ID11 H 3 A_CustomMissile (\"NashGore_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tLoop\n Death:\n TNT1 A 0 A_SpawnItem(\"BigBloodSpot\",0,0,0,1)\n TNT1 A 0 A_SpawnItem(\"DeadShotgunguy\")\n\t\tTNT1 A 1\n Stop\n TNT1 A 1\n Splash:\n TNT1 A 0\n Stop\n }\n}\n\n ACTOR Grenade2\n{\n\n Radius 8\n Height 6\n Speed 20\n Damage 4\n SCALE 0.50\n PROJECTILE\n +EXTREMEDEATH\n damagetype flame\n +DoomBounce\n DeathSound \"god/bang\"\n States\n {\n Spawn:\n \tGRND ABCDEF 2 A_gravity\n Loop\n Death:\n EXPL A 0 Radius_Quake (2, 54, 0, 15, 0)\n\t\tTNT1 A 1 A_PlaySound(\"grn/explode\",3)\n TNT1 A 0 A_AlertMonsters\n\n TNT1 A 0 A_SpawnItemEx (\"ExplosionFlareSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"BarrelExplosion\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"BarrelKaboom\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 AAAAAAA 0 A_CustomMissile (\"ExplosionFlames\", 0, 0, random (0, 360), 2, random (0, 360))\n TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"ExplosionParticleHeavy\", 0, 0, random (0, 360), 2, random (0, 180))\n TNT1 AAAAAA 0 A_CustomMissile (\"ExplosionParticleHeavy\", 0, 0, random (0, 180), 2, random (0, 180))\n TNT1 AAA 0 A_CustomMissile (\"ExplosionParticleHeavy\", 0, 0, random (0, 360), 2, random (0, 180))\n TNT1 AAAAAAAAAAAAAAAA 0 A_CustomMissile (\"ExplosionParticleHeavy\", 0, 0, random (0, 360), 2, random (0, 360))\n\n TNT1 AAAAAAA 0 A_CustomMissile (\"MediumExplosionFlames\", 0, 0, random (0, 360), 2, random (0, 360))\n EXPL AAA 0 A_CustomMissile (\"BigNeoSmoke\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAAAA 1 A_CustomMissile (\"ExplosionSmoke\", 2, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAAAAAAAA 2 A_CustomMissile (\"BigNeoSmoke\", 2, 0, random (0, 360), 2, random (0, 360))\n Stop}}*/\n\n\t\tACTOR NAZMP40_PATROL : NAZIOFFICER 7015\n{\n//$Category BW Enemies\n//$Title Officer MP40 Patrol\n\t+JUSTHIT\n\tStates\n\t{\n\tSpawn:\n\t\tRPOS AAA 1 A_Wander\n\t\tRPOS AAAA 1 A_LookEx (0, 0, 0, 2048, 0, \"See\")\n\t\tRPOS BBB 1 A_Wander\n\t\tRPOS BBB 1 A_LookEx (0, 0, 0, 2048, 0, \"See\")\n\t\tNULL A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tRPOS CCC 1 A_Wander\n\t\tRPOS CCC 1 A_LookEx (0, 0, 0, 2048, 0, \"See\")\n\t\tRPOS DDD 1 A_Wander\n\t\tRPOS DDD 1 A_LookEx (0, 0, 0, 2048, 0, \"See\")\n\t\tNULL A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tLoop\n\t}\n}\n\n//GESU CRISTO,NO NESSUNO!\nACTOR NAZMP40_PATROLL_ManDropsClip: NAZMP40_PATROL Replaces NAZMP40_PATROL\n{\nDropItem \"Secretweapon_mp40\"\n}\n\n/*\nActor DeadOF_NoLeg\n{\n Radius 12\n Height 12\n +SHOOTABLE\n -SOLID\n +NOTELEPORT\n +MOVEWITHSECTOR\n +CORPSE\n\t+FLOORCLIP\n Mass 1000\n Health 100\n DAMAGEFACTOR \"Blood\", 0.0\n PainChance \"Melee\", 255\n DAMAGEFACTOR \"Melee\", 20.0\n DAMAGEFACTOR \"Kick\", 20.0\n DAMAGEFACTOR \"Fatality\", 20.0\n DAMAGEFACTOR \"Trample\", 0.0\n\tDAMAGEFACTOR \"ExplosiveImpact\", 10.0\nStates\n{Spawn:\n SPO3 F -1\n Stop\nDeath:\n Death.CutLess:\n Death.Cut:\n \t TNT1 A 0 A_SpawnItem(\"GibsZ\")\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tStop\n}}*/\n\nACTOR Poormp40OFFICER\n{\n\tGame Doom\n\tRadius 16\n\tHeight 30\n\tHealth 50\n\t\tPainSound \"NAZI/PAIN\"\n\t\tPainChance 255\n\tDAMAGEFACTOR \"Blood\", 0.0 DAMAGEFACTOR \"BlueBlood\", 0.0 DAMAGEFACTOR \"GreenBlood\", 0.0\n DAMAGEFACTOR \"Avoid\", 0.0\n DAMAGEFACTOR \"Kick\", 2.0\n\t\tMass 50\n\t-SOLID\n\t+SHOOTABLE\n\t+FLOORCLIP\nPainChance \"Taunt\", 255\n\tStates\n\t{\n\n\tDeath.fire:\n\tDeath.Flames:\n\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n TNT1 A 0 A_Scream\n TNT1 A 0 A_NoBlocking\n TNT1 A 0 A_SpawnItem(\"BurningOFFICER\")\n TNT1 a 1 A_GiveToTarget(\"ScoreItem\", 600)\n Stop\n\n\tSpawn:\n TNT1 A 0\n\tOFKN A 10\n\tGoto SUFFER\n\tSuffer:\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 30,0)\n TNT1 A 0 A_PlaySound(\"NAZI/PAIN\")\n OFKN B 20\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 30,0)\n TNT1 A 0 A_PlaySound(\"NAZI/PAIN\")\n OFKN C 20\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 30,0)\n\t\tTNT1 A 0 A_GiveInventory(\"DeathTimer1\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"DeathTimer1\", 10, \"GotoDeath\")\n\t\tLoop\n\tGotoDeath:\n\tTNT1 A 0\n\tGoto Death\n\t\t\tDeath.Cut:\n\tDeath.Cutless:\n\tDeath:\n\t SPOS J 2 A_GiveToTarget(\"ScoreItem\", 500)\n SPOS K 2\n\t\tTNT1 A 0 A_PlaySound (\"OFDEATH\")\n\t\tTNT1 A 0 A_SpawnItem (\"DeadShotgunguy1\")\n\t\tStop\n\n Death.Head:\n Death.Decaptate:\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\nTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 37, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_NoBlocking\n SPDH D 2\nTNT1 A 0 A_SpawnItem (\"DeadShotgunguy_NoHead\", 1)\nStop\n\nDeath.Shotgun:\n TNT1 A 0 A_CustomMissile (\"MuchBlood2\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t\tTNT1 A 0 A_NoBlocking\n ID11 GH 15\n TNT1 A 0 A_SpawnItem (\"DeadZombieman2\")\n\t\t Stop\n\n\t\t Death.Plasma: Death.Plasma2:\n TNT1 A 0\n TNT1 A 0 A_XScream\n TNT1 A 0 A_NoBlocking\n\t\tXBRN AA 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 AAAA 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_SpawnItem (\"CrueltyBonus5Armor\")\n\t\tXBRN BB 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 A 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t\tXBRN CC 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"PlasmaParticleX\", 48, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAA 0 A_CustomMissile (\"BigPlasmaParticleX\", 42, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0\n Stop\n\n Xdeath:\n Death.SuperPunch:\n\tDeath.Blast:\n\tDeath.SSG:\n\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus10Armor\")\n //TNT1 A 0 A_CustomMissile (\"MeatDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodMuchFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathZombieManHead\", 32, 0, random (170, 190), 2, random (0, 40))\n TNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n ZZD1 EFGH 6\n\t\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\t\tZZD1 H -1\n Stop\n\n\t}\n}"
},
{
"source": "pk3",
"name": "actors/foes/MUTANTS.txt",
"contents": "Actor MutantDeathCounter:inventory\n{\nInventory.MaxAmount 999\n}\n\nActor MutantCombo:inventory\n{\nInventory.MaxAmount 2\n}\n\nACTOR MutantKnife: FastProjectile\n{\n\tRadius 6\n\tHeight 6\n\tDamageType cutless\n\tProjectile\n\t+FORCEXYBILLBOARD\n\t+NOEXTREMEDEATH\n\tRenderStyle Add\n\tAlpha 0.6\n Damage 4\n Speed 32\n\t//HitObituary \"$OB_IMPHIT\"\n\tSeeSound \"none\"\n\tDeathSound \"none\"\n\tDecal \"none\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1 BRIGHT\n TNT1 A 1 //A_PlaySound(\"weapons/wknife\")\n\t\tStop\n\tDeath:\n\t\t PUFF A 3 A_PlaySound(\"KNIFHIT\")\n PUFF BCD 3\n\t\tStop\n\t}\n}\n\nActor Ziomutant 7078\n{\n//$Category BW Enemies\n//$Title Mutant\n+NOBLOODDECALS\nGame Doom\nHealth 75\nRadius 20\nHeight 40\nMass 100\nSpeed 5\nPainchance 120\nMonster\n+FloorClip\n+MissileMore\nSeeSound \"\"\nPainSound \"\"\nDeathSound \"\"\nPainChance \"Nashgore_blood\",0\nDamageFactor \"Nashgore_blood\",0\nObituary \"%o encounter a Schabbs's Infernal Mutant.\"\nDamageFactor \"RifleNoExplode\", 2.0\nPainChance \"ExplosiveImpact\", 255\nPainChance \"Blood\", 0\nPainchance \"Kick\",255\nPaincHANCE \"PunchInTheFace\",255\nPainChance \"ExplosiveImpact\", 255\nDamageFactor \"Candelabroencapo\",10\nDamageFactor \"Taunt\",0\nPainChance \"Taunt\",0\nDamageFactor \"PunchInTheFace\",0.5\nMaxStepHeight 24\nMaxDropOffHeight 32\nBloodType \"ZioPurpleBlood\"\ndamagefactor \"Kick\", 0.3\ndamagefactor \"Blood\", 0.0 damagefactor \"BlueBlood\", 0.0 damagefactor \"GreenBlood\", 0.0\nStates\n{\nSpawn:\n TNT1 B 0 A_SpawnItem(\"HeadshotTarget4Mutant\", 0, 40,0)\nWMUT Z 2 A_Look\nLoop\n\nSee:\n TNT1 B 0 A_SpawnItem(\"HeadshotTarget4Mutant\", 0, 40,0)\nWMUT AAaa 2 A_Chase\nNULL A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n TNT1 B 0 A_SpawnItem(\"HeadshotTarget4Mutant\", 0, 40,0)\nWMUT BBbb 2 A_Chase\nNULL A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n TNT1 B 0 A_SpawnItem(\"HeadshotTarget4Mutant\", 0, 40,0)\nWMUT CCcc 2 A_Chase\nNULL A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n TNT1 B 0 A_SpawnItem(\"HeadshotTarget4Mutant\", 0, 40,0)\nWMUT DDdd 2 A_Chase\nNULL A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\nGoto see\n\nMissile:\nTNT1 A 0 A_JumpifInventory(\"MutantCombo\",2,\"Missile2\")\nTNT1 B 0 A_SpawnItem(\"HeadshotTarget4Mutant\", 0, 40,0)\nWMUT G 6 A_FaceTarget\nTNT1 A 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\ntnt1 a 0 A_CustomMissile(\"SmokeSpawner\", 34, 10, 15, 0)\n TNT1 A 0 A_PlaySound(\"weapons/luger\")\nTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\nTNT1 A 0 A_custommissile(\"zombiemantracer\",32,0,random(-2,2),1,random (-1,1))\nTNT1 A 0 A_AlertMonsters\nTNT1 B 0 A_SpawnItem(\"HeadshotTarget4Mutant\", 0, 40,0)\nWMUT H 4 bright\n TNT1 B 0 A_SpawnItem(\"HeadshotTarget4Mutant\", 0, 40,0)\nWMUT G 6 A_FaceTarget\nTNT1 A 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\ntnt1 a 0 A_CustomMissile(\"SmokeSpawner\", 34, 10, 15, 0)\n TNT1 A 0 A_PlaySound(\"weapons/luger\")\nTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\nTNT1 A 0 A_custommissile(\"zombiemantracer\",32,0,random(-2,2),1,random (-1,1))\nTNT1 A 0 A_AlertMonsters\nTNT1 B 0 A_SpawnItem(\"HeadshotTarget4Mutant\", 0, 40,0)\nTNT1 A 0 A_GiveInventory(\"MutantCombo\",1)\nWMUT I 4 Bright\nGoto See\n\nMissile2:\n TNT1 B 0 A_SpawnItem(\"HeadshotTarget4Mutant\", 0, 40,0)\nWMUT G 6 A_FaceTarget\nTNT1 A 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\ntnt1 a 0 A_CustomMissile(\"SmokeSpawner\", 34, 10, 15, 0)\nTNT1 A 0 A_PlaySound(\"Trengun/fire\")\nTNT1 AAAA 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\nTNT1 AAAA 0 A_custommissile(\"zombiemantracer\",32,0,random(-8,8),1,random (-4,4))\nTNT1 A 0 A_AlertMonsters\nTNT1 B 0 A_SpawnItem(\"HeadshotTarget4Mutant\", 0, 40,0)\nWMUT H 4 bright\n TNT1 B 0 A_SpawnItem(\"HeadshotTarget4Mutant\", 0, 40,0)\nWMUT G 6 A_FaceTarget\nTNT1 A 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\ntnt1 a 0 A_CustomMissile(\"SmokeSpawner\", 34, 10, 15, 0)\nTNT1 A 0 A_PlaySound(\"Trengun/fire\")\nTNT1 AAAA 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\nTNT1 AAAA 0 A_custommissile(\"zombiemantracer\",32,0,random(-8,8),1,random (-4,4))\nTNT1 A 0 A_AlertMonsters\nTNT1 B 0 A_SpawnItem(\"HeadshotTarget4Mutant\", 0, 40,0)\nTNT1 A 0 A_takeinventory(\"MutantCombo\",2)\nWMUT I 4 Bright\nGoto See\nMelee:\nTNT1 B 0 A_SpawnItem(\"HeadshotTarget4Mutant\", 0, 40,0)\nTNT1 A 0 A_PlaySound(\"weapons/wknife\")\nTNT1 A 0 A_custommissile(\"MutantKnife\",32,0,0,0)\nTNT1 B 0 A_SpawnItem(\"HeadshotTarget4Mutant\", 0, 40,0)\nZMUT A 4 A_Facetarget\nTNT1 B 0 A_SpawnItem(\"HeadshotTarget4Mutant\", 0, 40,0)\nWMUT G 6 A_FaceTarget\nTNT1 A 0 A_PlaySound(\"weapons/wknife\")\nTNT1 A 0 A_custommissile(\"MutantKnife\",32,0,0,0)\nTNT1 B 0 A_SpawnItem(\"HeadshotTarget4Mutant\", 0, 40,0)\nZMUT B 4 A_Facetarget\n\nGoto See\nPain:\nTNT1 A 0 A_JumpIfInventory (\"IsDown\", 1, \"Paindown\")\n TNT1 B 0 A_SpawnItem(\"HeadshotTarget4Mutant\", 0, 40,0)\ntnt1 a 0 a_Spawnitem(\"ZioPurpleBlood\")\nTNT1 A 0 A_CustomMissile (\"PurpleFlyingBlood\", 35, 0, random (0, 360), 2, random (0, 160))\nWMUT J 6\nGoto See\n\nPainDown:\nZMUT D 8\nGoto FallingAfterImpact\n\nPain.ExplosiveImpact:\nPain.Explosive:\nTNT1 A 0 A_JumpIfInventory (\"IsDown\", 1, \"Paindown\")\nTNT1 A 0 A_GiveInventory(\"IsDown\", 1)\nTNT1 A 0 ThrustThingZ(0,40,0,1)\nZMUT CD 8\nGoto FallingAfterImpact\n\nPain.PunchInTheFace:\nPain.Kick:\nZMUT C 1\nTNT1 A 0 A_JumpIfInventory (\"IsDown\", 1, \"Paindown\")\nTNT1 A 0 A_GiveInventory(\"IsDown\", 1)\nTNT1 A 0 ThrustThingZ(0,30,0,1)\nZMUT C 1 A_FaceTarget\nZMUT C 6 ThrustThing(angle*256/360+128, 10, 0, 0)\nZMUT D 8\nGoto FallingAfterImpact\n\nFallingAfterImpact:\n//ZMUT D 1 A_GiveInventory (\"FallingHeight\", 1)\nZMUT D 1 A_CheckFloor (\"GetUp\")\nNULL A 0 A_JumpIf (momz == 0, \"GetUp\")\nLoop\n\nGetUp:\nZMUT EEEEEEE 5 A_JumpIf(momz < 0, \"FallingAfterImpact\")\nTNT1 A 0\nTNT1 A 0 A_TakeInventory(\"IsDown\", 1)\nZMUT f 10\nGoto See\n\nDeath.PunchInTheFace:\nDeath.Kick:\nTNT1 A 0 A_JumpIfInventory (\"IsDown\", 1, \"Death.Down\")\nTNT1 A 0 A_PlaySound(\"MACAZZO\")\nTNT1 A 0 ThrustThingZ(0,30,0,1)\nWMUT M 1 A_FaceTarget\nTNT1 A 0 A_SpawnItem(\"WolfClip\")\nWMUT M 6 ThrustThing(angle*256/360+128, 10, 0, 0)\nWMUT N 8\nWMUT O -1\nStop\n\n\t Death.Fire:\n\tDeath.Flames:\n TNT1 A 0 A_Scream\n TNT1 A 0 A_NoBlocking\n TNT1 A 0 A_SpawnItem(\"WolfClip\")\n TNT1 A 0 A_SpawnItem(\"BurningZombie\")\n Stop\n\nDeath.Candelabroencapo:\nTNT1 A 0 A_JumpIfInventory(\"isdown\",1,\"Death.Down\")\ntnt1 a 0 a_Spawnitem(\"ZioPurpleBlood\")\nWMUT K 5\nWMUT L 5 A_PlaySound(\"MACAZZO\")\nWMUT M 5 A_NoBlocking\nTNT1 A 0 A_SpawnItem(\"WolfClip\")\nWMUT N 5\nTNT1 A 0 A_SpawnItem (\"PurpleMediumBloodSpot\")\nWMUT O -1\nStop\n\nDeath.EnemyHeadShot:\nDeath.head:\nTNT1 A 0 A_PlaySound(\"misc/xdeath4\")\nTNT1 A 0 A_CustomMissile (\"PurpleMuchBlood2\", 35, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 0 A_CustomMissile (\"XDeathmutantHeadpiece1\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\nTNT1 A 0 A_CustomMissile (\"XDeathmutantHeadpiece1\", 50, 0, random (0, 360), 2, random (0, 160))\nTNT1 AA 0 A_CustomMissile (\"SuperWallPurpleBlood\", 46, 0, random (170, 190), 2, random (0, 40))\nZMAD B 0 A_XScream\nZMU1 H 0 A_NoBlocking\nTNT1 AAAAAAAA 0 A_CustomMissile (\"PurpleMuchBlood\", 30, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 0 A_SpawnItem(\"WolfClip\")\nTNT1 A 0 A_SpawnItem (\"HeadlessMutant\")\nStop\n\nDeath:\nDeath.RifleNoExplode:\nTNT1 A 0 A_JumpIfInventory(\"isdown\",1,\"Death.Down\")\nTNT1 A 0 A_Jump(150, \"Death.Arm\",\"Death.Leg\")\ntnt1 a 0 a_Spawnitem(\"ZioPurpleBlood\")\nWMUT K 5\nWMUT L 5 A_PlaySound(\"MACAZZO\")\nWMUT M 5 A_NoBlocking\nTNT1 A 0 A_SpawnItem(\"WolfClip\")\nWMUT N 5\nTNT1 A 0 A_SpawnItem (\"PurpleMediumBloodSpot\")\nWMUT O -1\nStop\n\nDeath.Arm:\nTNT1 A 0 A_SpawnItem(\"WolfClip\")\nTNT1 A 0 A_CustomMissile (\"MutantArm1\", 35, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 0 A_CustomMissile (\"PurpleMuchBlood2\", 35, 0, random (0, 360), 2, random (0, 160))\nZMU1 AB 10\ntnt1 a 0 a_noblocking\nTNT1 A 0 A_SpawnItem (\"PurpleMediumBloodSpot\")\ntnt1 a 0 a_spawnitem(\"Mutanarmless\")\nStop\n\nDeath.Leg:\nTNT1 A 0 A_SpawnItem(\"WolfClip\")\nTNT1 A 0 A_CustomMissile (\"MutantLeg1\", 35, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 0 A_CustomMissile (\"PurpleMuchBlood2\", 35, 0, random (0, 360), 2, random (0, 160))\nZMU3 A 5\nZMU3 B 5 A_PlaySound(\"MACAZZO\")\nZMU3 C 5 A_NoBlocking\nZMU3 D 5\nTNT1 A 0 A_SpawnItem (\"PurpleMediumBloodSpot\")\nTNT1 A 0 A_SpawnItem(\"MutantLegLess\")\nStop\n\nDeath.Down:\nwmut o 1 A_PlaySound(\"MACAZZO\")\nTNT1 A 0 A_SpawnItem(\"WolfClip\")\nWMUT O -1\n\nDeath.StealthKnife:\nDeath.Coltello:\nTNT1 A 0 A_SpawnItem(\"WolfClip\")\nTNT1 A 0 A_CustomMissile (\"PurpleMuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\nZMUT G 3 A_PlaySound(\"MACAZZO\")\nZMUT H 3 A_NOBLOCKING\nZMUT I 3\nZMUT J 3\nZMUT K 3\nTNT1 A 0 A_SpawnItem (\"PurpleMediumBloodSpot\")\nZMUT K -1\n\nDeath.DoubleMP40:\nDeath.cutless:\nTNT1 A 0 A_JumpIfInventory (\"IsDown\", 1, \"Death.Down\")\nTNT1 A 0 A_Jump(50, \"Death.Half\")\nTNT1 A 0 A_SpawnItem(\"WolfClip\")\nGoto Death.Massacre\n\nDeath.Half:\nTNT1 AA 0 A_CustomMissile (\"SuperWallPurpleBlood\", 46, 0, random (170, 190), 2, random (0, 40))\nTNT1 A 0 A_CustomMissile (\"PurpleInstestin\", 40, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 0 A_CustomMissile (\"PurpleXDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 0 A_CustomMissile (\"PurpleXDeath2\", 40, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 0 A_CustomMissile (\"PurpleXDeath3\", 40, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 0 A_CustomMissile (\"PurpleXDeath4\", 40, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 0 A_Recoil(2)\nTNT1 A 0 A_SpawnItem (\"MutantTorso\")\nZMU4 DEF 5\nTNT1 A 0\nZMU4 F -1\n\nDeath.Massacre:\nTNT1 A 0\nTNT1 A 0 A_FaceTarget\nTNT1 A 0 A_Scream\nTNT1 O 0 A_NoBlocking\nTNT1 A 0 A_SpawnItem (\"BrutalizedMutant1\")\nStop\n\nDeath.ExplosiveImpact:\nTNT1 A 0 A_NoBlocking\nTNT1 A 0 A_SpawnItem(\"WolfClip\")\nTNT1 A 0 A_Jump(130,\"Death.LandMine\")\nTNT1 A 0 A_CustomMissile (\"XDeathmutantHeadpiece1\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\nTNT1 A 0 A_CustomMissile (\"XDeathmutantHeadpiece1\", 50, 0, random (0, 360), 2, random (0, 160))\nTNT1 AA 0 A_CustomMissile (\"SuperWallPurpleBlood\", 46, 0, random (170, 190), 2, random (0, 40))\nTNT1 A 0 A_CustomMissile (\"MutantArm1\", 35, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 0 A_CustomMissile (\"PurpleXDeath3\", 40, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 0 A_CustomMissile (\"MutantLeg1\", 32, 0, random (0, 360), 2, random (0, 160))\nTNT1 AAAA 0 A_CustomMissile (\"PurpleXDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 0 ThrustThingZ(0,30,0,1)\nZMU6 AB 5\nZMU6 CDDD 5 A_CheckFloor (\"Dead.ExplosiveImpact\")\nZMU6 DDDDDDDDD 5 A_CheckFloor (\"Dead.ExplosiveImpact\")\n\nDead.ExplosiveImpact:\nTNT1 AAAA 0 A_SpawnItem (\"ZioPurpleBlood\")\nZMU6 E -1\nStop\n\nDeath.LandMine:\nTNT1 AA 0 A_CustomMissile (\"SuperWallPurpleBlood\", 46, 0, random (170, 190), 2, random (0, 40))\nTNT1 A 0 A_CustomMissile (\"MutantLeg1\", 32, 0, random (0, 360), 2, random (0, 160))\nTNT1 AAAA 0 A_CustomMissile (\"PurpleXDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 0 ThrustThingZ(0,50,0,1)\nZMU7 A 1 A_Scream\nZMU7 A 9\nZMU7 BCD 9 A_CheckFloor(\"Dead.Landmine\")\nZMU7 DDDDD 9 A_CheckFloor(\"Dead.Landmine\")\n\nDead.Landmine:\nTNT1 AAAA 0 A_SpawnItem (\"ZioPurpleBlood\")\nZMU3 E -1\nStop\n\n}\n}\n\nActor HeadlessMutant:ziomutant\n{\n-CountKill\nHealth 45\nDamagefactor \"EnemyHeadShot\",0\nDamageFactor \"head\",0\nStates\n{\nSpawn:\ntnt1 a 0 a_jumpifinventory(\"MutantDeathCounter\",300,\"Dienow\")\nTNT1 A 0 A_PlaySound(\"misc/xdeath2c\")\ntnt1 a 0 a_spawnitem(\"ZioPurpleBlood\",0,45)\nTNT1 A 0 A_Look\nHMWL BBB 2 A_Wander\nTNT1 A 0 A_GiveInventory(\"MutantDeathCounter\",6)\ntnt1 a 0 a_jumpifinventory(\"MutantDeathCounter\",300,\"Dienow\")\nNULL A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\nTNT1 A 0 A_JumpIfCloser(5,\"Melee\")\nHMWL CCC 2 A_Wander\nTNT1 A 0 A_Look\nTNT1 A 0 A_GiveInventory(\"MutantDeathCounter\",6)\ntnt1 a 0 a_jumpifinventory(\"MutantDeathCounter\",300,\"Dienow\")\nNULL A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\nTNT1 A 0 A_JumpIfCloser(5,\"Melee\")\nHMWL DDD 2 A_Wander\nTNT1 A 0 A_Look\nTNT1 A 0 A_GiveInventory(\"MutantDeathCounter\",6)\ntnt1 a 0 a_jumpifinventory(\"MutantDeathCounter\",300,\"Dienow\")\nNULL A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\nTNT1 A 0 A_JumpIfCloser(5,\"Melee\")\nHMWL EEE 2 A_Wander\nTNT1 A 0 A_Look\nTNT1 A 0 A_GiveInventory(\"MutantDeathCounter\",6)\ntnt1 a 0 a_jumpifinventory(\"MutantDeathCounter\",300,\"Dienow\")\nNULL A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\nLoop\n\nSee:\ntnt1 a 0 a_jumpifinventory(\"MutantDeathCounter\",300,\"Dienow\")\nTNT1 A 0 A_PlaySound(\"misc/xdeath2c\")\ntnt1 a 0 a_spawnitem(\"ZioPurpleBlood\",0,45)\nTNT1 A 0 A_Chase\nHMWL BBB 2 A_Wander\nTNT1 A 0 A_GiveInventory(\"MutantDeathCounter\",6)\ntnt1 a 0 a_jumpifinventory(\"MutantDeathCounter\",300,\"Dienow\")\nNULL A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\nTNT1 A 0 A_JumpIfCloser(5,\"Melee\")\nHMWL CCC 2 A_Wander\nTNT1 A 0 A_Chase\nTNT1 A 0 A_GiveInventory(\"MutantDeathCounter\",6)\ntnt1 a 0 a_jumpifinventory(\"MutantDeathCounter\",300,\"Dienow\")\nNULL A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\nTNT1 A 0 A_JumpIfCloser(5,\"Melee\")\nHMWL DDD 2 A_Wander\nTNT1 A 0 A_Chase\nTNT1 A 0 A_GiveInventory(\"MutantDeathCounter\",6)\ntnt1 a 0 a_jumpifinventory(\"MutantDeathCounter\",300,\"Dienow\")\nNULL A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\nTNT1 A 0 A_JumpIfCloser(5,\"Melee\")\nHMWL EEE 2 A_Wander\nTNT1 A 0 A_Chase\nTNT1 A 0 A_GiveInventory(\"MutantDeathCounter\",6)\ntnt1 a 0 a_jumpifinventory(\"MutantDeathCounter\",300,\"Dienow\")\nNULL A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\nLoop\n\nMissile:\nGoto See\n\nMelee:\nTnt1 a 0 a_jumpifinventory(\"MutantDeathCounter\",300,\"Dienow\")\nHMWL F 6 A_FaceTarget\nTNT1 A 0 A_GiveInventory(\"MutantDeathCounter\",6)\nTNT1 B 0 A_SpawnItem(\"HeadshotTarget4Mutant\", 0, 40,0)\nTNT1 A 0 A_PlaySound(\"weapons/wknife\")\nTNT1 A 0 A_custommissile(\"MutantKnife\",32,0,0,0)\nTnt1 a 0 a_jumpifinventory(\"MutantDeathCounter\",300,\"Dienow\")\nHMWL G 4 A_Facetarget\nTNT1 A 0 A_GiveInventory(\"MutantDeathCounter\",4)\nTnt1 a 0 a_jumpifinventory(\"MutantDeathCounter\",300,\"Dienow\")\nHMWL F 6 A_FaceTarget\nTnt1 a 0 a_jumpifinventory(\"MutantDeathCounter\",300,\"Dienow\")\nTNT1 A 0 A_GiveInventory(\"MutantDeathCounter\",6)\nTNT1 A 0 A_PlaySound(\"weapons/wknife\")\nTNT1 A 0 A_custommissile(\"MutantKnife\",32,0,0,0)\nHMWL H 4 A_Facetarget\nTnt1 a 0 a_jumpifinventory(\"MutantDeathCounter\",300,\"Dienow\")\nTNT1 A 0 A_GiveInventory(\"MutantDeathCounter\",4)\nTnt1 a 0 a_jumpifinventory(\"MutantDeathCounter\",300,\"Dienow\")\nGoto Spawn\n\nPain:\nPain.Kick:\npain.Explosiveimpact:\nPain.Explosive:\nGoto Spawn\n\nDieNow:\nDeath.StealthKnife:\nDeath.Coltello:\nDeath.Down:\nDeath:\nDeath.RifleNoExplode:\nDeath.EnemyHeadShot:\nDeath.head:\nDeath.Kick:\nDeath.Candelabroencapo:\ntnt1 a 0 a_Spawnitem(\"ZioPurpleBlood\")\nZMU5 A 10 A_NoBlocking\nZMU5 B 5\nTNT1 A 0 A_SpawnItem (\"PurpleMediumBloodSpot\")\nTNT1 A 0 A_SpawnItem(\"DeadHeadlessmutant\")\nStop\n\nDeath.DoubleMP40:\nDeath.cutless:\n//TNT1 A 0 A_Jump(150, \"Death.Half\")\nGoto Death.Massacre\n\nDeath.Massacre:\nTNT1 A 0\nTNT1 A 0 A_FaceTarget\nTNT1 A 0 A_Scream\nTNT1 O 0 A_NoBlocking\nTNT1 AA 0 A_CustomMissile (\"SuperWallPurpleBlood\", 46, 0, random (170, 190), 2, random (0, 40))\nTNT1 A 0 A_CustomMissile (\"MutantArm1\", 35, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 0 A_CustomMissile (\"MutantArm1\", 35, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 0 A_CustomMissile (\"PurpleXDeath3\", 40, 0, random (0, 360), 2, random (0, 160))\nTNT1 AAAA 0 A_CustomMissile (\"PurpleXDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 0 A_SpawnItem (\"BrutalizedMutant3\")\nStop\n\nDeath.ExplosiveImpact:\nTNT1 A 0 A_NoBlocking\nTNT1 AA 0 A_CustomMissile (\"SuperWallPurpleBlood\", 46, 0, random (170, 190), 2, random (0, 40))\nTNT1 A 0 A_CustomMissile (\"MutantArm1\", 35, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 0 A_CustomMissile (\"PurpleXDeath3\", 40, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 0 A_CustomMissile (\"MutantLeg1\", 32, 0, random (0, 360), 2, random (0, 160))\nTNT1 AAAA 0 A_CustomMissile (\"PurpleXDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 0 ThrustThingZ(0,30,0,1)\nZMU6 AB 5\nZMU6 CDDD 5 A_CheckFloor (\"Dead.ExplosiveImpact\")\nZMU6 DDDDDDDDD 5 A_CheckFloor (\"Dead.ExplosiveImpact\")\n\nDead.ExplosiveImpact:\nTNT1 AAAA 0 A_SpawnItem (\"ZioPurpleBlood\")\nZMU6 E -1\nStop\n\n}\n}\n\nActor mutant:ziomutant\n{\n}\n\nACTOR BrutalizedMutant1\n{\n+NOBLOODDECALS\nGame Doom\nRadius 16\nHeight 50\nHealth 70\nbloodtype \"ZioPurpleBlood\"\nPainSound \"\"\nPainChance 255\nMass 999999\n-SOLID\n+SHOOTABLE\n+NORADIUSDMG\n+FLOORCLIP\nScale 1.0\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_Recoil(2)\nTNT1 A 0 A_CustomMissile (\"MutantArm1\", 35, 0, random (0, 360), 2, random (0, 160))\nTNT1 AAAA 0 A_CustomMissile (\"PurpleXDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\nZMU4 A 15\nDieNow:\nTNT1 A 0\nZMU1 BBFG 5 A_SpawnItem(\"ZioPurpleBlood\",0,0,0,1)\nTNT1 A 0 A_SpawnItem(\"BMUT1\")\nStop\n\nDeath:\nTNT1 A 0\n//TNT1 A 0 A_CustomMissile (\"XDeathmutantHeadpiece1\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n//TNT1 A 0 A_CustomMissile (\"XDeathmutantHeadpiece1\", 50, 0, random (0, 360), 2, random (0, 160))\nTNT1 AA 0 A_CustomMissile (\"SuperWallPurpleBlood\", 46, 0, random (170, 190), 2, random (0, 40))\nTNT1 A 0 A_CustomMissile (\"PurpleXDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 0 A_CustomMissile (\"MutantArm1\", 35, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 0 A_Recoil(2)\nTNT1 A 0\nTNT1 A 0 A_SpawnItem (\"BrutalizedMutant2\")\nStop\n\n}}\n\nACTOR BrutalizedMutant2\n{\n+NOBLOODDECALS\nGame Doom\nRadius 16\nHeight 50\nHealth 70\nbloodtype \"ZioPurpleBlood\"\nPainSound \"\"\nPainChance 255\nMass 999999\n-SOLID\n+SHOOTABLE\n+NORADIUSDMG\n+FLOORCLIP\nScale 1.0\nStates\n{\nSpawn:\nTNT1 A 0\nZMU4 B 15\nDieNow:\nTNT1 A 0\nZMU2 ADE 5 A_SpawnItem(\"ZioPurpleBlood\",0,0,0,1)\nTNT1 A 0 A_SpawnItem(\"BMUT2\")\nStop\n\nDeath:\nTNT1 A 0\nTNT1 A 0 A_CustomMissile (\"XDeathmutantHeadpiece1\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\nTNT1 A 0 A_CustomMissile (\"XDeathmutantHeadpiece1\", 50, 0, random (0, 360), 2, random (0, 160))\nTNT1 AA 0 A_CustomMissile (\"SuperWallPurpleBlood\", 46, 0, random (170, 190), 2, random (0, 40))\nTNT1 A 0 A_CustomMissile (\"PurpleXDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 0 A_Recoil(2)\nTNT1 A 0\nTNT1 A 0 A_SpawnItem (\"BrutalizedMutant3\")\nStop\n\n}}\n\nACTOR BrutalizedMutant3\n{\n+NOBLOODDECALS\nGame Doom\nRadius 16\nHeight 50\nHealth 70\nbloodtype \"ZioPurpleBlood\"\nPainSound \"\"\nPainChance 255\nMass 999999\n-SOLID\n+SHOOTABLE\n+NORADIUSDMG\n+FLOORCLIP\nScale 1.0\nStates\n{\nSpawn:\nTNT1 A 0\nZMU4 C 15\nDieNow:\nTNT1 A 0\nZMU2 FGH 5 A_SpawnItem(\"ZioPurpleBlood\",0,0,0,1)\nTNT1 A 0 A_SpawnItem(\"BMUT3\")\nStop\n\nDeath:\nTNT1 A 0\nTNT1 AA 0 A_CustomMissile (\"SuperWallPurpleBlood\", 46, 0, random (170, 190), 2, random (0, 40))\nTNT1 A 0 A_CustomMissile (\"PurpleInstestin\", 40, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 0 A_CustomMissile (\"PurpleXDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 0 A_CustomMissile (\"PurpleXDeath2\", 40, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 0 A_CustomMissile (\"PurpleXDeath3\", 40, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 0 A_CustomMissile (\"PurpleXDeath4\", 40, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 0 A_Recoil(2)\nTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\nZMU4 DEF 5\nTNT1 A 0\nZMU4 F -1\nStop\n\n}}\n\nActor Mutanarmless\n{\n+NOBLOODDECALS\nGame Doom\nHealth 25\nRadius 20\nHeight 30\nMass 999999\n-SOLID\n+SHOOTABLE\n+NORADIUSDMG\n+FLOORCLIP\nSpeed 0\nPainchance 120\nMonster\n-countkill\n+MissileMore\nSeeSound \"\"\nPainSound \"\"\nDeathSound \"\"\nPainChance \"Nashgore_blood\",0\nDamageFactor \"Nashgore_blood\",0\nObituary \"%o encounter a Schabbs's Infernal Mutant.\"\nDamageFactor \"RifleNoExplode\", 2.0\nPainChance \"ExplosiveImpact\", 255\nPainChance \"Blood\", 0\nPainchance \"Kick\",255\nPainChance \"ExplosiveImpact\", 255\nDamageFactor \"Candelabroencapo\",10\nDamageFactor \"Taunt\",0\nPainChance \"Taunt\",0\nBloodType \"ZioPurpleBlood\"\ndamagefactor \"Kick\", 0.6\ndamagefactor \"Blood\", 0.0 damagefactor \"BlueBlood\", 0.0 damagefactor \"GreenBlood\", 0.0\nStates\n{\nSpawn:\nTNT1 A 0 A_Facetarget\nTNT1 B 0 A_SpawnItem(\"HeadshotTarget4Mutant\", 0, 30,0)\nTNT1 A 0 A_SpawnItem (\"PurpleBloodDying\", 0, 25)\nTNT1 A 0 A_JumpIfInventory(\"MutantDeathCounter\",400,\"DeathNatural\")\nTNT1 A 0 A_GiveInventory(\"MutantDeathCounter\",6)\nZMU1 CCCC 2\nTNT1 B 0 A_SpawnItem(\"HeadshotTarget4Mutant\", 0, 30,0)\nTNT1 A 0 A_JumpIfInventory(\"MutantDeathCounter\",400,\"DeathNatural\")\nTNT1 A 0 A_GiveInventory(\"MutantDeathCounter\",6)\nZMU1 CCCC 2\nTNT1 B 0 A_SpawnItem(\"HeadshotTarget4Mutant\", 0, 30,0)\nTNT1 A 0 A_JumpIfInventory(\"MutantDeathCounter\",400,\"DeathNatural\")\nTNT1 A 0 A_GiveInventory(\"MutantDeathCounter\",6)\nZMU1 CCCC 2\nTNT1 B 0 A_SpawnItem(\"HeadshotTarget4Mutant\", 0, 30,0)\nTNT1 A 0 A_JumpIfInventory(\"MutantDeathCounter\",400,\"DeathNatural\")\nTNT1 A 0 A_GiveInventory(\"MutantDeathCounter\",6)\nTNT1 A 0 A_SpawnItem (\"PurpleBloodDying\", 0, 25)\nZMU1 CCCC 2\nTNT1 B 0 A_SpawnItem(\"HeadshotTarget4Mutant\", 0, 30,0)\nTNT1 A 0 A_JumpIfInventory(\"MutantDeathCounter\",400,\"DeathNatural\")\nTNT1 A 0 A_GiveInventory(\"MutantDeathCounter\",6)\nZMU1 CCCC 2\nTNT1 B 0 A_SpawnItem(\"HeadshotTarget4Mutant\", 0, 30,0)\nTNT1 A 0 A_JumpIfInventory(\"MutantDeathCounter\",400,\"DeathNatural\")\nTNT1 A 0 A_GiveInventory(\"MutantDeathCounter\",6)\nZMU1 CCCC 2\nGoto Spawn2\n\nSpawn2:\nTNT1 B 0 A_SpawnItem(\"HeadshotTarget4Mutant\", 0, 40,0)\nTNT1 A 0 A_GiveInventory(\"MutantDeathCounter\",6)\nTNT1 A 0 A_JumpIfInventory(\"MutantDeathCounter\",400,\"DeathNatural\")\nTNT1 A 0 A_SpawnItem (\"PurpleBloodDying\", 0, 25)\nZMU1 DDDD 2 A_Chase\nTNT1 B 0 A_SpawnItem(\"HeadshotTarget4Mutant\", 0, 40,0)\nTNT1 A 0 A_GiveInventory(\"MutantDeathCounter\",6)\nTNT1 A 0 A_JumpIfInventory(\"MutantDeathCounter\",400,\"DeathNatural\")\nZMU1 DDDD 2 A_Chase\nTNT1 B 0 A_SpawnItem(\"HeadshotTarget4Mutant\", 0, 40,0)\nTNT1 A 0 A_GiveInventory(\"MutantDeathCounter\",6)\nTNT1 A 0 A_JumpIfInventory(\"MutantDeathCounter\",400,\"DeathNatural\")\nZMU1 DDDD 2 A_Chase\nLoop\n\nMissile:\nTNT1 B 0 A_SpawnItem(\"HeadshotTarget4Mutant\", 0, 30,0)\nZMU1 D 6 A_FaceTarget\ntnt1 a 0 A_GiveInventory(\"MutantDeathCounter\",6)\nTNT1 A 0 A_JumpIfInventory(\"MutantDeathCounter\",400,\"DeathNatural\")\nTNT1 A 0 A_CustomMissile(\"OrangeLensFlareAlt\", 24, 10, 15, 0)\ntnt1 a 0 A_CustomMissile(\"SmokeSpawner\", 24, 10, 15, 0)\n TNT1 A 0 A_PlaySound(\"weapons/luger\")\nTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\nTNT1 A 0 A_custommissile(\"zombiemantracer\",32,0,random(-3,3),1,random (-2,2))\nTNT1 A 0 A_AlertMonsters\nTNT1 B 0 A_SpawnItem(\"HeadshotTarget4Mutant\", 0, 30,0)\nZMU1 E 4 bright\ntnt1 a 0 A_GiveInventory(\"MutantDeathCounter\",4)\nTNT1 A 0 A_JumpIfInventory(\"MutantDeathCounter\",400,\"DeathNatural\")\nTNT1 B 0 A_SpawnItem(\"HeadshotTarget4Mutant\", 0, 30,0)\nZMU1 D 6 A_FaceTarget\ntnt1 a 0 A_GiveInventory(\"MutantDeathCounter\",6)\nTNT1 A 0 A_JumpIfInventory(\"MutantDeathCounter\",400,\"DeathNatural\")\nTNT1 A 0 A_CustomMissile(\"OrangeLensFlareAlt\", 24, 10, 15, 0)\ntnt1 a 0 A_CustomMissile(\"SmokeSpawner\", 24, 10, 15, 0)\n TNT1 A 0 A_PlaySound(\"weapons/luger\")\nTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\nTNT1 A 0 A_custommissile(\"zombiemantracer\",32,0,random(-3,3),1,random (-2,2))\nTNT1 A 0 A_AlertMonsters\nTNT1 B 0 A_SpawnItem(\"HeadshotTarget4Mutant\", 0, 30,0)\nZMU1 E 4 Bright\ntnt1 a 0 A_GiveInventory(\"MutantDeathCounter\",4)\nTNT1 A 0 A_JumpIfInventory(\"MutantDeathCounter\",400,\"DeathNatural\")\nGoto Spawn2\n\nDeath.EnemyHeadShot:\nDeath.head:\nTNT1 A 0 A_PlaySound(\"misc/xdeath4\")\nTNT1 A 0 A_CustomMissile (\"PurpleMuchBlood2\", 35, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 0 A_CustomMissile (\"XDeathmutantHeadpiece1\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\nTNT1 A 0 A_CustomMissile (\"XDeathmutantHeadpiece1\", 50, 0, random (0, 360), 2, random (0, 160))\nTNT1 AA 0 A_CustomMissile (\"SuperWallPurpleBlood\", 46, 0, random (170, 190), 2, random (0, 40))\nZMAD B 0 A_XScream\nZMU1 H 1\nZMU1 H 0 A_NoBlocking\nZMU1 HHH 10 A_CustomMissile (\"PurpleMuchBlood\", 30, 0, random (0, 360), 2, random (0, 160))\nZMU1 IJ 6\nTNT1 A 0 A_SpawnItem (\"PurpleGiantBloodSpot\")\nZMU1 J -1\nStop\n\nDeath.kick:\nZMU1 F 5 A_PlaySound(\"MACAZZO\")\nTNT1 A 0 A_NoBlocking\nZMU1 G -1\nStop\nDeath:\nTNT1 A 0 A_CustomMissile (\"MutantArm1\", 35, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 0 A_CustomMissile (\"PurpleMuchBlood2\", 35, 0, random (0, 360), 2, random (0, 160))\nZMU2 A 10\ntnt1 a 0 a_noblocking\nTNT1 A 0 A_SpawnItem (\"PurpleMediumBloodSpot\")\ntnt1 a 0 a_spawnitem(\"Mutanarmless2\")\nStop\nDeathNatural:\nZMU1 F 5 A_PlaySound(\"MACAZZO\")\nTNT1 A 0 A_NoBlocking\nTNT1 A 0 A_SpawnItem(\"Deadmutantarmless1\")\nStop\n}}\n\nActor HardMutanarmless:Mutanarmless\n{\nStates\n{\nMissile:\nTNT1 B 0 A_SpawnItem(\"HeadshotTarget4Mutant\", 0, 30,0)\nZMU1 D 6 A_FaceTarget\ntnt1 a 0 A_GiveInventory(\"MutantDeathCounter\",6)\nTNT1 A 0 A_JumpIfInventory(\"MutantDeathCounter\",400,\"DeathNatural\")\nTNT1 A 0 A_CustomMissile(\"OrangeLensFlareAlt\", 24, 10, 15, 0)\ntnt1 a 0 A_CustomMissile(\"SmokeSpawner\", 24, 10, 15, 0)\nTNT1 A 0 A_PlaySound(\"Trengun/fire\")\nTNT1 AAAA 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\nTNT1 AAAA 0 A_custommissile(\"zombiemantracer\",32,0,random(-8,8),1,random (-4,4))\nTNT1 A 0 A_AlertMonsters\nTNT1 B 0 A_SpawnItem(\"HeadshotTarget4Mutant\", 0, 30,0)\nZMU1 E 4 bright\ntnt1 a 0 A_GiveInventory(\"MutantDeathCounter\",4)\nTNT1 A 0 A_JumpIfInventory(\"MutantDeathCounter\",400,\"DeathNatural\")\nTNT1 B 0 A_SpawnItem(\"HeadshotTarget4Mutant\", 0, 30,0)\nZMU1 D 6 A_FaceTarget\ntnt1 a 0 A_GiveInventory(\"MutantDeathCounter\",6)\nTNT1 A 0 A_JumpIfInventory(\"MutantDeathCounter\",400,\"DeathNatural\")\nTNT1 A 0 A_CustomMissile(\"OrangeLensFlareAlt\", 24, 10, 15, 0)\ntnt1 a 0 A_CustomMissile(\"SmokeSpawner\", 24, 10, 15, 0)\nTNT1 A 0 A_PlaySound(\"Trengun/fire\")\nTNT1 AAAA 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\nTNT1 AAAA 0 A_custommissile(\"zombiemantracer\",32,0,random(-8,8),1,random (-4,4))\nTNT1 A 0 A_AlertMonsters\nTNT1 B 0 A_SpawnItem(\"HeadshotTarget4Mutant\", 0, 30,0)\nZMU1 E 4 Bright\ntnt1 a 0 A_GiveInventory(\"MutantDeathCounter\",4)\nTNT1 A 0 A_JumpIfInventory(\"MutantDeathCounter\",400,\"DeathNatural\")\nGoto Spawn2\n\nDeath:\nTNT1 A 0 A_CustomMissile (\"MutantArm1\", 35, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 0 A_CustomMissile (\"PurpleMuchBlood2\", 35, 0, random (0, 360), 2, random (0, 160))\nZMU2 A 10\ntnt1 a 0 a_noblocking\nTNT1 A 0 A_SpawnItem (\"PurpleMediumBloodSpot\")\ntnt1 a 0 a_spawnitem(\"HardMutanarmless2\")\nStop\n\n}\n}\n\nActor MutantLegLess:Mutanarmless\n{\nStates\n{\n\nSpawn:\nTNT1 A 0 A_GiveInventory(\"IsDown\",1)\nTNT1 A 0 A_JumpIfInventory(\"MutantDeathCounter\",400,\"DeathNatural\")\nTNT1 A 0 A_GiveInventory(\"MutantDeathCounter\",6)\nZMU3 EEEE 2\nTNT1 A 0 A_JumpIfInventory(\"MutantDeathCounter\",400,\"DeathNatural\")\nTNT1 A 0 A_GiveInventory(\"MutantDeathCounter\",6)\nZMU3 EEEE 2\nTNT1 A 0 A_JumpIfInventory(\"MutantDeathCounter\",400,\"DeathNatural\")\nTNT1 A 0 A_GiveInventory(\"MutantDeathCounter\",6)\nZMU3 EEEE 2\nTNT1 A 0 A_JumpIfInventory(\"MutantDeathCounter\",400,\"DeathNatural\")\nTNT1 A 0 A_GiveInventory(\"MutantDeathCounter\",6)\nZMU3 EEEE 2\nTNT1 A 0 A_JumpIfInventory(\"MutantDeathCounter\",400,\"DeathNatural\")\nTNT1 A 0 A_GiveInventory(\"MutantDeathCounter\",6)\nZMU3 EEEE 2\nTNT1 A 0 A_JumpIfInventory(\"MutantDeathCounter\",400,\"DeathNatural\")\nTNT1 A 0 A_GiveInventory(\"MutantDeathCounter\",6)\nGoto Spawn2\n\nSpawn2:\nTNT1 A 0 A_TakeInventory(\"IsDown\",999)\nTNT1 A 0 A_JumpIfInventory(\"MutantDeathCounter\",400,\"DeathNatural\")\nTNT1 A 0 A_GiveInventory(\"MutantDeathCounter\",6)\nTNT1 B 0 A_SpawnItem(\"HeadshotTarget4Mutant\", 0, 30,0)\nZMU3 FFFF 2 A_CHASE\nLoop\n\nMissile:\nTNT1 B 0 A_SpawnItem(\"HeadshotTarget4Mutant\", 0, 30,0)\nZMU3 F 6 A_FaceTarget\ntnt1 a 0 A_GiveInventory(\"MutantDeathCounter\",6)\nTNT1 A 0 A_JumpIfInventory(\"MutantDeathCounter\",400,\"DeathNatural\")\nTNT1 A 0 A_CustomMissile(\"OrangeLensFlareAlt\", 24, 10, 15, 0)\ntnt1 a 0 A_CustomMissile(\"SmokeSpawner\", 24, 10, 15, 0)\n TNT1 A 0 A_PlaySound(\"weapons/luger\")\nTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\nTNT1 A 0 A_custommissile(\"zombiemantracer\",32,0,random(-3,3),1,random (-2,2))\nTNT1 A 0 A_AlertMonsters\nTNT1 B 0 A_SpawnItem(\"HeadshotTarget4Mutant\", 0, 30,0)\nZMU3 G 4 bright\ntnt1 a 0 A_GiveInventory(\"MutantDeathCounter\",4)\nTNT1 A 0 A_JumpIfInventory(\"MutantDeathCounter\",400,\"DeathNatural\")\nTNT1 B 0 A_SpawnItem(\"HeadshotTarget4Mutant\", 0, 30,0)\nZMU3 F 6 A_FaceTarget\ntnt1 a 0 A_GiveInventory(\"MutantDeathCounter\",6)\nTNT1 A 0 A_JumpIfInventory(\"MutantDeathCounter\",400,\"DeathNatural\")\nTNT1 A 0 A_CustomMissile(\"OrangeLensFlareAlt\", 24, 10, 15, 0)\ntnt1 a 0 A_CustomMissile(\"SmokeSpawner\", 24, 10, 15, 0)\n TNT1 A 0 A_PlaySound(\"weapons/luger\")\nTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\nTNT1 A 0 A_custommissile(\"zombiemantracer\",32,0,random(-3,3),1,random (-2,2))\nTNT1 A 0 A_AlertMonsters\nTNT1 B 0 A_SpawnItem(\"HeadshotTarget4Mutant\", 0, 30,0)\nZMU3 G 4 bright\ntnt1 a 0 A_GiveInventory(\"MutantDeathCounter\",4)\nTNT1 A 0 A_JumpIfInventory(\"MutantDeathCounter\",400,\"DeathNatural\")\nGoto Spawn2\n\nDeath.EnemyHeadShot:\nDeath.head:\nTNT1 A 0 A_PlaySound(\"misc/xdeath4\")\nTNT1 A 0 A_CustomMissile (\"PurpleMuchBlood2\", 35, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 0 A_CustomMissile (\"XDeathmutantHeadpiece1\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\nTNT1 A 0 A_CustomMissile (\"XDeathmutantHeadpiece1\", 50, 0, random (0, 360), 2, random (0, 160))\nTNT1 AA 0 A_CustomMissile (\"SuperWallPurpleBlood\", 46, 0, random (170, 190), 2, random (0, 40))\nZMAD B 0 A_XScream\nZMU3 I 1\nZMU3 I 0 A_NoBlocking\nZMU3 I 10 A_CustomMissile (\"PurpleMuchBlood\", 30, 0, random (0, 360), 2, random (0, 160))\nZMU3 JK 6\nTNT1 A 0 A_SpawnItem (\"PurpleGiantBloodSpot\")\nZMU3 K -1\nStop\n\nDeathNatural:\nZMU3 H 5 A_PlaySound(\"MACAZZO\")\nTNT1 A 0 A_NoBlocking\nTNT1 A 0 A_SpawnItem(\"Mutantleglessdead\")\nStop\nDeath.Down:\ntnt1 a 0 a_Spawnitem(\"ZioPurpleBlood\")\ntnt1 a 0 A_PlaySound(\"MACAZZO\")\nTNT1 A 0 A_NoBlocking\nTNT1 A 0 A_SpawnItem (\"PurpleMediumBloodSpot\")\nZMU3 E -1\nStop\n\nDeath:\nTNT1 A 0 A_JumpIfInventory(\"IsDown\",1,\"Death.Down\")\ntnt1 a 0 a_Spawnitem(\"ZioPurpleBlood\")\nZMU3 H 5 A_PlaySound(\"MACAZZO\")\nTNT1 A 0 A_NoBlocking\nTNT1 A 0 A_SpawnItem (\"PurpleMediumBloodSpot\")\nZMU3 E -1\nStop\nDeath.kick:\nZMU3 H 5 A_PlaySound(\"MACAZZO\")\nTNT1 A 0 A_NoBlocking\nZMU3 E -1\nStop\n}\n}\n\nActor HardMutantLegLess:MutantLegLess\n{\nStates\n{\nMissile:\nTNT1 B 0 A_SpawnItem(\"HeadshotTarget4Mutant\", 0, 30,0)\nZMU3 F 6 A_FaceTarget\ntnt1 a 0 A_GiveInventory(\"MutantDeathCounter\",6)\nTNT1 A 0 A_JumpIfInventory(\"MutantDeathCounter\",400,\"DeathNatural\")\nTNT1 A 0 A_CustomMissile(\"OrangeLensFlareAlt\", 24, 10, 15, 0)\ntnt1 a 0 A_CustomMissile(\"SmokeSpawner\", 24, 10, 15, 0)\nTNT1 A 0 A_PlaySound(\"Trengun/fire\")\nTNT1 AAAA 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\nTNT1 AAAA 0 A_custommissile(\"zombiemantracer\",32,0,random(-8,8),1,random (-4,4))\nTNT1 A 0 A_AlertMonsters\nTNT1 B 0 A_SpawnItem(\"HeadshotTarget4Mutant\", 0, 30,0)\nZMU3 G 4 bright\ntnt1 a 0 A_GiveInventory(\"MutantDeathCounter\",4)\nTNT1 A 0 A_JumpIfInventory(\"MutantDeathCounter\",400,\"DeathNatural\")\nTNT1 B 0 A_SpawnItem(\"HeadshotTarget4Mutant\", 0, 30,0)\nZMU3 F 6 A_FaceTarget\ntnt1 a 0 A_GiveInventory(\"MutantDeathCounter\",6)\nTNT1 A 0 A_JumpIfInventory(\"MutantDeathCounter\",400,\"DeathNatural\")\nTNT1 A 0 A_CustomMissile(\"OrangeLensFlareAlt\", 24, 10, 15, 0)\ntnt1 a 0 A_CustomMissile(\"SmokeSpawner\", 24, 10, 15, 0)\nTNT1 A 0 A_PlaySound(\"Trengun/fire\")\nTNT1 AAAA 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\nTNT1 AAAA 0 A_custommissile(\"zombiemantracer\",32,0,random(-8,8),1,random (-4,4))\nTNT1 A 0 A_AlertMonsters\nTNT1 B 0 A_SpawnItem(\"HeadshotTarget4Mutant\", 0, 30,0)\nZMU3 G 4 bright\ntnt1 a 0 A_GiveInventory(\"MutantDeathCounter\",4)\nTNT1 A 0 A_JumpIfInventory(\"MutantDeathCounter\",400,\"DeathNatural\")\nGoto Spawn2\n\n}\n}\n\nActor mutanarmless2: mutanarmless\n{\nStates\n{\nSpawn:\nTNT1 A 0 A_Facetarget\nTNT1 B 0 A_SpawnItem(\"HeadshotTarget4Mutant\", 0, 30,0)\nTNT1 A 0 A_SpawnItem (\"PurpleBloodDying\", 0, 25)\nTNT1 A 0 A_JumpIfInventory(\"MutantDeathCounter\",400,\"DeathNatural\")\nTNT1 A 0 A_GiveInventory(\"MutantDeathCounter\",6)\nZMU2 AAAA 2\nTNT1 B 0 A_SpawnItem(\"HeadshotTarget4Mutant\", 0, 30,0)\nTNT1 A 0 A_JumpIfInventory(\"MutantDeathCounter\",400,\"DeathNatural\")\nTNT1 A 0 A_GiveInventory(\"MutantDeathCounter\",6)\nZMU2 AAAA 2\nTNT1 B 0 A_SpawnItem(\"HeadshotTarget4Mutant\", 0, 30,0)\nTNT1 A 0 A_JumpIfInventory(\"MutantDeathCounter\",400,\"DeathNatural\")\nTNT1 A 0 A_GiveInventory(\"MutantDeathCounter\",6)\nZMU2 AAAA 2\nTNT1 B 0 A_SpawnItem(\"HeadshotTarget4Mutant\", 0, 30,0)\nTNT1 A 0 A_JumpIfInventory(\"MutantDeathCounter\",400,\"DeathNatural\")\nTNT1 A 0 A_GiveInventory(\"MutantDeathCounter\",6)\nTNT1 A 0 A_SpawnItem (\"PurpleBloodDying\", 0, 25)\nZMU2 AAAA 2\nTNT1 B 0 A_SpawnItem(\"HeadshotTarget4Mutant\", 0, 30,0)\nTNT1 A 0 A_JumpIfInventory(\"MutantDeathCounter\",400,\"DeathNatural\")\nTNT1 A 0 A_GiveInventory(\"MutantDeathCounter\",6)\nZMU2 AAAA 2\nTNT1 B 0 A_SpawnItem(\"HeadshotTarget4Mutant\", 0, 30,0)\nTNT1 A 0 A_JumpIfInventory(\"MutantDeathCounter\",400,\"DeathNatural\")\nTNT1 A 0 A_GiveInventory(\"MutantDeathCounter\",6)\nZMU2 AAAA 2\nGoto Spawn2\n\nSpawn2:\nTNT1 B 0 A_SpawnItem(\"HeadshotTarget4Mutant\", 0, 40,0)\nTNT1 A 0 A_GiveInventory(\"MutantDeathCounter\",6)\nTNT1 A 0 A_JumpIfInventory(\"MutantDeathCounter\",400,\"DeathNatural\")\nTNT1 A 0 A_SpawnItem (\"PurpleBloodDying\", 0, 25)\nZMU2 BBBB 2 A_Chase\nTNT1 B 0 A_SpawnItem(\"HeadshotTarget4Mutant\", 0, 40,0)\nTNT1 A 0 A_GiveInventory(\"MutantDeathCounter\",6)\nTNT1 A 0 A_JumpIfInventory(\"MutantDeathCounter\",400,\"DeathNatural\")\nZMU2 BBBB 2 A_Chase\nTNT1 B 0 A_SpawnItem(\"HeadshotTarget4Mutant\", 0, 40,0)\nTNT1 A 0 A_GiveInventory(\"MutantDeathCounter\",6)\nTNT1 A 0 A_JumpIfInventory(\"MutantDeathCounter\",400,\"DeathNatural\")\nZMU2 BBBB 2 A_Chase\nLoop\n\nMissile:\nTNT1 B 0 A_SpawnItem(\"HeadshotTarget4Mutant\", 0, 30,0)\nZMU2 B 6 A_FaceTarget\ntnt1 a 0 A_GiveInventory(\"MutantDeathCounter\",6)\nTNT1 A 0 A_JumpIfInventory(\"MutantDeathCounter\",400,\"DeathNatural\")\nTNT1 A 0 A_CustomMissile(\"OrangeLensFlareAlt\", 24, 10, 15, 0)\ntnt1 a 0 A_CustomMissile(\"SmokeSpawner\", 24, 10, 15, 0)\n TNT1 A 0 A_PlaySound(\"weapons/luger\")\nTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\nTNT1 A 0 A_custommissile(\"zombiemantracer\",32,0,random(-3,3),1,random (-2,2))\nTNT1 A 0 A_AlertMonsters\nTNT1 B 0 A_SpawnItem(\"HeadshotTarget4Mutant\", 0, 30,0)\nZMU2 C 4 bright\ntnt1 a 0 A_GiveInventory(\"MutantDeathCounter\",4)\nTNT1 A 0 A_JumpIfInventory(\"MutantDeathCounter\",400,\"DeathNatural\")\nTNT1 B 0 A_SpawnItem(\"HeadshotTarget4Mutant\", 0, 30,0)\nZMU2 B 6 A_FaceTarget\ntnt1 a 0 A_GiveInventory(\"MutantDeathCounter\",6)\nTNT1 A 0 A_JumpIfInventory(\"MutantDeathCounter\",400,\"DeathNatural\")\nTNT1 A 0 A_CustomMissile(\"OrangeLensFlareAlt\", 24, 10, 15, 0)\ntnt1 a 0 A_CustomMissile(\"SmokeSpawner\", 24, 10, 15, 0)\n TNT1 A 0 A_PlaySound(\"weapons/luger\")\nTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\nTNT1 A 0 A_custommissile(\"zombiemantracer\",32,0,random(-3,3),1,random (-2,2))\nTNT1 A 0 A_AlertMonsters\nTNT1 B 0 A_SpawnItem(\"HeadshotTarget4Mutant\", 0, 30,0)\nZMU2 C 4 bright\ntnt1 a 0 A_GiveInventory(\"MutantDeathCounter\",4)\nTNT1 A 0 A_JumpIfInventory(\"MutantDeathCounter\",400,\"DeathNatural\")\nGoto Spawn2\n\nDeath.EnemyHeadShot:\nDeath.head:\nTNT1 A 0 A_PlaySound(\"misc/xdeath4\")\nTNT1 A 0 A_CustomMissile (\"PurpleMuchBlood2\", 35, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 0 A_CustomMissile (\"XDeathmutantHeadpiece1\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\nTNT1 A 0 A_CustomMissile (\"XDeathmutantHeadpiece1\", 50, 0, random (0, 360), 2, random (0, 160))\nTNT1 AA 0 A_CustomMissile (\"SuperWallPurpleBlood\", 46, 0, random (170, 190), 2, random (0, 40))\nZMAD B 0 A_XScream\nZMU2 f 1\nZMU2 f 0 A_NoBlocking\nZMU2 fff 10 A_CustomMissile (\"PurpleMuchBlood\", 30, 0, random (0, 360), 2, random (0, 160))\nZMU2 gh 6\nTNT1 A 0 A_SpawnItem (\"PurpleGiantBloodSpot\")\nZMU2 h -1\nStop\n\nDeath:\ntnt1 a 0 a_Spawnitem(\"ZioPurpleBlood\")\nZMU2 D 5 A_PlaySound(\"MACAZZO\")\nTNT1 A 0 A_NoBlocking\nTNT1 A 0 A_SpawnItem (\"PurpleMediumBloodSpot\")\nZMU2 E -1\nStop\nDeath.kick:\nZMU2 D 5 A_PlaySound(\"MACAZZO\")\nTNT1 A 0 A_NoBlocking\nZMU2 E -1\nStop\nDeathNatural:\nZMU2 D 5 A_PlaySound(\"MACAZZO\")\nTNT1 A 0 A_NoBlocking\nTNT1 A 0 A_SpawnItem(\"Deadmutantarmless2\")\nStop\n}}\n\nActor Hardmutanarmless2:mutanarmless2\n{\nStates\n{\nMissile:\nTNT1 B 0 A_SpawnItem(\"HeadshotTarget4Mutant\", 0, 30,0)\nZMU2 B 6 A_FaceTarget\ntnt1 a 0 A_GiveInventory(\"MutantDeathCounter\",6)\nTNT1 A 0 A_JumpIfInventory(\"MutantDeathCounter\",400,\"DeathNatural\")\nTNT1 A 0 A_CustomMissile(\"OrangeLensFlareAlt\", 24, 10, 15, 0)\ntnt1 a 0 A_CustomMissile(\"SmokeSpawner\", 24, 10, 15, 0)\nTNT1 A 0 A_PlaySound(\"Trengun/fire\")\nTNT1 AAAA 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\nTNT1 AAAA 0 A_custommissile(\"zombiemantracer\",32,0,random(-8,8),1,random (-4,4))\nTNT1 A 0 A_AlertMonsters\nTNT1 B 0 A_SpawnItem(\"HeadshotTarget4Mutant\", 0, 30,0)\nZMU2 C 4 bright\ntnt1 a 0 A_GiveInventory(\"MutantDeathCounter\",4)\nTNT1 A 0 A_JumpIfInventory(\"MutantDeathCounter\",400,\"DeathNatural\")\nTNT1 B 0 A_SpawnItem(\"HeadshotTarget4Mutant\", 0, 30,0)\nZMU2 B 6 A_FaceTarget\ntnt1 a 0 A_GiveInventory(\"MutantDeathCounter\",6)\nTNT1 A 0 A_JumpIfInventory(\"MutantDeathCounter\",400,\"DeathNatural\")\nTNT1 A 0 A_CustomMissile(\"OrangeLensFlareAlt\", 24, 10, 15, 0)\ntnt1 a 0 A_CustomMissile(\"SmokeSpawner\", 24, 10, 15, 0)\nTNT1 A 0 A_PlaySound(\"Trengun/fire\")\nTNT1 AAAA 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\nTNT1 AAAA 0 A_custommissile(\"zombiemantracer\",32,0,random(-8,8),1,random (-4,4))\nTNT1 A 0 A_AlertMonsters\nTNT1 B 0 A_SpawnItem(\"HeadshotTarget4Mutant\", 0, 30,0)\nZMU2 C 4 bright\ntnt1 a 0 A_GiveInventory(\"MutantDeathCounter\",4)\nTNT1 A 0 A_JumpIfInventory(\"MutantDeathCounter\",400,\"DeathNatural\")\nGoto Spawn2\n}\n}\n\nACTOR MutantTorso\n{\n Radius 12\n Height 16\n Scale 0.98\n\tMass 20\n -SOLID\n +NOTELEPORT\n +MOVEWITHSECTOR\n\tStates\n\t{\n\tSpawn:\n\tZMU4 H -1\n\tStop\n\t}\n\t}\n\n\tACTOR Deadmutantarmless1\n{\n Radius 12\n Height 16\n Scale 0.98\n\tMass 20\n -SOLID\n +NOTELEPORT\n +MOVEWITHSECTOR\n\tStates\n\t{\n\tSpawn:\n\tZMU1 G -1\n\tStop\n\t}\n\t}\n\n\tACTOR Deadmutantarmless2\n{\n Radius 12\n Height 16\n Scale 0.98\n\tMass 20\n -SOLID\n +NOTELEPORT\n +MOVEWITHSECTOR\n\tStates\n\t{\n\tSpawn:\n\tZMU2 E -1\n\tStop\n\t}\n\t}\n\n\t\tACTOR \tMutantleglessdead\n{\n Radius 12\n Height 16\n Scale 0.98\n\tMass 20\n -SOLID\n +NOTELEPORT\n +MOVEWITHSECTOR\n\tStates\n\t{\n\tSpawn:\n\tZMU3 E -1\n\tStop\n\t}\n\t}\nActor DeadHeadlessMutant\n{\n Radius 12\n Height 16\n Scale 0.98\n\tMass 20\n -SOLID\n +NOTELEPORT\n +MOVEWITHSECTOR\n\tStates\n\t{\n\tSpawn:\n\tZMU5 B -1\n\tStop\n\t}\n\t}\n\n\tActor BMUT1\n{\n Radius 12\n Height 16\n Scale 0.98\n\tMass 20\n -SOLID\n +NOTELEPORT\n +MOVEWITHSECTOR\n\tStates\n\t{\n\tSpawn:\n\tZMU1 G -1\n\tStop\n\t}\n\t}\n\n\t\tActor BMUT2\n{\n Radius 12\n Height 16\n Scale 0.98\n\tMass 20\n -SOLID\n +NOTELEPORT\n +MOVEWITHSECTOR\n\tStates\n\t{\n\tSpawn:\nZMU2 E -1\n\tStop\n\t}\n\t}\n\n\t\tActor BMUT3\n{\n Radius 12\n Height 16\n Scale 0.98\n\tMass 20\n -SOLID\n +NOTELEPORT\n +MOVEWITHSECTOR\n\tStates\n\t{\n\tSpawn:\nZMU2 H -1\n\tStop\n\t}\n\t}\n\n\t////Easy Mutant\n\n\tActor easyMutant:ZioMutant 7079\n\t{\n\t//$Category BW Enemies\n//$Title Easy Mutant\n\tStates\n\t{\n\tMelee:\n\tMissile2:\n\tMissile:\nTNT1 B 0 A_SpawnItem(\"HeadshotTarget4Mutant\", 0, 40,0)\nWMUT G 6 A_FaceTarget\nTNT1 A 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\ntnt1 a 0 A_CustomMissile(\"SmokeSpawner\", 34, 10, 15, 0)\n TNT1 A 0 A_PlaySound(\"weapons/luger\")\nTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\nTNT1 A 0 A_custommissile(\"zombiemantracer\",32,0,random(-2,2),1,random (-1,1))\nTNT1 A 0 A_AlertMonsters\nTNT1 B 0 A_SpawnItem(\"HeadshotTarget4Mutant\", 0, 40,0)\nWMUT H 4 bright\n TNT1 B 0 A_SpawnItem(\"HeadshotTarget4Mutant\", 0, 40,0)\nWMUT G 6 A_FaceTarget\nTNT1 A 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\ntnt1 a 0 A_CustomMissile(\"SmokeSpawner\", 34, 10, 15, 0)\n TNT1 A 0 A_PlaySound(\"weapons/luger\")\nTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\nTNT1 A 0 A_custommissile(\"zombiemantracer\",32,0,random(-2,2),1,random (-1,1))\nTNT1 A 0 A_AlertMonsters\nTNT1 B 0 A_SpawnItem(\"HeadshotTarget4Mutant\", 0, 40,0)\nTNT1 A 0 A_GiveInventory(\"MutantCombo\",1)\nWMUT I 4 Bright\nGoto See\n}\n}\n\nActor HardMutant:ZioMutant 7080\n{\n//$Category BW Enemies\n//$Title Hard Mutant\nStates\n{\nMissile:\n TNT1 B 0 A_SpawnItem(\"HeadshotTarget4Mutant\", 0, 40,0)\nWMUT G 6 A_FaceTarget\nTNT1 A 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\ntnt1 a 0 A_CustomMissile(\"SmokeSpawner\", 34, 10, 15, 0)\nTNT1 A 0 A_PlaySound(\"Trengun/fire\")\nTNT1 AAAA 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\nTNT1 AAAA 0 A_custommissile(\"zombiemantracer\",32,0,random(-8,8),1,random (-4,4))\nTNT1 A 0 A_AlertMonsters\nTNT1 B 0 A_SpawnItem(\"HeadshotTarget4Mutant\", 0, 40,0)\nWMUT H 4 bright\n TNT1 B 0 A_SpawnItem(\"HeadshotTarget4Mutant\", 0, 40,0)\nWMUT G 6 A_FaceTarget\nTNT1 A 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\ntnt1 a 0 A_CustomMissile(\"SmokeSpawner\", 34, 10, 15, 0)\nTNT1 A 0 A_PlaySound(\"Trengun/fire\")\nTNT1 AAAA 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\nTNT1 AAAA 0 A_custommissile(\"zombiemantracer\",32,0,random(-8,8),1,random (-4,4))\nTNT1 A 0 A_AlertMonsters\nTNT1 B 0 A_SpawnItem(\"HeadshotTarget4Mutant\", 0, 40,0)\nWMUT I 4 Bright\nGoto See\n\nDeath.Arm:\nTNT1 A 0 A_SpawnItem(\"WolfClip\")\nTNT1 A 0 A_CustomMissile (\"MutantArm1\", 35, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 0 A_CustomMissile (\"PurpleMuchBlood2\", 35, 0, random (0, 360), 2, random (0, 160))\nZMU1 AB 10\ntnt1 a 0 a_noblocking\nTNT1 A 0 A_SpawnItem (\"PurpleMediumBloodSpot\")\ntnt1 a 0 a_spawnitem(\"HardMutanarmless\")\nStop\n\nDeath.Leg:\nTNT1 A 0 A_SpawnItem(\"WolfClip\")\nTNT1 A 0 A_CustomMissile (\"MutantLeg1\", 35, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 0 A_CustomMissile (\"PurpleMuchBlood2\", 35, 0, random (0, 360), 2, random (0, 160))\nZMU3 A 5\nZMU3 B 5 A_PlaySound(\"MACAZZO\")\nZMU3 C 5 A_NoBlocking\nTNT1 A 0 A_SpawnItem(\"WolfClip\")\nZMU3 D 5\nTNT1 A 0 A_SpawnItem (\"PurpleMediumBloodSpot\")\nTNT1 A 0 A_SpawnItem(\"HardMutantLegLess\")\nStop\n}\n}"
},
{
"source": "pk3",
"name": "actors/foes/NAZIS.txt",
"contents": "ACTOR NaziKick: FastProjectile\n{\n\tRadius 6\n\tHeight 6\n\tDamageType KickNazi\n\tProjectile\n\t+FORCEXYBILLBOARD\n\t+NOEXTREMEDEATH\n\tRenderStyle Add\n\tAlpha 0.6\n Damage 4\n Speed 32\n\t//HitObituary \"$OB_IMPHIT\"\n\tSeeSound \"none\"\n\tDeathSound \"none\"\n\tDecal \"none\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1 BRIGHT\n TNT1 A 1 //A_PlaySound(\"weapons/gswing\")\n\t\tStop\n\tDeath:\n\t\t PUFF A 3 A_PlaySound(\"player/cyborg/fist\")\n PUFF BCD 3\n\t\tStop\n\t}\n}\n\nActor WaffenKick:NaziKick\n{\nDamage 6\n}\n\nActor NaziMag:Inventory\n{\nInventory.maxamount 32\n}\n\nActor SSCombo:Inventory\n{\nInventory.maxamount 32\n}\n\nACTOR Nazi 7008\n{\n//$Category BW Enemies\n//$Title Blue SS\n\tGame Doom\n\tHealth 120\n\tRadius 20\n\tHeight 40\n\tMass 100\n\tSpeed 8\n\tFastSpeed 12\n\tPainChance \"blood\", 0\n damagefactor \"blood\", 0.0\n\tPainChance 170\n\tMonster\n\t+FLOORCLIP\n\t+MISSILEMORE\n +NOINFIGHTING\n +DONTHARMSPECIES\n\t-FASTER\n\t-DONTHURTSPECIES\n\t+THRUGHOST\n BloodType \"NashGore_Blood\"\n\tSeeSound \"nazi/sight\"\n\tAttackSound \"MP40\"\n\tPainSound \"nazi/pain\"\n\tDeathSound \"nazi/death\"\n\tObituary \"%o was gunned down by a Light SS.\"\n\tDropItem \"\"\nDamageFactor \"RifleNoExplode\", 2.0\n\tDamageFactor \"Melee\", 2.0\n\tDamageFactor \"KillMe\", 0.0\n\tPainChance \"PunchInTheFace\",255\n\tDamageFactor \"SSG\", 10.0\n\tpAINcHANCE \"Kick\",255\n\tPainChance \"Melee\", 255\n\tPainChance \"StealthKnife\",255\n\tDamageFactor \"PunchInTheFace\",0.5\n PainChance \"ExplosiveImpact\", 255\n\t\tDamageFactor \"Candelabroencapo\",10\n\tMaxStepHeight 24\n\tMaxDropOffHeight 32\ndamagefactor \"Blood\", 0.0 damagefactor \"BlueBlood\", 0.0 damagefactor \"GreenBlood\", 0.0\n\tStates\n\t{\n\n\tSpawn:\nTNT1 A 0 A_GiveInventory(\"CanStealthKilled\",1)\nTNT1 B 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\nSSAL A 1 A_Look\nLoop\n\n See:\n\t\tTNT1 A 0 A_TakeInventory(\"CanStealthKilled\",1)\n\t\tNAZI AA 1 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tNAZI AA 2 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tNAZI BB 2 A_Chase\n\t\tTNT1 B 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tNAZI BB 2 A_Chase\n\t\tNULL A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tTNT1 B 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tNAZI CC 2 A_Chase\n\t\tTNT1 C 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tNAZI CC 2 A_Chase\n\t\tTNT1 C 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tNAZI BB 2 A_Chase\n\t\tTNT1 B 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tNAZI BB 2 A_Chase\n\t\tNULL A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tTNT1 B 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tGoto See\n\n\tMissile:\n\tTNT1 A 0 A_JumpIfInventory(\"SSCOMBO\",32,\"Missile2\")\n\t\tTNT1 A 0 A_TakeInventory(\"SKNazi\", 1)\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget8\", 0, 40,0)\n\t\tNAZI E 5 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget8\", 0, 40,0)\n\t\tNAZI E 5 A_FACETARGET\n\t\tTNT1 A 0 A_JumpIfInventory(\"NaziMag\",32,\"Reloading\")\n\t\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n\t\tNAZI F 2 BRIGHT A_CustomMissile(\"MonsterTracer\", 38, 0, random(-3, 3), 1)\n\t\tTNT1 A 0 A_GiveInventory(\"SSCombo\",1)\n\t\ttnt1 a 0 a_GiveInventory(\"NaziMag\",1)\n TNT1 A 0 A_PlaySound(\"MP40\")\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tNAZI E 1 A_AlertMonsters\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tNAZI E 2 A_FaceTarget\n\t\tTNT1 A 0 A_JumpIfInventory(\"NaziMag\",32,\"Reloading\")\n\t\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n\t\tNAZI F 2 BRIGHT A_CustomMissile(\"MonsterTracer\", 38, 0, random(-3, 3), 1)\n\t\tTNT1 A 0 A_GiveInventory(\"SSCombo\",1)\n\t\ttnt1 a 0 a_GiveInventory(\"NaziMag\",1)\n TNT1 A 0 A_PlaySound(\"MP40\")\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tNAZI E 1 A_AlertMonsters\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tNAZI E 2 A_FaceTarget\n\t\tTNT1 A 0 A_JumpIfInventory(\"NaziMag\",32,\"Reloading\")\n\t\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n\t\tNAZI F 2 BRIGHT A_CustomMissile(\"MonsterTracer\", 38, 0, random(-3, 3), 1)\n\t\tTNT1 A 0 A_GiveInventory(\"SSCombo\",1)\n\t\ttnt1 a 0 a_GiveInventory(\"NaziMag\",1)\n TNT1 A 0 A_PlaySound(\"MP40\")\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tNAZI E 1 A_AlertMonsters\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tNAZI E 2 A_FaceTarget\n\t\tTNT1 A 0 A_JumpIfInventory(\"NaziMag\",32,\"Reloading\")\n\t\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n\t\tNAZI F 2 BRIGHT A_CustomMissile(\"MonsterTracer\", 38, 0, random(-3, 3), 1)\n\t\tTNT1 A 0 A_GiveInventory(\"SSCombo\",1)\n\t\ttnt1 a 0 a_GiveInventory(\"NaziMag\",1)\n TNT1 A 0 A_PlaySound(\"MP40\")\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tNAZI E 1\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tNAZI E 2 A_FaceTarget\n\t\tTNT1 A 0 A_JumpIfInventory(\"NaziMag\",32,\"Reloading\")\n\t\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n\t\tNAZI F 2 BRIGHT A_CustomMissile(\"MonsterTracer\", 38, 0, random(-3, 3), 1)\n\t\tTNT1 A 0 A_GiveInventory(\"SSCombo\",1)\n\t\ttnt1 a 0 a_GiveInventory(\"NaziMag\",1)\n TNT1 A 0 A_PlaySound(\"MP40\")\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tNAZI E 1\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tNAZI E 2 A_FaceTarget\n\t\tTNT1 A 0 A_JumpIfInventory(\"NaziMag\",32,\"Reloading\")\n\t\tGoto See\n\n\t\tShootMoreShots:\n\t\tTNT1 A 0 A_TakeInventory(\"SKNazi\", 1)\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget8\", 0, 40,0)\n\t\tNAZI E 5 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget8\", 0, 40,0)\n\t\tNAZI E 5 A_FACETARGET\n\t\tTNT1 A 0 A_JumpIfInventory(\"NaziMag\",32,\"Reloading\")\n\t\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n\t\tNAZI F 2 BRIGHT A_CustomMissile(\"MonsterTracer\", 38, 0, random(-3, 3), 1)\n\t\ttnt1 a 0 a_GiveInventory(\"NaziMag\",1)\n TNT1 A 0 A_PlaySound(\"MP40\")\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tNAZI E 1 A_AlertMonsters\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tNAZI E 2 A_FaceTarget\n\t\tTNT1 A 0 A_JumpIfInventory(\"NaziMag\",32,\"Reloading\")\n\t\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n\t\tNAZI F 2 BRIGHT A_CustomMissile(\"MonsterTracer\", 38, 0, random(-3, 3), 1)\n\t\ttnt1 a 0 a_GiveInventory(\"NaziMag\",1)\n TNT1 A 0 A_PlaySound(\"MP40\")\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tNAZI E 1 A_AlertMonsters\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tNAZI E 2 A_FaceTarget\n\t\tTNT1 A 0 A_JumpIfInventory(\"NaziMag\",32,\"Reloading\")\n\t\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n\t\tNAZI F 2 BRIGHT A_CustomMissile(\"MonsterTracer\", 38, 0, random(-3, 3), 1)\n\t\ttnt1 a 0 a_GiveInventory(\"NaziMag\",1)\n TNT1 A 0 A_PlaySound(\"MP40\")\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tNAZI E 1 A_AlertMonsters\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tNAZI E 2 A_FaceTarget\n\t\tTNT1 A 0 A_JumpIfInventory(\"NaziMag\",32,\"Reloading\")\n\t\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n\t\tNAZI F 2 BRIGHT A_CustomMissile(\"MonsterTracer\", 38, 0, random(-3, 3), 1)\n\t\ttnt1 a 0 a_GiveInventory(\"NaziMag\",1)\n TNT1 A 0 A_PlaySound(\"MP40\")\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tNAZI E 1\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tNAZI E 2 A_FaceTarget\n\t\tTNT1 A 0 A_JumpIfInventory(\"NaziMag\",32,\"Reloading\")\n\t\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n\t\tNAZI F 2 BRIGHT A_CustomMissile(\"MonsterTracer\", 38, 0, random(-3, 3), 1)\n\t\ttnt1 a 0 a_GiveInventory(\"NaziMag\",1)\n TNT1 A 0 A_PlaySound(\"MP40\")\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tNAZI E 1\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tNAZI E 2 A_FaceTarget\n\t\tTNT1 A 0 A_JumpIfInventory(\"NaziMag\",32,\"Reloading\")\n\t\tGoto See\n\nMelee:\nNaKC A 8 A_FaceTarget\nTNT1 A 0 A_PlaySound(\"KICK\")\nTNT1 A 0 A_CustomMissile(\"NaziKick\",20,0,0)\nNAKC B 8 A_FaceTarget\nTNT1 A 0 A_GiveInventory(\"SSCombo\",32)\nGoto Missile2\n\n\t\tMissile2:\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget8\", 0, 40,0)\n\t\tNAZI E 2 A_FACETARGET\n\t\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n\t\tNAZI F 2 BRIGHT A_CustomMissile(\"MonsterTracer\", 38, 0, random(-3, 3), 1)\n\t\t\t\ttnt1 a 0 a_GiveInventory(\"NaziMag\",1)\n TNT1 A 0 A_PlaySound(\"MP40\")\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tNAZI E 1 A_AlertMonsters\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\t\t\tTNT1 A 0 A_JumpIfInventory(\"NaziMag\",32,\"Reloading\")\n\t\tTNT1 A 0 A_MonsterRefire(40,\"ShootMoreShots\")\n\t\tLoop\n\n\t\tReloading:\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\t\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tSSRL A 5 A_FaceTarget\n\t\t\t\t\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tSSRL B 5 A_FaceTarget\n\t\tTNT1 A 0 A_PlaySound(\"mp401\")\n\t\t\t\tTNT1 A 0 A_CustomMissile(\"MP40EmptyClip\", 38, 0, random(-11, 11), 0)\n\t\t\t\t\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tSSRL C 5 A_FaceTarget\n\t\t\t\t\t\t\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tSSRL d 5 A_FaceTarget\n\t\t\t\t\t\t\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tSSRL d 5 A_FaceTarget\n\t\t\t\t\t\t\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tSSRL e 5 A_FaceTarget\n\t\ttnt1 a 0 a_playSound(\"MP402\")\n\t\t\t\t\t\t\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tSSRL B 5 A_FaceTarget\n\t\t\t\t\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tSSRL a 5 A_FaceTarget\n\t\ttnt1 a 0 a_takeInventory(\"NaziMag\",32)\n\t\tGoto See\n\n\tPain:\n\t\t\tTNT1 A 0 A_TakeInventory(\"CanStealthKilled\",1)\n\t TNT1 A 0 A_ChangeFlag(GHOST, 0)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tTNT1 A 0 A_PlaySOund(\"nazi/pain\")\n\t\tTNT1 A 0 A_TakeInventory(\"SKNazi\", 1)\n\t\tNAZI G 3\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tNAZI G 3 A_Pain\n\t\t//TNT1 A 0 A_Jump(128, \"Respawned\")\n\t\tTNT1 A 0\n\t\tGoto See\n\n Pain.Kick:\n\tTNT1 A 0 A_TakeInventory(\"SSCombo\",32)\n\t\t\tTNT1 A 0 A_TakeInventory(\"CanStealthKilled\",1)\n TNT1 A 0 A_Pain\n\t\t TNT1 A 0 A_TakeInventory(\"SKChaingunGuy\", 1)\n TNT1 A 0\n TNT1 A 0 ThrustThingZ(0,15,0,1)\n TNT1 A 0 A_FaceTarget\n TNT1 A 0 A_Recoil (3)\n NAZI G 2\n\t\t NPBK ABB 2\n\t\t NPBK B 8 A_Pain\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\t NPBK B 8\n\t\t NPBK C 8 A_Pain\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\t NPBK B 8\n\t\t NPBK C 8 A_Pain\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\t NPBK B 8\n\t\t NPBK C 8 A_Pain\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\t NPBK B 8\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\t NPBK BA 4\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\t NPBK DEF 2\n Goto See\n\n Pain.PunchInTheFace:\n\tPain.ExplosiveImpact:\n\tPain.Explosive:\n\t\t\tTNT1 A 0 A_TakeInventory(\"CanStealthKilled\",1)\n\t TNT1 A 0\n\t TNT1 A 0 A_Pain\n\t\t TNT1 A 0 A_JumpIfInventory (\"IsDown\", 1, \"Pain\")\n\t\t \t\t TNT1 A 0 A_TakeInventory(\"SKZombieman\", 1)\n TNT1 A 0 A_GiveInventory(\"IsDown\", 1)\n TNT1 A 0 ThrustThingZ(0,40,0,1)\n HEI1 AB 8\n\t\tGoto FallingAfterImpact\n\n\t\tFallingAfterImpact:\n\t\tHEI1 C 1 A_GiveInventory (\"FallingHeight\", 1)\n\t\tHei1 C 60\n\t\tHEI1 C 1 A_CheckFloor (\"GetUp\")\n\t\tNULL A 0 A_JumpIf (momz == 0, \"GetUp\")\n\t\tLoop\n\n\t\tGetUp:\n\t\tTNT1 A 0\n\n\t\tHEI1 D 10\n Goto See\n\n\t\t Death.Shotgun:\n\t\tTNT1 A 0 A_JumpIfCloser(200, \"Death.Shotgunontheface\")\n\t\tGoto Death\n\n\tDeath.Shotgunontheface:\n\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(48, \"Death.Arm\", \"Death.Leg\")\n\tTNT1 A 0 A_SpawnItem(\"MP40Spawner\")\n\t TNT1 A 0 ThrustThingZ(0,40,0,1)\n\t\tTNT1 A 0 A_CustomMissile (\"MuchBlood2\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 A_NoBlocking\n HEI1 AB 15\n TNT1 A 0 A_SpawnItem (\"DEATHNAZI\")\n\t\t Stop\n\nPain.StealthKnife:\nTNT1 A 0 A_JumpIfInventory(\"CanStealthKilled\",1,\"StealthKill\")\nGoto Pain\n\n\t\t\tStealthKill:\n\tTNT1 A 0\n\tTNT1 A 0 A_GiveToTarget(\"BlueGuardStealthed\",1)\n\tTNT1 A 0 A_NoBlocking\n\tTNT1 A 0 A_Die(\"Stealthy\")\n\tTNT1 A 0 A_Fall\n\tTNT1 A 1\n\tStop\n\tDeath.Stealthy:\n\tTNT1 A 0\n\tStop\n\nDeath.StealthKnife:\nTNT1 A 0 A_JumpIfInventory(\"CanStealthKilled\",1,\"StealthKill\")\nStop\nDeath.Coltello:\nTNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\ntnt1 a 0 A_GiveToTarget(\"ScoreItem\", 500)\nKNSS AA 2 A_Scream\nKNSS BBCC 2\nKNSS DDEEFFGG 2 A_NOBLOCKING\nTNT1 A 0 A_SpawnItem(\"MP40Spawner\")\nTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\nKNSS G -1\nStop\n\n\t\t\t Death.Candelabroencapo:\n\tTNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n NAZI H 5\n\t\tNAZI I 5 A_Scream\n\t\tNAZI J 5 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"MP40Spawner\")\n\t\tNAZI K 5 A_GiveToTarget(\"ScoreItem\", 500)\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n\t\tTNT1 A 0 A_SpawnItem (\"DEATHNAZI\")\n\t\tStop\n\nDeath.DoubleMP40:\nTNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\ntNT1 A 0 A_Jump(16, \"Death.Number2\", \"Death.Number3\")\ntNT1 A 0 A_Jump(16, \"Death.WorldAtWarStyle\")\ntNT1 A 0 A_Jump(16, \"Death.BrutalDoomImpStyle\")\nTNT1 A 0 A_Jump(192,\"PoorFuckingNazi\")\ntNT1 A 0 A_Jump(128, \"Death.Arm\", \"Death.Leg\")\nNAZI H 5\nNAZI I 5 A_Scream\nNAZI J 5 A_NoBlocking\nTNT1 A 0 A_SpawnItem(\"MP40Spawner\")\nNAZI K 5 A_GiveToTarget(\"ScoreItem\", 500)\nTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\nTNT1 A 0 A_SpawnItem (\"DEATHNAZI\")\nStop\n\n\tDeath:\n TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\ttNT1 A 0 A_Jump(32, \"Death.Arm\", \"Death.Leg\")\n\t\ttNT1 A 0 A_Jump(100, \"Death.Number2\", \"Death.Number3\")\ntNT1 A 0 A_Jump(100, \"Death.WorldAtWarStyle\")\ntNT1 A 0 A_Jump(150, \"Death.BrutalDoomImpStyle\")\nDeath.PunchInTheFace:\n NAZI H 5\n\t\tNAZI I 5 A_Scream\n\t\tNAZI J 5 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"MP40Spawner\")\n\t\tNAZI K 5 A_GiveToTarget(\"ScoreItem\", 500)\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n\t\tTNT1 A 0 A_SpawnItem (\"DEATHNAZI\")\n\t\tStop\n\nDEATH.NUMBER2:\nTNT1 A 0 A_SpawnItem(\"MP40Spawner\")\nGOTO DEATH.NUMBER4\nDeath.Number4:\n TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n tnt1 a 0 A_GiveToTarget(\"ScoreItem\", 500)\nSSD2 AA 3 A_Scream\nSSD2 BBCC 3\nSSD2 DDEE 3 A_NOBLOCKING\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\nSSD2 E -1\nStop\nDeath.Number3:\n TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n tnt1 a 0 A_GiveToTarget(\"ScoreItem\", 500)\nSSD3 A 3 A_Scream\nSSD3 B 3 A_SpawnItem(\"MP40Spawner\")\nSSD3 C 3 A_NOBLOCKING\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\nSSD3 D -1\nStop\nDeath.BrutalDoomImpStyle:\n\n TNT1 A 0 A_SpawnItem (\"DyingSS\")\n tnt1 a 0 A_GiveToTarget(\"ScoreItem\", 500)\nStop\n\n\tDeath.WorldAtWarStyle:\nSSDT A 4\nSSDT B 4 A_Scream\n TNT1 A 0 A_SpawnItem(\"MP40Spawner\")\n\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\nTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 40, 0)\n\tTNT1 A 0 A_CustomMissile (\"MonsterTracer\", 12, 15, 20, 2, 40)\n\tSSDT B 2 BRIGHT\nSSDT C 4\n TNT1 A 0 A_PlaySound(\"MP40\")\n\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\nTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 40, 0)\n\tTNT1 A 0 A_CustomMissile (\"MonsterTracer\", 12, 15, 20, 2, 40)\n\tSSDT C 2 BRIGHT\nSSDT D 4\n TNT1 A 0 A_PlaySound(\"MP40\")\n\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\nTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 40, 0)\n\tTNT1 A 0 A_CustomMissile (\"MonsterTracer\", 12, 15, 20, 2, 40)\n\tSSDT D 2 BRIGHT\nSSDT EFG 4 A_GiveToTarget(\"ScoreItem\", 800)\nssdt G 1\nSSDT G 0 A_SpawnItem (\"MediumBloodSpot\")\nssdt G 0 A_SpawnItem (\"DEATHNAZIWAW\")\n\t\tStop\n\nDeath.Kick:\nTNT1 A 0 A_PlaySound(\"misc/xdeath4\")\nTNT1 A 0 A_CustomMissile (\"MuchBlood\", 10, 0, random (0, 360), 2, random (0, 160))\nNPB2 A 10 A_Noblocking\nTNT1 A 0 A_sPAWNItem(\"MeinDick\")\nStop\n\nDeath.leg:\n TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"XDeathNAZILeg1\", 5, 0, random (0, 360), 2, random (0, 160))\n NAZ4 A 5\n\t\tNAZ4 B 5 A_Scream\n\t\tNAZ4 C 5 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"MP40Spawner\")\n\t\tNAZ4 D 5 A_GiveToTarget(\"ScoreItem\", 600)\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n\t\tTNT1 A 0 A_SpawnItem (\"DeadNazi_NoLeg\")\n\t\tStop\n Death.Arm:\n TNT1 A 0\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathNAZIArm1\", 35, 0, random (0, 360), 2, random (0, 160))\n NAZ5 A 9 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n NAZ5 A 1 A_GiveToTarget(\"ScoreItem\", 700)\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n TNT1 A 0 A_SpawnItem(\"MP40Spawner\")\n\t\tTNT1 A 0 A_SpawnItem (\"TUVUOILEBOTTE_NAZIVERSION\", 2)\n Stop\n\n Death.cutless:\n TNT1 A 0\n TNT1 A 0 A_Jump(90, \"Death.Arm\", \"Death.Leg\",\"Death.ExplosiveImpact\")\n TNT1 A 0 A_Jump(230, \"PoorFuckingNazi\",\"HitlerDeathStyle\")\n TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"XDeathNAZIArm1\", 35, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"RIPNAZI\", 35, 0, random (0, 360), 2, random (0, 160))\n SSAS A 5 A_GiveToTarget(\"ScoreItem\", 1000)\n\t\tSSAS B 5 A_Scream\n\t\tSSAS C 5 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"MP40Spawner\")\n\t\tSSAS D 5 A_GiveToTarget(\"ScoreItem\", 600)\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n SSAS D -1\n\t\tStop\n\nHitlerDeathStyle:\n NAZI H 3\n\t TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAAAAAAAAAAAAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 40, 0, random (0, 360), 2, random (-5, 5))\n\t TNT1 AAAAAA 0 bright A_CustomMissile (\"SuperGoreSpawner\", 5, 0, random (0, 360), 2, random (30, 180))\n TNT1 AAAAAAAAA 0 A_CustomMissile (\"CeilBloodLauncherLong\", 0, 0, random (0, 360), 2, random (50, 130))\n TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 35, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAAAAAAAA 0 A_CustomMissile (\"CeilBloodLauncherLong\", 0, 0, random (0, 360), 2, random (50, 130))\ntnt1 a 0 A_PlaySound(\"HITLER/GORE\")\nTNT1 A 0 A_NOBLOCKING\nFNZB AABB 2\nTNT1 AAA 0 A_CustomMissile (\"Instestin\", 32, 0, random (0, 360), 2, random (0, 160))\nFNZB CCDD 2\n\t\ttnt1 a 0 A_GiveToTarget(\"ScoreItem\", 600)\n\tTNT1 A 0 A_SpawnItem(\"MP40Spawner\")\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\nfnzb D -1\nStop\n\nPoorFuckingNazi:\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"MP40Spawner\")\n\t\tTNT1 A 0 A_SpawnItem(\"BrutalizedNAZI1\")\nSTOP\n\n Death.Melee:\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_GiveToTarget(\"GoFatality\", 1)\n TNT1 A 1 A_GiveToTarget(\"ScoreItem\", 1000)\n\t\tGoto Death.Fatality1\n\n\tDeath.Fatality1:\n\t\tTNT1 A 0 A_Scream\n TNT1 A 0 A_GiveToTarget(\"ZombieManFatality2\", 1)\n Stop\n\n\t\tDeath.EnemyHeadShot:\n\tDeath.head:\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\nTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"MP40Spawner\")\ntnt1 a 0 A_GiveToTarget(\"ScoreItem\", 1000)\n NAZH ABCDE 10\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n NAZH E -1\n\t\tStop\n\tXDeath:\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"MP40Spawner\")\n TNT1 A 0 A_CustomMissile (\"SargeXDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAAA 0 A_CustomMissile (\"MuchBlood2\", 50, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n Stop\n\nDeath.Desintegrate:\n\tDeath.ExplosiveImpact:\n\tTNT1 A 0\n\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n TNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeathNAZIArm1\", 35, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 40, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeathNAZILeg1\", 32, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 ThrustThingZ(0,30,0,1)\ntnt1 a 0 A_SpawnItem(\"MP40Spawner\")\n\t NAZ2 AB 5\n\t\tNAZ2 CDEF 5 A_CheckFloor (\"Dead.ExplosiveImpact\")\n\t\tNAZ2 FFFFFF 5 A_CheckFloor (\"Dead.ExplosiveImpact\")\n\t\tTNT1 A 0 A_SpawnItem (\"SSPORACCIO\")\n\t\tStop\n\n\t\tDead.ExplosiveImpact:\n\t\tTNT1 A 0 A_SpawnItem (\"SSPORACCIO\")\n\t\tTNT1 A 0 A_SpawnItem (\"MuchBlood\")\n\t\tStop\n\n\t Death.Fire:\n\tDeath.Flames:\n TNT1 A 0 A_Scream\n TNT1 A 0 A_NoBlocking\n TNT1 A 0 A_SpawnItem(\"MP40Spawner\")\n TNT1 A 0 A_SpawnItem(\"BurningSS\")\n Stop\n\n\tRaise:\n\t\tNAZI L 5\n\t\tNAZI KJIH 5\n\t\tGoto See\n Crush:\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n CRS1 A 5\n CRS1 A -1\n Stop\n\n Pain.Taunt:\n\t\tTNT1 A 0 A_GiveInventory(\"CanStealthKilled\",1)\n TNT1 A 0\n Goto Missile\n\n Death.KillMe:\n Death.Taunt:\n\t TNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n TNT1 A 0 A_SpawnItem(\"Nazi\")\n Stop\n\n\tXDeath:\n\t\tTNT1 A 0 A_XScream\n \t TNT1 AAA 0 A_CustomMissile (\"SuperBloodSplasher\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_NoBlocking\n TNT1 A 0 A_CustomMissile (\"DesintegratedSS\", 0, 0, random (0, 360), 2, random (0, 160))\n Stop\n\n }\n}\n\nACTOR TUVUOILEBOTTE_NAZIVERSION\n{\n\tGame Doom\n\tRadius 16\n\tHeight 35\n\tHealth 50\n\t\tPainSound \"NAZI/PAIN\"\n\t\tPainChance 255\n\tdamagefactor \"Blood\", 0.0 damagefactor \"BlueBlood\", 0.0 damagefactor \"GreenBlood\", 0.0\n damagefactor \"Avoid\", 0.0\n damagefactor \"Kick\", 2.0\n\t\tDamageFactor \"Trample\" , 0.0\n\t\tMass 50\n\t-SOLID\n\t+SHOOTABLE\n\t+FLOORCLIP\n\tStates\n\t{\n\n\tSpawn:\n TNT1 A 0\n\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\tNAZ5 A 10\n NAZ5 B 10\n\tGoto Suffer\n\tSuffer:\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 35,0)\n \tTNT1 A 0 A_PlaySound (\"nazi/pain\")\n NAZ5 C 10\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 35,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\t\t NAZ5 D 10\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 35,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\t\tTNT1 A 0 A_GiveInventory(\"DeathTimer1\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"DeathTimer1\", 10, \"GotoDeath\")\n\t\tLoop\n\tGotoDeath:\n\tTNT1 A 0\n\tGoto Death\n\n\tDeath.Cut:\n\tDeath.Cutless:\n\tDeath:\n\t naz5 e 8\n\t\tTNT1 A 0 A_PlaySound (\"nazi/death\")\n\t\tTNT1 A 0 A_SpawnItem (\"DIOGNOMO_NAZIVERSION\")\n\t\tStop\n\n Death.Head:\n Death.Decaptate:\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_XScream\n TNT1 A 1 A_GiveToTarget(\"ScoreItem\", 900)\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\nTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 37, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_NoBlocking\n NAZ5 G 10\n TNT1 A 0 A_SpawnItem (\"Deadnazi_NoHeadNoArm\", 1)\nStop\n\n\t\t Death.Plasma: Death.Plasma2:\n TNT1 A 0\n TNT1 A 0 A_XScream\n TNT1 A 0 A_NoBlocking\n\t\tXBRN AA 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 AAAA 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_SpawnItem (\"CrueltyBonus5Armor\")\n\t\tXBRN BB 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 A 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t\tXBRN CC 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"PlasmaParticleX\", 48, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAA 0 A_CustomMissile (\"BigPlasmaParticleX\", 42, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0\n Stop\n\n Xdeath:\n Death.SuperPunch:\n\tDeath.Blast:\n\tDeath.SSG:\n\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus10Armor\")\n //TNT1 A 0 A_CustomMissile (\"MeatDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodMuchFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathNAZIArm1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathNAZIHead\", 32, 0, random (170, 190), 2, random (0, 40))\n TNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tNaz9 JKL 6\n\t\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\t\tNAZ9 L -1\n Stop\n\n\t}\n}\n\nActor MeinDick\n{\n\tGame Doom\n\tRadius 16\n\tHeight 35\n\tHealth 50\n\t\tPainSound \"NAZI/PAIN\"\n\t\tPainChance 255\n\tdamagefactor \"Blood\", 0.0 damagefactor \"BlueBlood\", 0.0 damagefactor \"GreenBlood\", 0.0\n damagefactor \"Avoid\", 0.0\n damagefactor \"Kick\", 2.0\n\t\tDamageFactor \"Trample\" , 0.0\n\t\tMass 50\n\t-SOLID\n\t+SHOOTABLE\n\t+FLOORCLIP\n\tStates\n\t{\n\n\tSpawn:\n\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\tNPB2 A 10\n\t \tTNT1 A 0 A_PlaySound (\"BURNZOM\")\n\tGoto Suffer\n\tSuffer:\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 35,0)\n NPB2 B 10\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 35,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\t\t NPB2 C 10\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 35,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\t\tTNT1 A 0 A_GiveInventory(\"DeathTimer1\", 2)\n\t\tTNT1 A 0 A_JumpIfInventory(\"DeathTimer1\", 10, \"GotoDeath\")\n\t\tLoop\n\tGotoDeath:\n\tTNT1 A 0\n\tGoto Death\n\n\tDeath.Cut:\n\tDeath.Cutless:\n\tDeath:\n\t NPB2 DE 8\n tnt1 a 0 A_SpawnItem(\"MP40Spawner\")\n\t\tTNT1 A 0 A_PlaySound (\"nazi/death\")\n\t\tTNT1 A 0 A_SpawnItem (\"MeinDick_dead\")\n\t\tStop\n\n Death.Head:\n Death.Decaptate:\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_XScream\n TNT1 A 1 A_GiveToTarget(\"ScoreItem\", 900)\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\nTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 37, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_NoBlocking\n NAZH Cd 10\n NAZH E -1\nStop\n\n Xdeath:\n\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus10Armor\")\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodMuchFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathNAZIArm1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathNAZIHead\", 32, 0, random (170, 190), 2, random (0, 40))\n TNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tNaz9 JKL 6\n\t\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\t\tNAZ9 L -1\n Stop\n\n\t}\n}\n\nActor DEATHNAZI\n{\n Radius 12\n Height 12\n +SHOOTABLE\n -SOLID\n +NOTELEPORT\n +MOVEWITHSECTOR\n +CORPSE\n\t+FLOORCLIP\n Mass 1000\n Health 100\n damagefactor \"Blood\", 0.0\n PainChance \"Melee\", 255\n damagefactor \"Melee\", 20.0\n damagefactor \"Kick\", 20.0\n damagefactor \"Fatality\", 20.0\n damagefactor \"Trample\", 0.0\n\tdamagefactor \"ExplosiveImpact\", 10.0\nStates\n {\n\n Spawn:\n NAZI L -1\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n Stop\n Death:\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathNAZILeg1\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\tSPOS A 0 A_CustomMissile (\"XDeath1\", 5, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 1 A_SpawnItem (\"DeadNazi_NoLeg\", 5)\n Stop\n\n Death.Plasma: Death.Plasma2:\n TNT1 A 0\n TNT1 A 0 A_XScream\n TNT1 A 0 A_NoBlocking\n TNT1 AAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tEXPL AAA 0 A_CustomMissile (\"ExplosionSmoke\", 32, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0\n Stop\n\n }\n}\n\nActor DEATHNAZIWAW: DEATHNAZI\n{Health 200 States{Spawn:\n SSDT G -1\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n Stop\tDeath:\n Death.CutLess:\n Death.Cut:\n \t TNT1 A 0 A_SpawnItem(\"GibsZ\")\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tStop\n}}\nActor DeadNazi_NoLeg: DEATHNAZI\n{Health 200 States{Spawn:\n naz1 A -1\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n Stop\tDeath:\n Death.CutLess:\n Death.Cut:\n \t TNT1 A 0 A_SpawnItem(\"GibsZ\")\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tStop\n}}\nActor SSPORACCIO: DEATHNAZI\n{Health 200 States{Spawn:\n naz2 G -1\n Stop\tDeath:\n Death.CutLess:\n Death.Cut:\n \t TNT1 A 0 A_SpawnItem(\"GibsZ\")\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tStop\n}}\nActor diognomo_naziVersion: DEATHNAZI\n{Health 200 States{Spawn:\n naz5 F -1\n Stop\tDeath:\n Death.CutLess:\n Death.Cut:\n \t TNT1 A 0 A_SpawnItem(\"GibsZ\")\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tStop\n}}\nActor Deadnazi_NoHeadNoArm: DEATHNAZI\n{Health 200 States{Spawn:\n naz5 H -1\n Stop\tDeath:\n Death.CutLess:\n Death.Cut:\n \t TNT1 A 0 A_SpawnItem(\"GibsZ\")\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tStop\n}}\n\nActor MeinDick_dead:DeathNazi\n{Health 200 States{Spawn:\n NPB2 F -1\n Stop\tDeath:\n Death.CutLess:\n Death.Cut:\n \t TNT1 A 0 A_SpawnItem(\"GibsZ\")\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tStop\n}}\n\nACTOR NaziChecker: Nazi\n{\n Speed 0\n BloodType \"none\"\n\tSeeSound \"none\"\n\tAttackSound \"none\"\n\tPainSound \"none\"\n\tDeathSound \"none\"\n\tDropItem \"None\"\n\t+LOOKALLAROUND\n\t+FRIENDLY\n\tStates\n\t{\n\n\tSpawn:\n\tTNT1 A 1\n\tTNT1 A 0 A_checkSight(\"Spawn\")\n\tGoto See\n\n\tSee:\n TNT1 A 0\n\tNAZI A 1 A_Pain\n\tNAZI A 1 A_LookEx(LOF_NOSOUNDCHECK, 0, 12560, 0, 0, \"CheckIfAlliesNearby\")\n\tGoto Surrender\n\n\tCheckIfAlliesNearby:\n\tNAZI A 1\n\tTNT1 A 0 A_ChangeFlag(FRIENDLY, 0)\n\tNAZI A 1\n\tNAZI A 1 A_Pain\n\tNAZI A 1 A_LookEx(LOF_NOSOUNDCHECK, 0, 12560, 0, 0, \"SpawnMonster\")\n\tGoto Surrender\n\n\tPain.KillMe:\n\tSpawnMonster:\n\tTNT1 A 0 A_ChangeFlag(FRIENDLY, 0)\n\tTNT1 A 0 A_NoBlocking\n\tTNT1 A 0 A_SpawnItem(\"Nazi\")\n\tTNT1 A 2\n\tStop\n\n\tSurrender:\n\tTNT1 A 0\n\tTNT1 A 0 A_Jump(160, \"SpawnMonster\")\n\tTNT1 A 0 A_ChangeFlag(FRIENDLY, 0)\n\tNAZI A 1 A_Pain\n\tTNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK, 0, 12560, 0, 0, \"SurrenderNow\")\n\tGoto SpawnMonster\n\n\tSurrenderNow:\n\tSAZI K 15\n\tSAZI LM 7\n\tTNT1 A 0 A_NoBlocking\n\tTNT1 A 0 A_SpawnItem(\"SecretWeapon_MP40\")\n\tTNT1 A 0 A_SpawnItem(\"NaziSurrendered\")\n\tStop\n\t}\n}\n\nACTOR NaziSurrendered: Nazi\n{\n\tStates\n\t{\n\tSpawn:\n SAZI NO 10\n\tLoop\n\n\tDeath:\n\t TNT1 A 0\n\t TNT1 A 0 A_PlaySound (\"grunt/death\")\n\t\tTNT1 A 0 A_SpawnItem (\"DeadZombieman_NoLeg\")\n\t\tStop\n\n\tLEaveCrawling:\n\tTNT1 A 0 A_SpawnItem (\"DyingZombieMan\")\n\tStop\n\n Death.Head:\n Death.Decaptate:\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Scream\nTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 37, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_NoBlocking\n TNT1 A 0 A_SpawnItem (\"DeadZombieman_NoLeg\", 1)\n\t\tStop\n\n\t\tDeath.Fatality:\n\t\tDeath.SuperPunch:\n TNT1 A 0 A_NoBlocking\n TNT1 A 0 A_GiveToTarget(\"HasZmanShield\", 1)\n Stop\n\nDeath.Shotgun:\nDeath.Kick:\nDeath.Melee:\n TNT1 A 0 A_CustomMissile (\"MuchBlood2\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t\tTNT1 A 0 A_NoBlocking\n ID11 KL 15\n TNT1 A 0 A_SpawnItem (\"DeadZombieman_NoLeg\")\n\t\t Stop\n\n\t}\n}\n\t\tACTOR NAZI_PATROL : NAZI 7009\n{\n//$Category BW Enemies\n//$Title Blue SS Patrol\n\t+JUSTHIT\n\tStates\n\t{\n\tSpawn:\n\t\tNAZI AAA 1 A_Wander\n\t\tNAZI AAAA 1 A_LookEx (0, 0, 0, 2048, 0, \"See\")\n\t\tNULL A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tNAZI CCC 1 A_Wander\n\t\tNAZI CCC 1 A_LookEx (0, 0, 0, 2048, 0, \"See\")\n\t\tNAZI BBB 1 A_Wander\n\t\tNAZI BBB 1 A_LookEx (0, 0, 0, 2048, 0, \"See\")\n\t\tNULL A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tLoop\n\t}\n}\n\nActor WaffenSSMag:Inventory\n{\nInventory.maxamount 30\n}\n\nActor WaffenSSCombo:Inventory\n{\nInventory.maxamount 30\n}\n\nACTOR Panzergrenadier 7010\n{\n//$Category BW Enemies\n//$Title Waffen SS\n\tGame Doom\n\tHealth 120\n\tRadius 20\n\tHeight 40\n\tMass 100\n\tSpeed 8\n\tFastSpeed 12\n\tPainChance \"blood\", 0\n damagefactor \"blood\", 0.0\n PainChance \"ExplosiveImpact\", 255\n\tPainChance 170\n\tMonster\n\t+FLOORCLIP\nscale 0.95\n\t+MISSILEMORE\n\t-FASTER\n\t-DONTHURTSPECIES\n +NOINFIGHTING\n +DONTHARMSPECIES\n \tpAINcHANCE \"Kick\",255\n BloodType \"NashGore_Blood\"\n\tSeeSound \"Elite/sight\"\n\tAttackSound \"STGG44\"\n\tPainSound \"nazi/pain\"\n\tDeathSound \"Elite/death\"\n\tPainChance \"PunchInTheFace\",255\n\tObituary \"%o was slaughtered by a Elite SS.\"\n\tDropItem \"\"\nDamageFactor \"RifleNoExplode\", 2.0\n\tDamageFactor \"Melee\", 2.0\n\tDamageFactor \"KillMe\", 0.0\n\tDamageFactor \"SSG\", 10.0\n\tDamageFactor \"Candelabroencapo\",10\n\tPainChance \"Melee\", 255\n\tDamageFactor \"PunchInTheFace\",0.5\n\tMaxStepHeight 24\n\tMaxDropOffHeight 32\ndamagefactor \"Blood\", 0.0 damagefactor \"BlueBlood\", 0.0 damagefactor \"GreenBlood\", 0.0\n\tStates\n\t{\n\tSpawn:\n\t TNT1 A 0 A_GiveInventory(\"SKNazi\", 1)\n TNT1 B 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tWAAF A 10 A_Look\n\t\tLoop\n See:\n\t TNT1 A 0\n TNT1 A 0 A_SpawnItemEx(\"FootStep\", 0, 0, 30, 0, 0)\n\t\tPAZI AA 1 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tPAZI AA 2 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tPAZI BB 2 A_Chase\n\t\tTNT1 B 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tPAZI BB 2 A_Chase\n\t\tNULL A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tTNT1 B 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tPAZI CC 2 A_Chase\n\t\tTNT1 C 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tPAZI CC 2 A_Chase\n\t\tTNT1 C 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tTNT1 B 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tPAZI BB 2 A_Chase\n\t\tTNT1 B 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tPAZI BB 2 A_Chase\n\t\tNULL A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tTNT1 B 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tGoto See\n\n\tSee2:\n\tTNT1 A 0 A_TakeInventory(\"SKNazi\", 1)\n TNT1 A 0 A_SpawnItemEx(\"FootStep\", 0, 0, 20, 0, 0)\n\t\tPAZI AABBCCBB 2 A_Chase\n\t\tGoto See\n\n\t\tMissile:\n\t\tTNT1 A 0 A_JumpIfInventory(\"WaffenSSCombo\",15,\"Missile2\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"WaffenSSMag\",30,\"Reload\")\n\t\tTNT1 A 0 A_TakeInventory(\"SKNazi\", 1)\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget8\", 0, 40,0)\n\t\tPAZI E 5 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget8\", 0, 40,0)\n\t\tPAZI E 5 A_FACETARGET\n\t\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n\t\tPAZI F 2 BRIGHT A_CustomMissile(\"STG44Tracer\", 38, 0, random(-3, 3), 1)\n TNT1 A 0 A_PlaySound(\"STGG44\")\n\t\tTNT1 A 0 A_GiveInventory(\"WaffenSSCombo\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"WaffenSSMag\",1)\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tPAZI E 1 A_AlertMonsters\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tPAZI E 2 A_FaceTarget\n\t\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n\t\tPAZI F 2 BRIGHT A_CustomMissile(\"STG44Tracer\", 38, 0, random(-3, 3), 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"WaffenSSMag\",30,\"Reload\")\n TNT1 A 0 A_PlaySound(\"STGG44\")\n\t\t\t\tTNT1 A 0 A_GiveInventory(\"WaffenSSCombo\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"WaffenSSMag\",1)\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tPAZI E 1 A_AlertMonsters\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tPAZI E 2 A_FaceTarget\n\t\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n\t\tPAZI F 2 BRIGHT A_CustomMissile(\"STG44Tracer\", 38, 0, random(-3, 3), 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"WaffenSSMag\",30,\"Reload\")\n TNT1 A 0 A_PlaySound(\"STGG44\")\n\t\tTNT1 A 0 A_GiveInventory(\"WaffenSSCombo\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"WaffenSSMag\",1)\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tPAZI E 1 A_AlertMonsters\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tPAZI E 2 A_FaceTarget\n\t\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n\t\tPAZI F 2 BRIGHT A_CustomMissile(\"STG44Tracer\", 38, 0, random(-3, 3), 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"WaffenSSMag\",30,\"Reload\")\n TNT1 A 0 A_PlaySound(\"STGG44\")\n\t\tTNT1 A 0 A_GiveInventory(\"WaffenSSCombo\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"WaffenSSMag\",1)\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tPAZI E 1\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t PAZI E 2 A_FaceTarget\n\t\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n\t\tPAZI F 2 BRIGHT A_CustomMissile(\"STG44Tracer\", 38, 0, random(-3, 3), 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"WaffenSSMag\",30,\"Reload\")\n TNT1 A 0 A_PlaySound(\"STGG44\")\n\t\tTNT1 A 0 A_GiveInventory(\"WaffenSSCombo\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"WaffenSSMag\",1)\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tPAZI E 1\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tPAZI E 2 A_FaceTarget\n\t\tGoto See\n\n\t\tMissile2:\n\t\tTNT1 A 0 A_JumpIfInventory(\"WaffenSSCombo\",30,\"Missile3\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"WaffenSSMag\",30,\"Reload\")\n\t\tTNT1 A 0 A_TakeInventory(\"SKNazi\", 1)\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget8\", 0, 40,0)\n\t\tPAZI E 5 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget8\", 0, 40,0)\n\t\tPAZI E 5 A_FACETARGET\n\t\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n\t\tPAZI F 2 BRIGHT A_CustomMissile(\"STG44Tracer\", 38, 0, random(-3, 3), 1)\n TNT1 A 0 A_PlaySound(\"STGG44\")\n\t\tTNT1 A 0 A_GiveInventory(\"WaffenSSCombo\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"WaffenSSMag\",1)\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tPAZI E 1 A_AlertMonsters\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tPAZI E 2 A_FaceTarget\n\t\tTNT1 A 0 A_JumpIfInventory(\"WaffenSSMag\",30,\"Reload\")\n\t\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n\t\tPAZI F 2 BRIGHT A_CustomMissile(\"STG44Tracer\", 38, 0, random(-3, 3), 1)\n TNT1 A 0 A_PlaySound(\"STGG44\")\n\t\tTNT1 A 0 A_GiveInventory(\"WaffenSSCombo\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"WaffenSSMag\",1)\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tPAZI E 1 A_AlertMonsters\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\t\t\tPAZI E 2 A_FaceTarget\n\t\tTNT1 A 0 A_JumpIfInventory(\"WaffenSSMag\",30,\"Reload\")\n\t\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n\t\tPAZI F 2 BRIGHT A_CustomMissile(\"STG44Tracer\", 38, 0, random(-3, 3), 1)\n TNT1 A 0 A_PlaySound(\"STGG44\")\n\t\tTNT1 A 0 A_GiveInventory(\"WaffenSSCombo\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"WaffenSSMag\",1)\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tPAZI E 1 A_AlertMonsters\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\t\t\tPAZI E 2 A_FaceTarget\n\t\tTNT1 A 0 A_JumpIfInventory(\"WaffenSSMag\",30,\"Reload\")\n\t\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n\t\tPAZI F 2 BRIGHT A_CustomMissile(\"STG44Tracer\", 38, 0, random(-3, 3), 1)\n TNT1 A 0 A_PlaySound(\"STGG44\")\n\t\tTNT1 A 0 A_GiveInventory(\"WaffenSSCombo\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"WaffenSSMag\",1)\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tPAZI E 1 A_AlertMonsters\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\t\t\tPAZI E 2 A_FaceTarget\n\t\tTNT1 A 0 A_JumpIfInventory(\"WaffenSSMag\",30,\"Reload\")\n\t\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n\t\tPAZI F 2 BRIGHT A_CustomMissile(\"STG44Tracer\", 38, 0, random(-3, 3), 1)\n TNT1 A 0 A_PlaySound(\"STGG44\")\n\t\tTNT1 A 0 A_GiveInventory(\"WaffenSSCombo\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"WaffenSSMag\",1)\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tPAZI E 1 A_AlertMonsters\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\t\t\tPAZI E 2 A_FaceTarget\n\t\tTNT1 A 0 A_JumpIfInventory(\"WaffenSSMag\",30,\"Reload\")\n\t\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n\t\tPAZI F 2 BRIGHT A_CustomMissile(\"STG44Tracer\", 38, 0, random(-3, 3), 1)\n TNT1 A 0 A_PlaySound(\"STGG44\")\n\t\tTNT1 A 0 A_GiveInventory(\"WaffenSSCombo\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"WaffenSSMag\",1)\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tPAZI E 1 A_AlertMonsters\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\t\t\tPAZI E 2 A_FaceTarget\n\t\tTNT1 A 0 A_JumpIfInventory(\"WaffenSSMag\",30,\"Reload\")\n\t\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n\t\tPAZI F 2 BRIGHT A_CustomMissile(\"STG44Tracer\", 38, 0, random(-3, 3), 1)\n TNT1 A 0 A_PlaySound(\"STGG44\")\n\t\tTNT1 A 0 A_GiveInventory(\"WaffenSSCombo\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"WaffenSSMag\",1)\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tPAZI E 1 A_AlertMonsters\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\t\t\tPAZI E 2 A_FaceTarget\n\t\tTNT1 A 0 A_JumpIfInventory(\"WaffenSSMag\",30,\"Reload\")\n\t\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n\t\tPAZI F 2 BRIGHT A_CustomMissile(\"STG44Tracer\", 38, 0, random(-3, 3), 1)\n TNT1 A 0 A_PlaySound(\"STGG44\")\n\t\tTNT1 A 0 A_GiveInventory(\"WaffenSSCombo\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"WaffenSSMag\",1)\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tPAZI E 1 A_AlertMonsters\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\t\t\tPAZI E 2 A_FaceTarget\n\t\tTNT1 A 0 A_JumpIfInventory(\"WaffenSSMag\",30,\"Reload\")\n\t\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n\t\tPAZI F 2 BRIGHT A_CustomMissile(\"STG44Tracer\", 38, 0, random(-3, 3), 1)\n TNT1 A 0 A_PlaySound(\"STGG44\")\n\t\tTNT1 A 0 A_GiveInventory(\"WaffenSSCombo\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"WaffenSSMag\",1)\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tPAZI E 1 A_AlertMonsters\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\t\t\tPAZI E 2 A_FaceTarget\n\t\tTNT1 A 0 A_JumpIfInventory(\"WaffenSSMag\",30,\"Reload\")\n\t\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n\t\tPAZI F 2 BRIGHT A_CustomMissile(\"STG44Tracer\", 38, 0, random(-3, 3), 1)\n\t\tTNT1 A 0 A_GiveInventory(\"WaffenSSCombo\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"WaffenSSMag\",1)\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tPAZI E 1 A_AlertMonsters\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\t\t\tPAZI E 2 A_FaceTarget\n\t\tTNT1 A 0 A_JumpIfInventory(\"WaffenSSMag\",30,\"Reload\")\n\t\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n\t\tPAZI F 2 BRIGHT A_CustomMissile(\"STG44Tracer\", 38, 0, random(-3, 3), 1)\n TNT1 A 0 A_PlaySound(\"STGG44\")\n\t\tTNT1 A 0 A_GiveInventory(\"WaffenSSCombo\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"WaffenSSMag\",1)\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tPAZI E 1 A_AlertMonsters\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tPAZI E 2 A_FaceTarget\n\t\tGoto See\n\n\t\tMelee:\n\t\tTNT1 A 0 A_GiveInventory(\"WaffenSSCombo\",30)\nPAZI B 8 A_FaceTarget\nTNT1 A 0 A_PlaySound(\"KICK\")\nTNT1 A 0 A_CustomMissile(\"WaffenKick\",20,0,0)\nWFKC A 8 A_FaceTarget\nGoto Missile3\n\n\t\tMissile3:\n\t\tTNT1 A 0 A_JumpIfInventory(\"WaffenSSMag\",30,\"Reload\")\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget8\", 0, 40,0)\n\t\tPAZI E 2 A_FACETARGET\n\t\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n\t\tPAZI F 2 BRIGHT A_CustomMissile(\"STG44Tracer\", 38, 0, random(-3, 3), 1)\n TNT1 A 0 A_PlaySound(\"STGG44\")\n\t\tTNT1 A 0 A_GiveInventory(\"WaffenSSMag\",1)\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tPAZI E 1 A_AlertMonsters\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"WaffenSSMag\",30,\"Reload\")\n\t\tTNT1 A 0 A_MonsterRefire(40,\"ShootsMoreShots\")\n\t\tLoop\n\n\t\tShootsMoreShots:\n\t\t\t\tTNT1 A 0 A_JumpIfInventory(\"WaffenSSMag\",30,\"Reload\")\n\t\tTNT1 A 0 A_TakeInventory(\"SKNazi\", 1)\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget8\", 0, 40,0)\n\t\tPAZI E 5 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget8\", 0, 40,0)\n\t\tPAZI E 5 A_FACETARGET\n\t\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n\t\tPAZI F 2 BRIGHT A_CustomMissile(\"STG44Tracer\", 38, 0, random(-3, 3), 1)\n TNT1 A 0 A_PlaySound(\"STGG44\")\n\t\tTNT1 A 0 A_GiveInventory(\"WaffenSSMag\",1)\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tPAZI E 1 A_AlertMonsters\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tPAZI E 2 A_FaceTarget\n\t\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n\t\tPAZI F 2 BRIGHT A_CustomMissile(\"STG44Tracer\", 38, 0, random(-3, 3), 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"WaffenSSMag\",30,\"Reload\")\n TNT1 A 0 A_PlaySound(\"STGG44\")\n\t\t\t\tTNT1 A 0 A_GiveInventory(\"WaffenSSCombo\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"WaffenSSMag\",1)\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tPAZI E 1 A_AlertMonsters\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tPAZI E 2 A_FaceTarget\n\t\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n\t\tPAZI F 2 BRIGHT A_CustomMissile(\"STG44Tracer\", 38, 0, random(-3, 3), 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"WaffenSSMag\",30,\"Reload\")\n TNT1 A 0 A_PlaySound(\"STGG44\")\n\t\tTNT1 A 0 A_GiveInventory(\"WaffenSSMag\",1)\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tPAZI E 1 A_AlertMonsters\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tPAZI E 2 A_FaceTarget\n\t\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n\t\tPAZI F 2 BRIGHT A_CustomMissile(\"STG44Tracer\", 38, 0, random(-3, 3), 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"WaffenSSMag\",30,\"Reload\")\n TNT1 A 0 A_PlaySound(\"STGG44\")\n\t\tTNT1 A 0 A_GiveInventory(\"WaffenSSMag\",1)\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tPAZI E 1\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t PAZI E 2 A_FaceTarget\n\t\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n\t\tPAZI F 2 BRIGHT A_CustomMissile(\"STG44Tracer\", 38, 0, random(-3, 3), 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"WaffenSSMag\",30,\"Reload\")\n TNT1 A 0 A_PlaySound(\"STGG44\")\n\t\tTNT1 A 0 A_GiveInventory(\"WaffenSSMag\",1)\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tPAZI E 1\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tPAZI E 2 A_FaceTarget\n\t\tGoto See\n\n\t\t\t\tReload:\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\t\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tWFRL A 5 A_FaceTarget\n\t\t\t\t\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tWFRL B 5 A_FaceTarget\nTNT1 a 0 a_playsound(\"mp441\")\n\t\t\t\tTNT1 A 0 A_CustomMissile(\"MP44EmptyClip\", 38, 0, random(-11, 11), 0)\n\t\t\t\t\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tWFRL C 5 A_FaceTarget\n\t\t\t\t\t\t\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tWFRL C 5 A_FaceTarget\n\t\t\t\t\t\t\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tWFRL c 5 A_FaceTarget\n\t\t\t\t\t\t\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tWFRL D 5 A_FaceTarget\nTNT1 a 0 a_playsound(\"mp442\")\n\t\t\t\t\t\t\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tWFRL a 5 A_FaceTarget\n\t\t\t\t\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tWFRL a 5 A_FaceTarget\n\t\ttnt1 a 0 a_takeInventory(\"WaffenSSMag\",30)\n\t\tGoto See\n\n\tPain:\n\t TNT1 A 0 A_ChangeFlag(GHOST, 0)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tTNT1 A 0 A_PlaySOund(\"nazi/pain\")\n\t\tTNT1 A 0 A_TakeInventory(\"SKNazi\", 1)\n\t\tPAZI G 3\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tPAZI G 3 A_Pain\n\t\t//TNT1 A 0 A_Jump(128, \"Respawned\")\n\t\tTNT1 A 0\n\t\tGoto See\n\n\tRespawned:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_ChangeFlag(FRIENDLY, 1)\n\t\tTNT1 A 0 A_SpawnItem(\"NaziChecker\")\n\t\tTNT1 A 0\n\t\tStop\n\n\t\tPain.Melee:\n\t\tPain.Fatality:\n\t\tTNT1 A 0 A_ChangeFlag(GHOST, 0)\n\t\tPAZI G 3\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tPAZI G 3 A_Pain\n\t\tGoto See\n\n Pain.Kick:\n\t\t\tTNT1 A 0 A_TakeInventory(\"WaffenSSCombo\",30)\n TNT1 A 0 A_Pain\n\t\t TNT1 A 0 A_TakeInventory(\"SKChaingunGuy\", 1)\n TNT1 A 0\n TNT1 A 0 ThrustThingZ(0,15,0,1)\n TNT1 A 0 A_FaceTarget\n TNT1 A 0 A_Recoil (3)\n PAZI G 2\n\t\t WAFB ABC 2\n\t\t WAFB C 8 A_Pain\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\t WAFB D 8\n\t\t WAFB C 8 A_Pain\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\t WAFB D 8\n\t\t WAFB C 8 A_Pain\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\t WAFB D 8\n\t\t WAFB C 8 A_Pain\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\t WAFB D 8\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\t WAFB BA 4\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\t PAZI G 4\n Goto See\n\n\t\tDeath.DoubleMP40:\n\t\t TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 0 A_Jump(192,\"PoorFuckingWaffen\")\n\t\tTNT1 A 0 A_Jump(128, \"Death.Arm\", \"Death.Leg\")\ntnt1 a 0 a_jump(32,\"death.number2\")\ntNT1 A 0 A_Jump(32, \"Death.WorldAtWarStyle\")\n PAZI H 5\n\t\tPAZI I 5 A_Scream\n\t\tPAZI J 5 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"STG44\")\n\t\tPAZI K 5 A_GiveToTarget(\"ScoreItem\", 500)\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n TNT1 A 0 A_SpawnItem (\"DEATHPANZERGRENADIER\")\n\t\tStop\n\n\tDeath:\n TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Jump(32, \"Death.Arm\", \"Death.Leg\")\ntnt1 a 0 a_jump(150,\"death.number2\")\ntNT1 A 0 A_Jump(100, \"Death.WorldAtWarStyle\")\nDeath.PunchInTheFace:\n PAZI H 5\n\t\tPAZI I 5 A_Scream\n\t\tPAZI J 5 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"STG44\")\n\t\tPAZI K 5 A_GiveToTarget(\"ScoreItem\", 500)\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n TNT1 A 0 A_SpawnItem (\"DEATHPANZERGRENADIER\")\n\t\tStop\n\nDEATH.NUMBER2:\n\tTNT1 A 0 A_SpawnItem(\"STG44\")\nGOTO DEATH.NUMBER4\nDeath.Number4:\n TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n tnt1 a 0 A_GiveToTarget(\"ScoreItem\", 500)\nNEIN AA 3 A_Scream\nNEIN BBCC 3\nNEIN DDEE 3 A_NOBLOCKING\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\nNEIN E -1\nStop\n\nDeath.Coltello:\n TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n tnt1 a 0 A_GiveToTarget(\"ScoreItem\", 500)\nWADB AA 2 A_Scream\nWADB BBCC 2\nWADB DDEEFFGG 2 A_NOBLOCKING\ntnt1 a 0 a_SpawnItem(\"STG44\")\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\nWADB G -1\nStop\n\n\t\t Death.Shotgun:\n\t\tTNT1 A 0 A_JumpIfCloser(200, \"Death.Shotgunontheface\")\n\t\tGoto Death\n\n\tDeath.Shotgunontheface:\n\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(48, \"Death.Arm\", \"Death.Leg\")\n\tTNT1 A 0 A_SpawnItem(\"MP40Spawner\")\n\t TNT1 A 0 ThrustThingZ(0,40,0,1)\n\t\tTNT1 A 0 A_CustomMissile (\"MuchBlood2\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 A_NoBlocking\n WFDW AB 15\n TNT1 A 0 A_SpawnItem (\"DEATHPANZERGRENADIER\")\n\t\t Stop\n\nDeath.LaserRifle:\n\t\tTNT1 A 0 A_Jump(50, \"DEATH\")\n\t\tTNT1 A 0 A_GiveToTarget(\"ScoreItem\", 1000)\n TNT1 A 0 A_NoBlocking\nTNT1 A 0 A_PLAYSOUND(\"HORRIBLE/DEATH\")\ntnt1 a 0 a_SpawnItem(\"STG44\")\n TNT1 A 0 A_SpawnItem(\"Fallout3Disintigration\")\n\t\tStop\n\n Death.leg:\n TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"XDeathGRENADIERLeg1\", 5, 0, random (0, 360), 2, random (0, 160))\n PAZ4 A 5\n\t\tPAZ4 B 5 A_Scream\n\t\tPAZ4 C 5 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"STG44\")\n\t\tPAZ4 D 5 A_GiveToTarget(\"ScoreItem\", 600)\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n\t\tTNT1 A 0 A_SpawnItem (\"DeadGRENADIER_NoLeg\")\n\t\tStop\n\n Death.cutless:\n TNT1 A 0\n TNT1 A 0 A_Jump(25, \"Death.Arm\", \"Death.Leg\",\"Death.ExplosiveImpact\")\n TNT1 A 0 A_Jump(200, \"PoorFuckingWaffen\")\n TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"XDeathArm2\", 35, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"RIPPANZER\", 35, 0, random (0, 360), 2, random (0, 160))\n PAAS A 5 A_GiveToTarget(\"ScoreItem\", 1000)\n\t\tPAAS B 5 A_Scream\n\t\tPAAS C 5 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"STG44\")\n\t\tPAAS D 5 A_GiveToTarget(\"ScoreItem\", 600)\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n PAAS E -1\n\t\tStop\n\nPoorFuckingWaffen:\nTNT1 A 5 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"STG44\")\n\t\tTNT1 A 0 A_SpawnItem(\"BrutalizedWAFFEN1\")\nStop\n\nPain.PunchInTheFace:\n\tPain.ExplosiveImpact:\n\tPain.Explosive:\n\t TNT1 A 0\n\t TNT1 A 0 A_Pain\n\t\t TNT1 A 0 A_JumpIfInventory (\"IsDown\", 1, \"Pain\")\n\t\t \t\t TNT1 A 0 A_TakeInventory(\"SKZombieman\", 1)\n TNT1 A 0 A_GiveInventory(\"IsDown\", 1)\n TNT1 A 0 ThrustThingZ(0,40,0,1)\n WFDW AB 8\n\t\tGoto FallingAfterImpact\n\n\t\tFallingAfterImpact:\n\t\tWFDW C 1 A_GiveInventory (\"FallingHeight\", 1)\n\t\tWFDW C 60\n\t\tWFDW C 1 A_CheckFloor (\"GetUp\")\n\t\tNULL A 0 A_JumpIf (momz == 0, \"GetUp\")\n\t\tLoop\n\n\t\tGetUp:\n\t\tTNT1 A 0\n\n\t\tWFDW D 10\n Goto See\n\n\tDeath.WorldAtWarStyle:\nWAFW A 4\nWAFW B 4 A_Scream\n TNT1 A 0 A_PlaySound(\"STGG44\")\n\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\nTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 40, 0)\n\tTNT1 A 0 A_CustomMissile (\"STG44Tracer\", 12, 15, 20, 2, 40)\n\tWAFW B 2 BRIGHT A_GiveToTarget(\"ScoreItem\", 500)\nWAFW C 4\n TNT1 A 0 A_PlaySound(\"STGG44\")\n\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\nTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 40, 0)\n\tTNT1 A 0 A_CustomMissile (\"STG44Tracer\", 12, 15, 20, 2, 40)\n\tWAFW C 2 BRIGHT\nWAFW D 4\n TNT1 A 0 A_PlaySound(\"STGG44\")\n\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\nTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 40, 0)\n\tTNT1 A 0 A_CustomMissile (\"STG44Tracer\", 12, 15, 20, 2, 40)\n\tWAFW D 2 BRIGHT A_GiveToTarget(\"ScoreItem\", 800)\nWAFW EFG 4 A_GiveToTarget(\"ScoreItem\", 800)\nTNT1 A 0 A_SpawnItem(\"STG44\")\nWAFW G 0 A_SpawnItem (\"MediumBloodSpot\")\nWAFW G -1\n\t\tStop\n\n Death.Melee:\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_GiveToTarget(\"GoFatality\", 1)\n TNT1 A 1 A_GiveToTarget(\"ScoreItem\", 1000)\n\t\tGoto Death.Fatality1\n\n\tDeath.Fatality1:\n\t\tTNT1 A 0 A_Scream\n TNT1 A 0 A_GiveToTarget(\"ZombieManFatality4\", 1)\n Stop\n\n Death.Arm:\n TNT1 A 0\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathWaffenSSArm1\", 35, 0, random (0, 360), 2, random (0, 160))\n PAZ5 A 9 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n TNT1 A 0 A_GiveToTarget(\"ScoreItem\", 600)\n TNT1 A 0 A_SpawnItem(\"STG44\")\n\t\tTNT1 A 0 A_SpawnItem (\"TUVUOILEBOTTE_GRENADIERVERSION\", 2)\n Stop\n\n\t\t Death.Kick:\n TNT1 A 0\n TNT1 A 0 A_NoBlocking\nTNT1 A 0 A_PlaySound(\"misc/xdeath4\")\nTNT1 A 0 A_CustomMissile (\"MuchBlood\", 10, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_SpawnItem(\"STG44\")\n\t\tTNT1 A 0 A_SpawnItem (\"MeinDick2\", 2)\n Stop\n\n\tXDeath:\n TNT1 A 0 A_Scream\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"stg44\")\n TNT1 A 0 A_GiveToTarget(\"ScoreItem\", 100)\n TNT1 A 0 A_SpawnItem(\"DesintegratedPANZERGRENADIER\")\n Stop\n\n\t\t\tDeath.EnemyHeadShot:\n\tDeath.head:\n\tTNT1 A 0 A_Jump(15,\"Death.WhereisMyHead\")\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\nTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"STG44\")\n PAZH ABCDE 10\ntnt1 a 0 A_GiveToTarget(\"ScoreItem\", 1000)\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n TNT1 A 0 A_SpawnItem (\"PURIGNO\")\n\t\tStop\n\n\t\tDeath.WhereisMyHead:\n\t\t TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\nTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"STG44\")\n\t\tPAZ1 ABABAB 12\n PAZH BCDE 10\ntnt1 a 0 A_GiveToTarget(\"ScoreItem\", 1000)\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n TNT1 A 0 A_SpawnItem (\"PURIGNO\")\n\t\tStop\n\n\t\tDeath.GreenFire:\n TNT1 A 0\n TNT1 A 0 A_XScream\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"STG44\")\n TNT1 AAAA 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\n\t\tEXPL AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"GreenFlameTrails\", 50, 0, random (0, 360), 2, random (0, 360))\n\t\tXBRN AAAA 2 BRIGHT A_SpawnItem(\"GreenFlare\",0,43)\n Stop\n\n Death.Plasma: Death.Plasma2:\n\tPBR1 A 6 A_Scream\n\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Ashes1\", 32, 0, random (0, 360), 2, random (0, 180))\n\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Ashes2\", 32, 0, random (0, 360), 2, random (0, 180))\n\tTNT1 AAAA 0 A_CustomMissile (\"BluePlasmaFireNonStatic\", 32, 0, random (0, 360), 2, random (0, 180))\n\tPBR1 B 6 A_NoBlocking\n\tPBR1 CDEFGH 6 A_CustomMissile (\"Blood\", 10, 0, random (0, 360), 2, random (0, 160))\n\tPBR1 HHHHHHHHHHHHHHHHHHHHHH 8 A_CustomMissile (\"PlasmaSmoke\", 10, 0, random (0, 360), 2, random (0, 160))\n\tPBR1 H -1\n\tStop\n\nDeath.Desintegrate:\nDeath.ExplosiveImpact:\n\tTNT1 A 0\n\tTNT1 A 0 A_NoBlocking\n\tTNT1 A 0 A_Jump(130,\"Death.LandMine\")\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n TNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeathWaffenSSArm1\", 35, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 40, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeathGRENADIERLeg1\", 32, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t PAZ2 AB 5 A_GiveToTarget(\"ScoreItem\", 800)\n PAZ2 B 1 A_SpawnItem(\"STG44\")\n\t\tPAZ2 CDEF 5 A_CheckFloor (\"Dead.ExplosiveImpact\")\n\t\tPAZ2 FFFFFF 5 A_CheckFloor (\"Dead.ExplosiveImpact\")\n\t\tTNT1 A 0 A_SpawnItem (\"GRENADIERPORACCIO\")\n\t\tStop\n\nDead.ExplosiveImpact:\n\t\tTNT1 A 0 A_SpawnItem (\"GRENADIERPORACCIO\")\n\t\tTNT1 A 0 A_SpawnItem (\"MuchBlood\")\n\t\tStop\n\n\tXDeath.Plasma:\n TNT1 A 0\n TNT1 A 0 A_XScream\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"STG44\")\n\t\tXBRN AA 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 AAAA 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\n\t\tXBRN BB 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 A 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t\tXBRN CC 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"PlasmaParticleX\", 48, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAA 0 A_CustomMissile (\"BigPlasmaParticleX\", 42, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0\n Stop\n\n\t\tDeath.GreenFire:\n TNT1 A 0\n TNT1 A 0 A_XScream\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"STG44\")\n TNT1 AAAA 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\n\t\tEXPL AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"GreenFlameTrails\", 50, 0, random (0, 360), 2, random (0, 360))\n\t\tXBRN AAAA 2 BRIGHT A_SpawnItem(\"GreenFlare\",0,43)\n Stop\n\n\t Death.Fire:\n\tDeath.Flames:\n TNT1 A 0 A_Scream\n TNT1 A 0 A_NoBlocking\n TNT1 A 0 A_SpawnItem(\"stg44\")\n TNT1 A 0 A_SpawnItem(\"Burninggrenadier\")\n Stop\n\n\tRaise:\n\t\tNAZI L 5\n\t\tNAZI KJIH 5\n\t\tGoto See\n Crush:\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n CRS1 A 5\n CRS1 A -1\n Stop\n\n Pain.Taunt:\n TNT1 A 0\n Goto Missile\n Death.KillMe:\n Death.Taunt:\n\t TNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n TNT1 A 0 A_SpawnItem(\"Nazi\")\n Stop\n Death.Eat:\n TNT1 A 0 A_GiveToTarget(\"EatMe\",1)\n\t\t Goto Death+3\n Stop\n\n\tDeath.Blast:\n\tDeath.SSG:\n\tDeath.SuperPunch:\n\t POSS Q 1 A_Pain\n\t\tPOSS Q 1 A_FaceTarget\n //TNT1 A 0 A_CustomMissile (\"MeatDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath2\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath3\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodMuchFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath2\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath3\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 32, 0, random (170, 190), 2, random (0, 40))\n TNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n POSS QRSTUVW 8\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n POSS X -1\n Stop\n\n\t\t\tStealthKill:\n\tTNT1 A 0\n\tTNT1 A 0 A_GiveToTarget(\"GoFatality\", 1)\n\tTNT1 A 0 A_GiveToTarget(\"SKNazi\", 1)\n\tTNT1 A 0 A_NoBlocking\n\tTNT1 A 0 A_Die(\"Stealthy\")\n\tTNT1 A 0 A_Fall\n\tTNT1 A 1\n\tStop\n\tDeath.Stealthy:\n\tTNT1 A 0\n\tStop\n\t}\n}\nActor GRENADIERPORACCIO: DEATHNAZI\n{Health 200\nscale 0.95\nStates\n{Spawn:\n PAz2 G -1\n Stop\tDeath:\n Death.CutLess:\n Death.Cut:\n \t TNT1 A 0 A_SpawnItem(\"GibsZ\")\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tStop\n}}\nActor PURIGNO: DEATHNAZI\n{Health 200\nscale 0.95\nStates{Spawn:\n PAzH E -1\n Stop\tDeath:\n Death.CutLess:\n Death.Cut:\n \t TNT1 A 0 A_SpawnItem(\"GibsZ\")\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tStop\n}}\nACTOR TUVUOILEBOTTE_GRENADIERVERSION\n{\n\tGame Doom\n\tRadius 16\n\tHeight 28\n\tHealth 50\nscale 0.95\n\t\tPainSound \"NAZI/PAIN\"\n\t\tPainChance 255\n\tdamagefactor \"Blood\", 0.0 damagefactor \"BlueBlood\", 0.0 damagefactor \"GreenBlood\", 0.0\n damagefactor \"Avoid\", 0.0\n damagefactor \"Kick\", 2.0\n\t\tDamageFactor \"Trample\" , 0.0\n\t\tMass 50\n\t-SOLID\n\t+SHOOTABLE\n\t+FLOORCLIP\n\tStates\n\t{\n\n\tSpawn:\n TNT1 A 0\n\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\tPAZ5 A 10\n PAZ5 BC 10\n\tGoto Suffer\n\tSuffer:\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 35,0)\n \tTNT1 A 0 A_PlaySound (\"nazi/pain\")\n PAZ5 D 10\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 35,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\t\t PAZ5 E 10\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 35,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\t\tTNT1 A 0 A_GiveInventory(\"DeathTimer1\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"DeathTimer1\", 10, \"GotoDeath\")\n\t\tLoop\n\n\tGotoDeath:\n\tTNT1 A 0\n\tGoto Death\n\n\tDeath.Cut:\n\tDeath.Cutless:\n\tDeath:\n\t\t\tTNT1 A 0 A_PlaySound (\"Elite/death\")\n\t PAZ5 FG 8\n\t\tTNT1 A 0 A_SpawnItem (\"DIOGNOMO_PAZIVERSION\")\n\t\tStop\n\n Death.Head:\n Death.Decaptate:\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\nTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 37, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_NoBlocking\n PAZ5 HI 8\n TNT1 A 0 A_SpawnItem (\"DeadPazi_NoHeadNoArm\", 1)\nStop\n\n\t\t Death.Plasma: Death.Plasma2:\n TNT1 A 0\n TNT1 A 0 A_XScream\n TNT1 A 0 A_NoBlocking\n\t\tXBRN AA 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 AAAA 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_SpawnItem (\"CrueltyBonus5Armor\")\n\t\tXBRN BB 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 A 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t\tXBRN CC 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"PlasmaParticleX\", 48, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAA 0 A_CustomMissile (\"BigPlasmaParticleX\", 42, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0\n Stop\n\n Death.SuperPunch:\n\tDeath.Blast:\n\tDeath.SSG:\n\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus10Armor\")\n //TNT1 A 0 A_CustomMissile (\"MeatDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodMuchFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathZombieManHead\", 32, 0, random (170, 190), 2, random (0, 40))\n TNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n ZZD1 EFGH 6\n\t\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\t\tZZD1 H -1\n Stop\n\nXDeath:\n\t\tTNT1 A 0 A_XScream\n \t TNT1 AAA 0 A_CustomMissile (\"SuperBloodSplasher\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_NoBlocking\n TNT1 A 0 A_CustomMissile (\"DesintegratedPANZERGRENADIER\", 0, 0, random (0, 360), 2, random (0, 160))\n Stop\n\nDeath.fire:\nTNT1 A 0 A_NOBLOCKING\nTNT1 A 0 A_SpawnItem(\"Burninggrenadier\")\nStop\n\n\t}\n}\nActor MeinDick2\n{\n\tGame Doom\n\tRadius 16\n\tHeight 35\n\tHealth 50\n\t\tPainSound \"NAZI/PAIN\"\n\t\tPainChance 255\n\tdamagefactor \"Blood\", 0.0 damagefactor \"BlueBlood\", 0.0 damagefactor \"GreenBlood\", 0.0\n damagefactor \"Avoid\", 0.0\n damagefactor \"Kick\", 2.0\n\t\tDamageFactor \"Trample\" , 0.0\n\t\tMass 50\n\t-SOLID\n\t+SHOOTABLE\n\t+FLOORCLIP\n\tStates\n\t{\n\n\tSpawn:\n\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\tWAFB EF 10\n\t \tTNT1 A 0 A_PlaySound (\"BURNZOM\")\n\tGoto Suffer\n\tSuffer:\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 35,0)\n WAFB G 10\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 35,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\t\t WAFB H 10\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 35,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\t\tTNT1 A 0 A_GiveInventory(\"DeathTimer1\", 2)\n\t\tTNT1 A 0 A_JumpIfInventory(\"DeathTimer1\", 10, \"GotoDeath\")\n\t\tLoop\n\tGotoDeath:\n\tTNT1 A 0\n\tGoto Death\n\n\tDeath.Cut:\n\tDeath.Cutless:\n\tDeath:\n\t WAFB IJ 8\n\t\tTNT1 A 0 A_PlaySound (\"Elite/death\")\n\t\tTNT1 A 0 A_SpawnItem (\"mEINdICK2_Death\")\n\t\tStop\n\n Death.Head:\n Death.Decaptate:\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\nTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 37, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_NoBlocking\n\t\t PAZH ABCDE 10\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n TNT1 A 0 A_SpawnItem (\"PURIGNO\")\nStop\n\nXDeath:\n\t\tTNT1 A 0 A_XScream\n \t TNT1 AAA 0 A_CustomMissile (\"SuperBloodSplasher\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_NoBlocking\n TNT1 A 0 A_CustomMissile (\"DesintegratedPANZERGRENADIER\", 0, 0, random (0, 360), 2, random (0, 160))\n Stop\n\n\t\t}\n\t\t}\n\nActor mEINdICK2_Death: DEATHNAZI\n{Health 200\nscale 0.95\nStates\n{Spawn:\n WAFB k -1\n Stop\tDeath:\n Death.CutLess:\n Death.Cut:\n \t TNT1 A 0 A_SpawnItem(\"GibsZ\")\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tStop\n}}\n\nActor diognomo_paziVersion: DEATHNAZI\n{Health 200\nscale 0.95\nStates\n{Spawn:\n paz5 G -1\n Stop\tDeath:\n Death.CutLess:\n Death.Cut:\n \t TNT1 A 0 A_SpawnItem(\"GibsZ\")\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tStop\n}}\nActor Deadpazi_NoHeadNoArm: DEATHNAZI\n{Health 200\nscale 0.95\n States{Spawn:\n Paz5 I -1\n Stop\tDeath:\n Death.CutLess:\n Death.Cut:\n \t TNT1 A 0 A_SpawnItem(\"GibsZ\")\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tStop\n}}\nActor DEATHPANZERGRENADIER\n{\n Radius 12\n Height 12\n +SHOOTABLE\n -SOLID\n +NOTELEPORT\n +MOVEWITHSECTOR\n +CORPSE\n\t+FLOORCLIP\n Mass 1000\n Health 100\nscale 0.95\n damagefactor \"Blood\", 0.0\n PainChance \"Melee\", 255\n damagefactor \"Melee\", 20.0\n damagefactor \"Kick\", 20.0\n damagefactor \"Fatality\", 20.0\n damagefactor \"Trample\", 0.0\n\tdamagefactor \"ExplosiveImpact\", 10.0\nStates\n {\n\n Spawn:\n PAZI L -1\n Stop\n Death:\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathGRENADIERLeg1\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\tSPOS A 0 A_CustomMissile (\"XDeath1\", 5, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 1 A_SpawnItem (\"DeadGRENADIER_NoLeg\", 5)\n Stop\n\n Death.Plasma: Death.Plasma2:\n TNT1 A 0\n TNT1 A 0 A_XScream\n TNT1 A 0 A_NoBlocking\n TNT1 AAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tEXPL AAA 0 A_CustomMissile (\"ExplosionSmoke\", 32, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0\n Stop\n\n }\n}\n\nActor DeadGRENADIER_NoLeg: DEATHNAZI\n{Health 200\nscale 0.95\nStates{Spawn:\n PAZI M -1\n Stop\tDeath:\n Death.CutLess:\n Death.Cut:\n \t TNT1 A 0 A_SpawnItem(\"GibsZ\")\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tStop\n}}\n\nActor DeadPanzerEye: DEATHNAZI\n{Health 200\nscale 0.95\nStates{Spawn:\n PANE A -1\n Stop\tDeath:\n Death.CutLess:\n Death.Cut:\n \t TNT1 A 0 A_SpawnItem(\"GibsZ\")\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tStop\n}}\n\nACTOR PaziChecker: Panzergrenadier\n{\n Speed 0\n BloodType \"none\"\n\tSeeSound \"none\"\n\tAttackSound \"none\"\n\tPainSound \"none\"\n\tDeathSound \"none\"\n\tDropItem \"None\"\n\t+LOOKALLAROUND\n\t+FRIENDLY\n\tStates\n\t{\n\n\tSpawn:\n\tTNT1 A 1\n\tTNT1 A 0 A_checkSight(\"Spawn\")\n\tGoto See\n\n\tSee:\n TNT1 A 0\n\tNAZI A 1 A_Pain\n\tNAZI A 1 A_LookEx(LOF_NOSOUNDCHECK, 0, 12560, 0, 0, \"CheckIfAlliesNearby\")\n\tGoto Surrender\n\n\tCheckIfAlliesNearby:\n\tNAZI A 1\n\tTNT1 A 0 A_ChangeFlag(FRIENDLY, 0)\n\tNAZI A 1\n\tNAZI A 1 A_Pain\n\tNAZI A 1 A_LookEx(LOF_NOSOUNDCHECK, 0, 12560, 0, 0, \"SpawnMonster\")\n\tGoto Surrender\n\n\tPain.KillMe:\n\tSpawnMonster:\n\tTNT1 A 0 A_ChangeFlag(FRIENDLY, 0)\n\tTNT1 A 0 A_NoBlocking\n\tTNT1 A 0 A_SpawnItem(\"Nazi\")\n\tTNT1 A 2\n\tStop\n\n\tSurrender:\n\tTNT1 A 0\n\tTNT1 A 0 A_Jump(160, \"SpawnMonster\")\n\tTNT1 A 0 A_ChangeFlag(FRIENDLY, 0)\n\tNAZI A 1 A_Pain\n\tTNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK, 0, 12560, 0, 0, \"SurrenderNow\")\n\tGoto SpawnMonster\n\n\tSurrenderNow:\n\tSAZI K 15\n\tSAZI LM 7\n\tTNT1 A 0 A_NoBlocking\n\tTNT1 A 0 A_SpawnItem(\"STG44\")\n\tTNT1 A 0 A_SpawnItem(\"NaziSurrendered\")\n\tStop\n\t}\n}\n\nACTOR PaziSurrendered: Panzergrenadier\n{\n\tStates\n\t{\n\tSpawn:\n SAZI NO 10\n\tLoop\n\n\tDeath:\n\t TNT1 A 0\n\t TNT1 A 0 A_PlaySound (\"grunt/death\")\n\t\tTNT1 A 0 A_SpawnItem (\"DeadZombieman_NoLeg\")\n\t\tStop\n\n\tLEaveCrawling:\n\tTNT1 A 0 A_SpawnItem (\"DyingZombieMan\")\n\tStop\n\n Death.Head:\n Death.Decaptate:\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Scream\nTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 37, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_NoBlocking\n TNT1 A 0 A_SpawnItem (\"DeadZombieman_NoLeg\", 1)\n\t\tStop\n\n\t\tDeath.Fatality:\n\t\tDeath.SuperPunch:\n TNT1 A 0 A_NoBlocking\n TNT1 A 0 A_GiveToTarget(\"HasZmanShield\", 1)\n Stop\n\nDeath.Shotgun:\nDeath.Kick:\nDeath.Melee:\n TNT1 A 0 A_CustomMissile (\"MuchBlood2\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t\tTNT1 A 0 A_NoBlocking\n ID11 KL 15\n TNT1 A 0 A_SpawnItem (\"DeadZombieman_NoLeg\")\n\t\t Stop\n}}\n\t\tACTOR PAN_PATROL : Panzergrenadier 7011\n{\n//$Category BW Enemies\n//$Title WaffenSS Patrol\n\t+JUSTHIT\n\tStates\n\t{\n\tSpawn:\n\t\tPAZI AAA 1 A_Wander\n\t\tPAZI AAAA 1 A_LookEx (0, 0, 0, 2048, 0, \"See\")\n\t\tNULL A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tPAZI CCC 1 A_Wander\n\t\tPAZI CCC 1 A_LookEx (0, 0, 0, 2048, 0, \"See\")\n\t\tPAZI bbb 1 A_Wander\n\t\tPAZI bbb 1 A_LookEx (0, 0, 0, 2048, 0, \"See\")\n\t\tNULL A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tLoop\n\t}\n}\n\nACTOR PoorSS\n{\n\tGame Doom\n\tRadius 16\n\tHeight 30\n\tHealth 50\n\t\tPainSound \"NAZI/PAIN\"\n\t\tPainChance 255\n\tdamagefactor \"Blood\", 0.0 damagefactor \"BlueBlood\", 0.0 damagefactor \"GreenBlood\", 0.0\n damagefactor \"Avoid\", 0.0\n damagefactor \"Kick\", 2.0\n\t\tDamageFactor \"Trample\" , 0.0\n\t\tMass 50\n\t-SOLID\n\t+SHOOTABLE\n\t+FLOORCLIP\nPainChance \"Taunt\", 255\n\tStates\n\t{\n\n\tDeath.fire:\n\tDeath.Flames:\n\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n TNT1 A 0 A_Scream\n TNT1 A 0 A_NoBlocking\n TNT1 A 0 A_SpawnItem(\"BurningSS\")\n tnt1 a 1 A_GiveToTarget(\"ScoreItem\", 600)\n Stop\n\n\tSpawn:\n TNT1 A 0\n\tSSKN A 10\n\tGoto SUFFER\n\tSuffer:\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 30,0)\n TNT1 A 0 A_PlaySound(\"NAZI/PAIN\")\n SSKN B 20\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 30,0)\n TNT1 A 0 A_PlaySound(\"NAZI/PAIN\")\n SSKN C 20\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 30,0)\n\t\tTNT1 A 0 A_GiveInventory(\"DeathTimer1\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"DeathTimer1\", 10, \"GotoDeath\")\n\t\tLoop\n\tGotoDeath:\n\tTNT1 A 0\n\tGoto Death\n\t\t\tDeath.Cut:\n\tDeath.Cutless:\n\tDeath:\n\t NAZI J 2 A_GiveToTarget(\"ScoreItem\", 500)\n NAZI K 2\n\t\tTNT1 A 0 A_PlaySound (\"NAZI/DEATH\")\nTNT1 A 0 A_SpawnItem (\"SecretWeapon_MP40\")\n\t\tTNT1 A 0 A_SpawnItem (\"DEATHNAZI\")\n\t\tStop\n\n Death.Head:\n Death.Decaptate:\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\nTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 37, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_NoBlocking\n NAZH D 2\nTNT1 A 0 A_SpawnItem (\"SecretWeapon_MP40\")\nNAZH E -1\nStop\n\nDeath.Shotgun:\n TNT1 A 0 A_CustomMissile (\"MuchBlood2\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t\tTNT1 A 0 A_NoBlocking\n ID11 GH 15\nTNT1 A 0 A_SpawnItem (\"SecretWeapon_MP40\")\n TNT1 A 0 A_SpawnItem (\"DeadZombieman2\")\n\t\t Stop\n\n\t\t Death.Plasma: Death.Plasma2:\n TNT1 A 0\n TNT1 A 0 A_XScream\n TNT1 A 0 A_NoBlocking\n\t\tXBRN AA 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 AAAA 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_SpawnItem (\"CrueltyBonus5Armor\")\n\t\tXBRN BB 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 A 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t\tXBRN CC 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"PlasmaParticleX\", 48, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAA 0 A_CustomMissile (\"BigPlasmaParticleX\", 42, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0\nTNT1 A 0 A_SpawnItem (\"SecretWeapon_MP40\")\n Stop\n\n Xdeath:\n Death.SuperPunch:\n\tDeath.Blast:\n\tDeath.SSG:\n\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus10Armor\")\n //TNT1 A 0 A_CustomMissile (\"MeatDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodMuchFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathZombieManHead\", 32, 0, random (170, 190), 2, random (0, 40))\n TNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n ZZD1 EFGH 6\nTNT1 A 0 A_SpawnItem (\"SecretWeapon_MP40\")\n\t\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\t\tZZD1 H -1\n Stop\n\n\t}\n}\n\nACTOR PoorPanzer\n{\n\tGame Doom\n\tRadius 16\n\tHeight 30\n\tHealth 50\n\t\tPainSound \"PAZI/PAIN\"\n\t\tPainChance 255\n\tdamagefactor \"Blood\", 0.0 damagefactor \"BlueBlood\", 0.0 damagefactor \"GreenBlood\", 0.0\n damagefactor \"Avoid\", 0.0\n damagefactor \"Kick\", 2.0\n\t\tDamageFactor \"Trample\" , 0.0\n\t\tMass 50\n\t-SOLID\n\t+SHOOTABLE\n\t+FLOORCLIP\nPainChance \"Taunt\", 255\n\tStates\n\t{\n\n\tDeath.fire:\n\tDeath.Flames:\n\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n TNT1 A 0 A_Scream\n TNT1 A 0 A_NoBlocking\n TNT1 A 0 A_SpawnItem(\"Burninggrenadier\")\n tnt1 a 1 A_GiveToTarget(\"ScoreItem\", 600)\n Stop\n\n\tSpawn:\n TNT1 A 0\n\tPAKN A 10\n\tGoto SUFFER\n\tSuffer:\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 30,0)\n TNT1 A 0 A_PlaySound(\"PAZI/PAIN\")\n PAKN B 20\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 30,0)\n TNT1 A 0 A_PlaySound(\"PAZI/PAIN\")\n PAKN C 20\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 30,0)\n\t\tTNT1 A 0 A_GiveInventory(\"DeathTimer1\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"DeathTimer1\", 10, \"GotoDeath\")\n\t\tLoop\n\tGotoDeath:\n\tTNT1 A 0\n\tGoto Death\n\t\t\tDeath.Cut:\n\tDeath.Cutless:\n\tDeath:\n\t PAZI J 2 A_GiveToTarget(\"ScoreItem\", 500)\n PAZI K 2\n\t\tTNT1 A 0 A_PlaySound (\"PAZI/DEATH\")\nTNT1 A 0 A_SpawnItem (\"STG44\")\n\t\tTNT1 A 0 A_SpawnItem (\"DEATHPANZERGRENADIER\")\n\t\tStop\n\n Death.Head:\n Death.Decaptate:\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\nTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 37, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_NoBlocking\n PAZH D 2\nTNT1 A 0 A_SpawnItem (\"STG44\")\nPAZH E -1\nStop\n\nDeath.Shotgun:\n TNT1 A 0 A_CustomMissile (\"MuchBlood2\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t\tTNT1 A 0 A_NoBlocking\n ID11 GH 15\nTNT1 A 0 A_SpawnItem (\"STG44\")\n TNT1 A 0 A_SpawnItem (\"DeadZombieman2\")\n\t\t Stop\n\n\t\t Death.Plasma: Death.Plasma2:\n TNT1 A 0\n TNT1 A 0 A_XScream\n TNT1 A 0 A_NoBlocking\n\t\tXBRN AA 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 AAAA 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_SpawnItem (\"CrueltyBonus5Armor\")\n\t\tXBRN BB 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 A 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t\tXBRN CC 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"PlasmaParticleX\", 48, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAA 0 A_CustomMissile (\"BigPlasmaParticleX\", 42, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0\nTNT1 A 0 A_SpawnItem (\"STG44\")\n Stop\n\n Xdeath:\n Death.SuperPunch:\n\tDeath.Blast:\n\tDeath.SSG:\n\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus10Armor\")\n //TNT1 A 0 A_CustomMissile (\"MeatDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodMuchFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathZombieManHead\", 32, 0, random (170, 190), 2, random (0, 40))\n TNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n ZZD1 EFGH 6\nTNT1 A 0 A_SpawnItem (\"STG44\")\n\t\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\t\tZZD1 H -1\n Stop\n\n\t}\n}\n\nActor RIPNAZI: DEATHNAZI\n{Health 200 States{Spawn:\nTNT1 AAA 0 A_CustomMissile (\"NashGore_FlyingBlood\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAA 0 A_CustomMissile (\"Instestin2\", 32, 0, random (0, 360), 2, random (0, 160))\n Ss2X G -1\n Stop\n Death:\n\t\tDeath.Cut:\n Death.Cutless:\n \t TNT1 A 0 A_SpawnItem(\"GibsZ\")\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 50, 0, random (0, 360), 2, random (0, 160))\n Stop}}\n\nActor RIPPANZER: DEATHNAZI\n{Health 200 States{Spawn:\nTNT1 AAA 0 A_CustomMissile (\"NashGore_FlyingBlood\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAA 0 A_CustomMissile (\"Instestin2\", 32, 0, random (0, 360), 2, random (0, 160))\n PP2X G -1\n Stop\n Death:\n\t\tDeath.Cut:\n Death.Cutless:\n \t TNT1 A 0 A_SpawnItem(\"GibsZ\")\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 50, 0, random (0, 360), 2, random (0, 160))\n Stop}}\n\n//////////\n\nACTOR DyingSS\n{\n\tGame Doom\n\tRadius 16\n\tHeight 30\n\tHealth 100\n\t\tPainSound \"NAZI/PAIN\"\n\t\tPainChance 255\n\tdamagefactor \"Blood\", 0.0 damagefactor \"BlueBlood\", 0.0 damagefactor \"GreenBlood\", 0.0\n damagefactor \"Avoid\", 0.0\n damagefactor \"Kick\", 2.0\n\t\tDamageFactor \"Trample\" , 0.0\n\t\tMass 50\n\t-SOLID\n\t+SHOOTABLE\n\t+FLOORCLIP\nPainChance \"Taunt\", 255\n\tStates\n\t{\n\n\tDeath.fire:\n\tDeath.Flames:\n\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n TNT1 A 0 A_Scream\n TNT1 A 0 A_NoBlocking\n TNT1 A 0 A_SpawnItem(\"BurningSS\")\n tnt1 a 1 A_GiveToTarget(\"ScoreItem\", 600)\n Stop\n\n\tSpawn:\n TNT1 A 0\nTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n\tSSIM ABCD 5\n\tGoto SUFFER\n\tSuffer:\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget20\", 0, 30,0)\n TNT1 A 0 A_PlaySound(\"NAZI/PAIN\")\n SSIM E 20\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget20\", 0, 30,0)\nTNT1 A 0 A_SpawnItem (\"BloodDying\", -6, 18)\n TNT1 A 0 A_PlaySound(\"NAZI/PAIN\")\n SSIM F 20\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget20\", 0, 30,0)\nTNT1 A 0 A_SpawnItem (\"BloodDying\", -6, 18)\n\t\tTNT1 A 0 A_GiveInventory(\"DeathTimer1\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"DeathTimer1\", 10, \"GotoDeath\")\n\t\tLoop\n\tGotoDeath:\n\tTNT1 A 0\n\tGoto Death\n\t\t\tDeath.Cut:\n\tDeath.Cutless:\n\tDeath:\nSSIM G 0 A_PlaySound (\"NAZI/DEATH\")\n SSIM GHI 3\nTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\nTNT1 A 0 A_SpawnItem(\"MP40Spawner\")\nTNT1 A 0 A_SpawnItem(\"DeaddYINGSSS\")\n\t\tStop\n\n Death.Head:\n Death.Decaptate:\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\nTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 37, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_NoBlocking\n SSIM LMN 3\nTNT1 A 0 A_SpawnItem (\"SecretWeapon_MP40\")\nTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n SSIM N -1\nStop\n\nDeath.Shotgun:\n TNT1 A 0 A_CustomMissile (\"MuchBlood2\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t\tTNT1 A 0 A_NoBlocking\n ID11 GH 15\nTNT1 A 0 A_SpawnItem (\"SecretWeapon_MP40\")\n TNT1 A 0 A_SpawnItem (\"DeadZombieman2\")\n\t\t Stop\n\n\t\t Death.Plasma: Death.Plasma2:\n TNT1 A 0\n TNT1 A 0 A_XScream\n TNT1 A 0 A_NoBlocking\n\t\tXBRN AA 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 AAAA 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_SpawnItem (\"CrueltyBonus5Armor\")\n\t\tXBRN BB 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 A 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t\tXBRN CC 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"PlasmaParticleX\", 48, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAA 0 A_CustomMissile (\"BigPlasmaParticleX\", 42, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0\nTNT1 A 0 A_SpawnItem (\"SecretWeapon_MP40\")\n Stop\n\n Xdeath:\n Death.SuperPunch:\n\tDeath.Blast:\n\tDeath.SSG:\n\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus10Armor\")\n //TNT1 A 0 A_CustomMissile (\"MeatDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodMuchFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathZombieManHead\", 32, 0, random (170, 190), 2, random (0, 40))\n TNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n ZZD1 EFGH 6\nTNT1 A 0 A_SpawnItem (\"SecretWeapon_MP40\")\n\t\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\t\tZZD1 H -1\n Stop\n\n\t}\n}\n\nActor DeaddYINGSSS: DEATHNAZI\n{Health 200 States{Spawn:\n SSIM I -1\n Stop\n Death:\n\t\tDeath.Cut:\n Death.Cutless:\n \t TNT1 A 0 A_SpawnItem(\"GibsZ\")\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 50, 0, random (0, 360), 2, random (0, 160))\n Stop}}\n\n/////////Poor Fucking nazi!!!\n\nACTOR BrutalizedNAZI1\n{\n\tGame Doom\n\tRadius 16\n\tHeight 50\n\tHealth 70\n\tbloodtype \"DeadBlood\"\n\t\tPainSound \"nazi/pain\"\n\t\tPainChance 255\n\t\tMass 999999\n\t-SOLID\n\t+SHOOTABLE\n\t+NORADIUSDMG\n\t+FLOORCLIP\n\tScale 1.0\n\tStates\n\t{\n\t\t\t\tDeath.Fatality:\n\t\tDeath.SuperPunch:\n TNT1 A 0 A_NoBlocking\n TNT1 A 0 A_GiveToTarget(\"HasZManShield\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"GotMeatShield\", 1)\n Stop\n\n\tSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_Recoil(2)\n\tTNT1 A 0 A_CustomMissile (\"XDeathNAZIArm1\", 35, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\tPain:\n NAZ9 A 15\n\tGoto DieNow\n\n DieNow:\n\tNAZ9 BC 10\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItem (\"BrutalizedNAZIStop\")\n\tStop\n\n\tDeath:\n\t TNT1 A 0\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n TNT1 AAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\t\tTNT1 A 0 A_CustomMissile (\"XDeathNAZIArm1\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Recoil(2)\n\t TNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem (\"BrutalizedNAZI2\")\n\t\tStop\n\n\tDeath.SSG:\n\tXDeath:\n\t\tTNT1 A 0 A_XScream\n \t TNT1 AAA 0 A_CustomMissile (\"SuperBloodSplasher\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_NoBlocking\n TNT1 A 0 A_CustomMissile (\"SargeXDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n Stop\n}}\n\nactor BrutalizedNAZIStop: CurbstompedMarine\n{\n States\n {\n Spawn:\nNAZ9 C 1 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\nNAZ9 C -1\n Stop }}\n\nACTOR BrutalizedNAZI2: BrutalizedNAZI1\n{\n\tStates\n\t{\n\tSpawn:\n\tPain:\n NAZ9 D 15\n\tGoto DieNow\n\n DieNow:\n\tNAZ9 EF 10\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItem (\"BrutalizedNAZIStop2\")\n\tStop\n\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Recoil(2)\n\tTNT1 A 0 A_CustomMissile (\"XDeathNAZIArm1\", 35, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem (\"BrutalizedNAZI3\")\n\t\tStop\n}}\n\nactor BrutalizedNAZIStop2: CurbstompedMarine\n{\n States\n {\n Spawn:\nNAZ9 F 1 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\nNAZ9 F -1\n Stop }}\n\nACTOR BrutalizedNAZI3: BrutalizedNAZI1\n{\n\tStates\n\t{\n\tSpawn:\n\tPain:\n NAZ9 G 15\n\tGoto DieNow\n\n DieNow:\n\tNAZ9 HI 10\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItem (\"BrutalizedNAZIStop3\")\n\tStop\n\n\tDeath:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_Recoil(2)\n\t\tTNT1 AAA 0 A_CustomMissile (\"Instestin\", 32, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n\t\tNAZ9 JJKKLL 6\n\t\tNAZ9 L -1\n\t\tStop\n}}\n\nactor BrutalizedNAZIStop3: CurbstompedMarine\n{\n States\n {\n Spawn:\nNAZ9 I 6 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\nNAZ9 I -1\n Stop }}\n\n/////////Poor Fucking Waffen SS!!!\n\nACTOR BrutalizedWAFFEN1\n{\n\tGame Doom\n\tRadius 16\n\tHeight 50\n\tHealth 70\n\tbloodtype \"DeadBlood\"\n\t\tPainSound \"nazi/pain\"\n\t\tPainChance 255\n\t\tMass 999999\n\t-SOLID\n\t+SHOOTABLE\n\t+NORADIUSDMG\n\t+FLOORCLIP\n\tScale 1.0\n\tStates\n\t{\n\t\t\t\tDeath.Fatality:\n\t\tDeath.SuperPunch:\n TNT1 A 0 A_NoBlocking\n TNT1 A 0 A_GiveToTarget(\"HasZManShield\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"GotMeatShield\", 1)\n Stop\n\n\tSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_Recoil(2)\n\tTNT1 A 0 A_CustomMissile (\"XDeathWaffenSSArm1\", 35, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\tPain:\n PAZ5 A 15\n\tGoto DieNow\n\n DieNow:\n\tTNT1 A 0\n\tPAZ5 F 5\n\tTNT1 A 0 A_SpawnItem (\"BrutalizedWaffenStop\")\n\tStop\n\n\tDeath:\n\t TNT1 A 0\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n TNT1 AAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Recoil(2)\n\t TNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem (\"BrutalizedWaffen2\")\n\t\tStop\n\n\tDeath.SSG:\n\tXDeath:\n\t\tTNT1 A 0 A_XScream\n \t TNT1 AAA 0 A_CustomMissile (\"SuperBloodSplasher\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_NoBlocking\n TNT1 A 0 A_CustomMissile (\"SargeXDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n Stop\n}}\n\nactor BrutalizedWaffenStop: CurbstompedMarine\n{\n States\n {\n Spawn:\nPaz5 G 1 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\nPaz5 G -1\n Stop }}\n\nACTOR BrutalizedWaffen2: BrutalizedWAFFEN1\n{\n\tStates\n\t{\n\tSpawn:\n\tPain:\n PAZ9 A 15\n\tGoto DieNow\n\n DieNow:\n\tTNT1 A 0\n\tPAZ9 B 15\n\tTNT1 A 0 A_SpawnItem (\"BrutalizedwaffenStop2\")\n\tStop\n\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Recoil(2)\n\tTNT1 A 0 A_CustomMissile (\"XDeathWaffenSSArm1\", 35, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem (\"Brutalizedwaffen3\")\n\t\tStop\n}}\n\nactor BrutalizedwaffenStop2: CurbstompedMarine\n{\n States\n {\n Spawn:\nPAZ9 C 1 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\nPAZ9 C -1\n Stop }}\n\nACTOR Brutalizedwaffen3: BrutalizedWAFFEN1\n{\n\tStates\n\t{\n\tSpawn:\n\tPain:\n PAZ9 D 15\n\tGoto DieNow\n\n DieNow:\n\tTNT1 A 0\n\tPAZ9 E 5\n\tTNT1 A 0 A_SpawnItem (\"BrutalizeDWAFFENStop3\")\n\tStop\n\n\tDeath:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_Recoil(2)\n\t\tTNT1 AAA 0 A_CustomMissile (\"Instestin\", 32, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n\t\tPAAS BCD 6\n\t\tPAAS E -1\n\t\tStop\n}}\n\nactor BrutalizeDWAFFENStop3: CurbstompedMarine\n{\n States\n {\n Spawn:\nPAZ9 F 1 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\nPAZ9 F -1\n Stop }}"
},
{
"source": "pk3",
"name": "actors/foes/OBESO.txt",
"contents": "ACTOR FatFace Replaces Spidermastermind\n{\n\tHealth 7500\n\tRadius 26\n\tHeight 56\n\tDeathHeight 0\n\tSpeed 4\n\tMass 1000\n\tPainchance 0\n\tMONSTER\n\t+FLOORCLIP\n +NOINFIGHTING\n\t+BOSS\n +BOSSDEATH\n\t+NORADIUSDMG\n\t+LOOKALLAROUND\n\t+AMBUSH\n\t+JUSTHIT\n\tSeeSound \"bos5/sight\"\n\tAttackSound \"weapons/minigunfire\"\n\tDeathSound \"bos5/death\"\n\tObituary \"%o was killed by General Fettgesicht.\"\n\tBloodColor \"FF 00 00\"\n\tBloodType \"Nashgore_Blood\"\n DAMAGEFACTOR \"Blood\", 0.0 DAMAGEFACTOR \"BlueBlood\", 0.0 DAMAGEFACTOR \"GreenBlood\", 0.0\n\tDamage 4\n\tStates\n\t{\n\tSpawn:\n\t\tFETG A 5 A_Look\n\t\tLoop\n\tSee:\n\t\tFETG AAAAABBBBBCCCCCDDDDD 1 A_Chase\n\t\tLoop\n\tMissile:\n\n FETG E 10 A_FaceTarget\n FETG F 5 BRIGHT A_CustomMissile (\"Rocchetti\", 30, 18, 0)\n\t\tFETG E 5 A_FaceTarget\n TNT1 A 0 A_CustomMissile(\"OrangeLensFlareAltFast\", 34, 10, 15, 0)\n\tFETG F 0 BRIGHT A_PlayWeaponSound(\"weapons/chaingun\")\n FETG GH 1 BRIGHT A_CustomMissile(\"HansTracer\", 38, 0, random(-8, 8), 0)\n TNT1 A 0 A_AlertMonsters\n TNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\nFETG E 1 A_FaceTarget\n TNT1 A 0 A_CustomMissile(\"OrangeLensFlareAltFast\", 34, 10, 15, 0)\n\tFETG F 0 BRIGHT A_PlayWeaponSound(\"weapons/chaingun\")\n FETG GH 1 BRIGHT A_CustomMissile(\"HansTracer\", 38, 0, random(-8, 8), 0)\n TNT1 A 0 A_AlertMonsters\n TNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\nFETG E 1 A_FaceTarget\n TNT1 A 0 A_CustomMissile(\"OrangeLensFlareAltFast\", 34, 10, 15, 0)\n\tFETG F 0 BRIGHT A_PlayWeaponSound(\"weapons/chaingun\")\n FETG GH 1 BRIGHT A_CustomMissile(\"HansTracer\", 38, 0, random(-8, 8), 0)\n TNT1 A 0 A_AlertMonsters\n TNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\nFETG E 5 A_FaceTarget\n TNT1 A 0 A_CustomMissile(\"OrangeLensFlareAltFast\", 34, 10, 15, 0)\n\tFETG F 0 BRIGHT A_PlayWeaponSound(\"weapons/chaingun\")\nFETG GH 1 BRIGHT A_CustomMissile(\"HansTracer\", 38, 0, random(-8, 8), 0)\n TNT1 A 0 A_AlertMonsters\n TNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\nFETG E 1 A_FaceTarget\n TNT1 A 0 A_CustomMissile(\"OrangeLensFlareAltFast\", 34, 10, 15, 0)\n\tFETG F 0 BRIGHT A_PlayWeaponSound(\"weapons/chaingun\")\n FETG GH 1 BRIGHT A_CustomMissile(\"HansTracer\", 38, 0, random(-8, 8), 0)\n TNT1 A 0 A_AlertMonsters\n TNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\nFETG E 1 A_FaceTarget\n TNT1 A 0 A_CustomMissile(\"OrangeLensFlareAltFast\", 34, 10, 15, 0)\n\tFETG F 0 BRIGHT A_PlayWeaponSound(\"weapons/chaingun\")\n FETG GH 1 BRIGHT A_CustomMissile(\"HansTracer\", 38, 0, random(-8, 8), 0)\n TNT1 A 0 A_AlertMonsters\n TNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\nFETG E 1 A_FaceTarget\n TNT1 A 0 A_CustomMissile(\"OrangeLensFlareAltFast\", 34, 10, 15, 0)\n\tFETG F 0 BRIGHT A_PlayWeaponSound(\"weapons/chaingun\")\n FETG GH 1 BRIGHT A_CustomMissile(\"HansTracer\", 38, 0, random(-8, 8), 0)\n TNT1 A 0 A_AlertMonsters\n TNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\nFETG E 1 A_FaceTarget\n TNT1 A 0 A_CustomMissile(\"OrangeLensFlareAltFast\", 34, 10, 15, 0)\n\tFETG F 0 BRIGHT A_PlayWeaponSound(\"weapons/chaingun\")\n FETG GH 1 BRIGHT A_CustomMissile(\"HansTracer\", 38, 0, random(-8, 8), 0)\n TNT1 A 0 A_AlertMonsters\n TNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\nFETG E 1 A_FaceTarget\n TNT1 A 0 A_CustomMissile(\"OrangeLensFlareAltFast\", 34, 10, 15, 0)\n\tFETG F 0 BRIGHT A_PlayWeaponSound(\"weapons/chaingun\")\n FETG GH 1 BRIGHT A_CustomMissile(\"HansTracer\", 38, 0, random(-8, 8), 0)\n TNT1 A 0 A_AlertMonsters\n TNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\nFETG E 1 A_FaceTarget\n TNT1 A 0 A_CustomMissile(\"OrangeLensFlareAltFast\", 34, 10, 15, 0)\n\tFETG F 0 BRIGHT A_PlayWeaponSound(\"weapons/chaingun\")\n FETG GH 1 BRIGHT A_CustomMissile(\"HansTracer\", 38, 0, random(-8, 8), 0)\n TNT1 A 0 A_AlertMonsters\n TNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n GOTO SEE\n\n\tDeath:\n\t\tWBO5 J 1 A_Scream\n\t\tWBO5 JKLM 5 A_GiveToTarget(\"ScoreItem\", 5000)\n WBO5 M 60 A_SpawnItem (\"MediumBloodSpot\")\n\t\tWBO5 M -1 A_BossDeath\n\t\tStop\n\nDeath.ExplosiveImpact:\nXDEATH:\n TNT1 A 0 A_GiveToTarget(\"ScoreItem\", 15000)\n TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n TNT1 a 0 A_CustomMissile(\"MuchBlood\", 0, 120)\nTNT1 a 0 A_CustomMissile(\"MuchBlood\", 0, 120)\nTNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAAAAAAAAAAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 40, 0, random (0, 360), 2, random (-5, 5))\n\t TNT1 AAAAAA 0 bright A_CustomMissile (\"SuperGoreSpawner\", 5, 0, random (0, 360), 2, random (30, 180))\n TNT1 AAAAAAAAA 0 A_CustomMissile (\"CeilBloodLauncherLong\", 0, 0, random (0, 360), 2, random (50, 130))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath4\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAA 0 A_CustomMissile (\"Instestin\", 32, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAAA 0 A_CustomMissile (\"UltraGoreSPawner\", 90, 0, random (0, 360), 2, random (0, 180))\n TNT1 A 0 A_CustomMissile (\"XDeathFATARM\", 35, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 0 A_CustomMissile (\"XDeathFATARM\", 5, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"XDEATHFATBUSTO\", 10, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"XDEATHFATLEG\", 35, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"XDEATHFATLEG\", 46, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"XDEATHFATHEAD\", 50, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 200\nTNT1 A 1 A_BossDeath\n\t\tStop\n\nDeath.cutless:\n TNT1 A 0\n TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\nTNT1 AAA 0 A_CustomMissile (\"Instestin\", 32, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"XDeathFATARM\", 35, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"RIPFAT\", 35, 0, random (0, 360), 2, random (0, 160))\n WBA5 A 5 A_GiveToTarget(\"ScoreItem\", 10000)\n\t\tWBA5 B 5 A_Scream\n\t\tWBA5 C 5 A_NoBlocking\n\t\tWBA5 D 5\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n WBA5 D 200\n WBA5 D -1 A_BossDeath\n\t\tStop\n\n }\n\n}\n\nACTOR Rocchetti\n{\n\tRadius 10\n\tHeight 8\n\tProjectile\n\tSpeed 15\n Damage 35\n\tDamageType Explosive\n MeleeDamage 0\n Gravity 0.00\n Decal \"Scorch\"\n -NOGRAVITY\n +EXTREMEDEATH\n +BLOODSPLATTER\n Health 5\n SeeSound \"weapons/RLL\"\n //SeeSound \"RLANSHOT\"\n\tDeathSound \"Explosion\"\n\tObituary \"$OB_MPROCKET\"\n\tStates\n\t{\n\tSpawn:\n\t MISL A 1 Bright\n\t\tTNT1 A 0 A_SpawnItem(\"RocketFlare\",-20,0)\n\t\tTNT1 A 0 A_CustomMissile (\"RocketSmokeTrail52\", 2, 0, random (70, 110), 2, random (0, 360))\n\t\tTNT1 A 0 A_SpawnItem (\"RocketSmokeTrail52\")\n\t\tLoop\n\n\tDeath:\nEXPL A 0 Radius_Quake (2, 54, 0, 15, 0)\n\n TNT1 A 0 A_AlertMonsters\n\n\t\t//EXPL A 0 A_CustomMissile (\"BigNeoSmoke\", 0, 0, random (0, 360), 2, random (0, 360))\n//TNT1 AA 0 A_CustomMissile (\"ExplosionSmoke\", 22, 0, random (0, 360), 2, random (0, 360))\n\n TNT1 A 0 A_CustomMissile (\"MetalShard1\", 5, 0, random (0, 360), 2, random (30, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"MetalShard2\", 5, 0, random (0, 360), 2, random (30, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"MetalShard3\", 5, 0, random (0, 360), 2, random (30, 160))\n\t\tTNT1 A 0 A_SpawnItemEx (\"ExplosionFlareSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"RocketExplosion\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n TNT1 AAA 0 A_CustomMissile (\"ExplosionParticleHeavy\", 0, 0, random (0, 360), 2, random (0, 180))\n TNT1 AAAAAAAAA 0 A_CustomMissile (\"ExplosionParticleHeavy\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAAAAAAAA 0 A_CustomMissile (\"ExplosionParticleVeryFast\", 0, 0, random (0, 360), 2, random (0, 360))\n//XXXX A 0 A_CustomMissile (\"ExplosionQuake\", 1, 0, random (0, 360), 2, random (0, 160))\n\n TNT1 AAAAAAA 0 A_CustomMissile (\"MediumExplosionFlames\", 0, 0, random (0, 360), 2, random (0, 360))\nEXPL AAA 0 A_CustomMissile (\"BigNeoSmoke\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAAAA 1 A_CustomMissile (\"ExplosionSmoke\", 2, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 A 3\n\t\tTNT1 A 0 A_PlaySound(\"FAREXPL\", 3)\n\t\t\t\tTNT1 AAAAAAAAA 2 A_CustomMissile (\"BigNeoSmoke\", 2, 0, random (0, 360), 2, random (0, 360))\n\t\tStop\n\t}\n}"
},
{
"source": "pk3",
"name": "actors/foes/OTTO.txt",
"contents": "ACTOR Giftmacher Replaces Baronofhell\n{\n\tHealth 10000\n\tRadius 26\n\tHeight 56\n GibHealth 35\n\tDeathHeight 0\n\tSpeed 3\n\tMass 1000\n\tPainchance 0\n\tMONSTER\n\t+FLOORCLIP\n\t+DONTHURTSPECIES\n +NOINFIGHTING\n +DONTHARMSPECIES\n\t+NORADIUSDMG\n\t+BOSS\n +BOSSDEATH\n\t+JUSTHIT\n\t+AMBUSH\n\t+NOTARGET\n\t+LOOKALLAROUND\n\tSeeSound \"bos8/sight\"\n\tDeathSound \"bos8/death\"\n\tObituary \"%o ride Otto GiftMacher's Rocket!\"\n\tBloodColor \"FF 00 00\"\n BloodType \"Nashgore_Blood\"\n DAMAGEFACTOR \"Blood\", 0.0 DAMAGEFACTOR \"BlueBlood\", 0.0 DAMAGEFACTOR \"GreenBlood\", 0.0\n\tStates\n\t{\n\tSpawn:\n\t\tOTTO A 5 A_Look\n\t\tLoop\n\tSee:\n\t\tOTTO AAAAAAAABBBBBBBBCCCCCCCCDDDDDDDD 1 A_Chase\n\t\tLoop\n\tMissile:\n\t\tOTTO E 10 A_FaceTarget\n\t\tOTTO F 5 BRIGHT A_CustomMissile (\"Rockettaro\", 30, 13, 0)\n\t\tOTTO E 5 A_FaceTarget\n\t\tOTTO E 0 A_CposRefire\n\t\tOTTO E 0 A_Jump(192,3)\n\t\tOTTO E 5 A_FaceTarget\n\t\tOTTO F 5 BRIGHT A_CustomMissile (\"Rockettaro\", 30, 13, 0)\n\t\tOTTO E 5 A_FaceTarget\n\t\tOTTO AAAAAAAABBBBBBBBCCCCCCCCDDDDDDDD 1 A_Chase\n\t\tOTTO E 0 A_CposRefire\n\t\tLoop\n\tPain:\n\t\tWBO8 A 6 A_Pain\n\t\tGoto See\n\tDeath:\n\t\tWBO8 G 1 A_Scream\n\t\tWBO8 GHIJ 5 A_GiveToTarget(\"ScoreItem\", 5000)\n WBO8 J 60 A_SpawnItem (\"MediumBloodSpot\")\n\t\tWBO8 J -1 A_BossDeath\n\t\tStop\n\nDeath.ExplosiveImpact:\nXDEATH:\n TNT1 A 0 A_GiveToTarget(\"ScoreItem\", 15000)\n TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n TNT1 a 0 A_CustomMissile(\"MuchBlood\", 0, 120)\nTNT1 a 0 A_CustomMissile(\"MuchBlood\", 0, 120)\nTNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAAAAAAAAAAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 40, 0, random (0, 360), 2, random (-5, 5))\n\t TNT1 AAAAAA 0 bright A_CustomMissile (\"SuperGoreSpawner\", 5, 0, random (0, 360), 2, random (30, 180))\n TNT1 AAAAAAAAA 0 A_CustomMissile (\"CeilBloodLauncherLong\", 0, 0, random (0, 360), 2, random (50, 130))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath4\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAA 0 A_CustomMissile (\"Instestin\", 32, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAAA 0 A_CustomMissile (\"UltraGoreSPawner\", 90, 0, random (0, 360), 2, random (0, 180))\n TNT1 A 0 A_CustomMissile (\"XDeathOTTOARM\", 35, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 0 A_CustomMissile (\"XDeathOTTOARM\", 5, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"XDEATHOTTOBUSTO\", 10, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"XDEATHOTTOLEG\", 35, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"XDEATHOTTOLEG\", 46, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"XDEATHOTTOHEAD\", 50, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 200\nTNT1 A 1 A_BossDeath\n\t\tStop\n\nDeath.cutless:\n TNT1 A 0\n TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\nTNT1 AAA 0 A_CustomMissile (\"Instestin\", 32, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"XDeathOTTOARM\", 35, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"RIPOTTO\", 35, 0, random (0, 360), 2, random (0, 160))\n WBA8 A 5 A_GiveToTarget(\"ScoreItem\", 10000)\n\t\tWBA8 B 5 A_Scream\n\t\tWBA8 C 5 A_NoBlocking\n\t\tWBA8 D 5\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n WBA8 D 200\n WBA8 D -1 A_BossDeath\n\t\tStop\n\n\t}\n}\n\n///This is the same rocket of brutal doom,but more slow of it.\n\nACTOR Rockettaro\n{\n\tRadius 10\n\tHeight 8\n\tProjectile\n\tSpeed 15\n Damage 35\n\tDamageType Explosive\n MeleeDamage 0\n Gravity 0.00\n Decal \"Scorch\"\n -NOGRAVITY\n +EXTREMEDEATH\n +BLOODSPLATTER\n Health 5\n SeeSound \"weapons/RLL\"\n //SeeSound \"RLANSHOT\"\n\tDeathSound \"Explosion\"\n\tObituary \"$OB_MPROCKET\"\n\tStates\n\t{\n\tSpawn:\n\t MISL A 1 Bright\n\t\tTNT1 A 0 A_SpawnItem(\"RocketFlare\",-20,0)\n\t\tTNT1 A 0 A_CustomMissile (\"RocketSmokeTrail52\", 2, 0, random (70, 110), 2, random (0, 360))\n\t\tTNT1 A 0 A_SpawnItem (\"RocketSmokeTrail52\")\n\t\tLoop\n\n\tDeath:\nEXPL A 0 Radius_Quake (2, 54, 0, 15, 0)\n\n TNT1 A 0 A_AlertMonsters\n\n\t\t//EXPL A 0 A_CustomMissile (\"BigNeoSmoke\", 0, 0, random (0, 360), 2, random (0, 360))\n//TNT1 AA 0 A_CustomMissile (\"ExplosionSmoke\", 22, 0, random (0, 360), 2, random (0, 360))\n\n TNT1 A 0 A_CustomMissile (\"MetalShard1\", 5, 0, random (0, 360), 2, random (30, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"MetalShard2\", 5, 0, random (0, 360), 2, random (30, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"MetalShard3\", 5, 0, random (0, 360), 2, random (30, 160))\n\t\tTNT1 A 0 A_SpawnItemEx (\"ExplosionFlareSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"RocketExplosion\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n TNT1 AAA 0 A_CustomMissile (\"ExplosionParticleHeavy\", 0, 0, random (0, 360), 2, random (0, 180))\n TNT1 AAAAAAAAA 0 A_CustomMissile (\"ExplosionParticleHeavy\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAAAAAAAA 0 A_CustomMissile (\"ExplosionParticleVeryFast\", 0, 0, random (0, 360), 2, random (0, 360))\n//XXXX A 0 A_CustomMissile (\"ExplosionQuake\", 1, 0, random (0, 360), 2, random (0, 160))\n\n TNT1 AAAAAAA 0 A_CustomMissile (\"MediumExplosionFlames\", 0, 0, random (0, 360), 2, random (0, 360))\nEXPL AAA 0 A_CustomMissile (\"BigNeoSmoke\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAAAA 1 A_CustomMissile (\"ExplosionSmoke\", 2, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 A 3\n\t\tTNT1 A 0 A_PlaySound(\"FAREXPL\", 3)\n\t\t\t\tTNT1 AAAAAAAAA 2 A_CustomMissile (\"BigNeoSmoke\", 2, 0, random (0, 360), 2, random (0, 360))\n\t\tStop\n\t}\n}"
},
{
"source": "pk3",
"name": "actors/foes/RIFLEMAN.txt",
"contents": "Actor RifleManGrenadeCounter :inventory\n{\nInventory.maxamount 2\n}\n\nActor HeadShotCounter:Inventory\n{\nInventory.MAxamount 2\n}\n\nACTOR Rifle_man 7016\n{\n//$Category BW Enemies\n//$Title Rifleman\n\tGame Doom\n\tHealth 40\n\tRadius 16\n\tHeight 40\n Speed 2\n\tFastSpeed 4\n\tPainChance \"blood\", 0\n\tPainChance 200\n\tPainChance \"Avoid\", 100\n\tPainChance \"Kick\", 255\n\tPainChance \"Melee\", 255\n\tPainChance \"Taunt\", 0\n\t\tPainChance \"StealthKnife\",255\nDamageFactor \"RifleNoExplode\", 2.0\n\tdamagefactor \"Fatality\", 0.5\n\tPainChance \"PunchInTheFace\",255\n\tdamagefactor \"HelperMarineFatallity\", 3.0\n\tdamagefactor \"SuperPunch\", 0.5\n\tdamagefactor \"Melee\", 0.5\n damagefactor \"blood\", 0.0\n\tPainChance \"ExplosiveImpact\", 255\n\tDamageFactor \"Candelabroencapo\",10\n\tMonster\n\t+FLOORCLIP\n +MISSILEMORE\n +NOINFIGHTING\n +DONTHARMSPECIES\n Scale 0.98\n\tMaxStepHeight 24\n\tMaxDropOffHeight 32\n BloodType \"NashGore_Blood\"\n\tSeeSound \"sa/sight\"\n\tPainSound \"sa/pain\"\n\tDeathSound \"sa/death\"\n\tActiveSound \"\"\n damagefactor \"Blood\", 0.0 damagefactor \"BlueBlood\", 0.0 damagefactor \"GreenBlood\", 0.0\n damagefactor \"Avoid\", 1.1\n damagefactor \"Kick\", 0.3\n damagefactor \"taunt\", 0\n damagefactor \"MinorHead\", 2.0\n\tdamagefactor \"Head\", 2.0\n\tdamagefactor \"Shrapnel\", 0.4\n\tDamageFactor \"PunchInTheFace\",0.5\n\tdamagefactor \"ExplosiveImpact\", 0.6\n\tObituary \"%o was shot by a Rifleman\"\n\tStates\n\t{\n Spawn:\n\tTNT1 A 0 A_GiveInventory(\"CanStealthKilled\",1)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 38,0)\n\tRIDL A 4 A_Look\n\tLoop\n\n\tSee:\n\tTNT1 A 0 A_TakeInventory(\"CanStealthKilled\",1)\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 5, 40,0)\n ROSS AAAAAA 1 A_Chase\n\t\t\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 5, 40,0)\n\t\t\t\t\tNULL A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\t\t\tROSS BBBBBB 1 A_Chase\n\t\t\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 5, 40,0)\n\t\t\t\tROSS CCCCC 1 A_Chase\n\t\t\t\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 5, 40,0)\n\t\t\t\t\tNULL A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\t\t\tROSS BBBBBB 1 A_Chase\n\t\tLoop\n\n\tMissile:\n\tTNT1 A 0 A_JumpIfInventory(\"HeadShotCounter\",2,\"HeadShotMissile\")\n TNT1 A 0 A_jumpifcloser(250,\"SpecialAttack\")\n GOTO Rifle\n\n SpecialAttack:\n\t TNT1 A 0 A_JumpIfInventory(\"RifleManGrenadeCounter\",2,\"Rifle\")\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n TNT1 A 0 A_playSound(\"Pick/granate\")\n RIDL BBBBBB 3 A_FaceTarget\nTNT1 A 0 A_PLaySound (\"Launch/granate\")\n RIDL C 1 A_CustomMissile(\"SmokeGrenade\",28,0,0,2,10)\n RIDL CC 2 A_FaceTarget\n\t\t TNT1 A 0 A_GIveInventory(\"RifleManGrenadeCounter\",1)\n Goto HeadShotMissile\n\n\tRifle:\n\t\tTNT1 A 0 A_TakeInventory(\"SKZombieman\", 1)\n\n TNT1 A 0 A_GiveInventory(\"RIFLEManAmmo\", 1)\n\t\t TNT1 A 0 A_GiveInventory(\"HeadShotCounter\",1)\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n\t\tROSS E 6 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n\t\tROSS E 6 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n TNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n TNT1 A 0 A_CustomMissile(\"SmokeSpawner\", 34, 10, 15, 0)\n TNT1 A 0 A_PlaySound(\"weapons/kar98\")\n\tROSS F 5 BRIGHT A_CustomMissile(\"RIFLEMANTRACER\", 38, 0, random(-3, 3), 1)\n TNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n\t\tROSS E 6 A_FaceTarget\nTNT1 A 0 A_PlaySound(\"QUAKER\", 3)\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\nRIDL A 5 A_FaceTarget\nTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\nRIDL A 5 A_FaceTarget\n TNT1 A 0 A_JumpIfInventory(\"RIFLEManAmmo\", 5, \"Reload\")\n Goto See\n\nHeadShotMissile:\n TNT1 A 0 A_JumpIfInventory(\"RIFLEManAmmo\", 5, \"Reload\")\n//TNT1 A 0 A_SetSize(16,30,0)-Meh,posso anche non usarlo nonostante sia tornato su gzdoom\n TNT1 A 0 A_TakeInventory(\"HeadShotCounter\",2)\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 30,0)\nRFHD A 5 A_FaceTarget\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 30,0)\nRFHD A 5 A_FaceTarget\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 30,0)\nRFHD B 5 A_FaceTarget\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 30,0)\nRFHD B 5 A_FaceTarget\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 30,0)\nTNT1 A 0 A_PlaySound(\"weapons/kar98\")\nTNT1 A 0 A_AlertMonsters\nRFHD C 5 BRIGHT A_CustomMissile(\"RIFLEMANTRACERHEADSHOT\", 28, 0,0,0)\n TNT1 A 0 A_GiveInventory(\"RIFLEManAmmo\", 1)\nRFHD B 5 A_FaceTarget\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 30,0)\nRFHD A 5 A_FaceTarget\nTNT1 A 0 A_PlaySound(\"QUAKER\", 3)\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 30,0)\nRFHD A 5 A_FaceTarget\nTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 30,0)\nRFHD A 5 A_FaceTarget\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 30,0)\n//TNT1 A 0 A_SetSize(16,40,0)\n TNT1 A 0 A_JumpIfInventory(\"RIFLEManAmmo\", 5, \"Reload\")\nGoto See\n\n Reload:\n TNT1 A 0 A_TakeInventory(\"RIFLEManAmmo\", 5)\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 5, 40,0)\n ROSS A 3\n ROSS A 1 A_PlaySound(\"Weapons/KAR98/Reload\")\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 5, 40,0)\n RD12 A 20\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 5, 40,0)\n RD12 B 20\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 5, 40,0)\n RD12 B 20\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 5, 40,0)\n RD12 C 20\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 5, 40,0)\n RD12 D 20\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 5, 40,0)\n ROSS A 10\n//TNT1 A 0 A_SetSize(16,40,0)\n Goto See\n\n Pain.Avoid:\n\n\t TNT1 A 0\n\t TNT1 A 0 A_Jump(255, \"AvoidLeft\", \"AvoidRight\")\n\t Goto AvoidLeft\n\n\t AvoidLeft:\n\t ROSS A 1 A_FaceTarget\n\t TNT1 A 0 ThrustThing(angle*256/360+192, 15, 0, 0)\n ROSS ABCDABCD 2 A_FaceTarget\n Goto Missile\n\tAvoidRight:\n\t ROSS A 1 A_FaceTarget\n\t TNT1 A 0 ThrustThing(angle*256/360+64, 15, 0, 0)\n ROSS ABCDABCD 2 A_FaceTarget\n Goto Missile\n\n Pain.KillMe:\n TNT1 A 0\n Goto Missile\n Death.KillMe:\n Death.Taunt:\n Death.Avoid:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n TNT1 A 0 A_SpawnItem(\"Zombie_Man\")\n\t\tTNT1 A 0\n Stop\n\n\tPain:\n\t\tTNT1 A 0 A_TakeInventory(\"CanStealthKilled\")\n\t\t\t TNT1 A 0 A_TakeInventory(\"SKZombieman\", 1)\n TNT1 A 0 A_JumpIfInventory (\"IsDown\", 1, 6)\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tTNT1 A 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 35, 0, random (0, 360), 2, random (0, 160))\n\t ROSS G 3\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tROSS G 3 A_Pain\n//TNT1 A 0 A_SetSize(16,40,0)\n\t\tGoto See\n TNT1 AAAA 0\n TNT1 A 0 A_Pain\n ID11 FRRRQ 10\n//TNT1 A 0 A_SetSize(16,40,0)\n TNT1 A 0 A_TakeInventory(\"IsDown\", 1)\n Goto See\n\nPain.StealthKnife:\nTNT1 A 0 A_JumpIfInventory(\"CanStealthKilled\",1,\"StealthKill\")\nGoto Pain\n\nStealthKill:\nTNT1 A 0 A_SpawnItem(\"Karabine98\")\nTNT1 A 1\nTNT1 A 0 A_GiveToTarget(\"GuardStealthed\",1)\nTNT1 A 0 A_NoBlocking\nTNT1 A 0\nTNT1 A 0 A_Fall\nTNT1 A 1\nStop\n\n Pain.Melee:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory (\"SKZombieMan\", 1, \"StealthKill\")\n TNT1 A 0 A_JumpIfInventory (\"IsDown\", 1, 6)\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t ROSS G 3\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tROSS G 3 A_Pain\n\t\tGoto See\n TNT1 AAAA 0\n TNT1 A 0 A_Pain\n ID11 FRRRQ 10\n\t\tTNT1 A 0 A_TakeInventory(\"SKZombieman\", 1)\n TNT1 A 0 A_TakeInventory(\"IsDown\", 1)\n Goto See\n\n\tPain.ExplosiveImpact:\n\tPain.Explosive:\n\tTNT1 A 0 A_TakeInventory(\"CanStealthKilled\",1)\n\t TNT1 A 0\n\t TNT1 A 0 A_Pain\n\t\t TNT1 A 0 A_JumpIfInventory (\"IsDown\", 1, \"Pain\")\n\t\t \t\t TNT1 A 0 A_TakeInventory(\"SKZombieman\", 1)\n TNT1 A 0 A_GiveInventory(\"IsDown\", 1)\n TNT1 A 0 ThrustThingZ(0,40,0,1)\n ID11 EF 8\n\t\tGoto FallingAfterImpact\n\n\t\tPain.PunchInTheFace:\n Pain.Kick:\n\tTNT1 A 0 A_TakeInventory(\"CanStealthKilled\",1)\n TNT1 A 0\n ID11 E 1 A_Pain\n\t\t TNT1 A 0 A_JumpIfInventory (\"IsDown\", 1, \"Pain\")\n\t\t TNT1 A 0 A_TakeInventory(\"SKZombieman\", 1)\n TNT1 A 0 A_GiveInventory(\"IsDown\", 1)\n TNT1 A 0 ThrustThingZ(0,30,0,1)\n\t\t//ID11 E 1 A_Chase (\"\",\"\")\n\t\tID11 E 1 A_facetarget\n ID11 E 6 ThrustThing(angle*256/360+128, 10, 0, 0)\n ID11 F 8\n\t\tGoto FallingAfterImpact\n\n\t\tFallingAfterImpact:\n\t\tID11 F 1 A_GiveInventory (\"FallingHeight\", 1)\n\t\tID11 F 1 A_CheckFloor (\"GetUp\")\n\t\tNULL A 0 A_JumpIf (momz == 0, \"GetUp\")\n\t\tLoop\n\n\t\tGetUp:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory (\"FallingHeight\", 20, \"Death.Stomp\")\n\t\tTNT1 A 0 A_JumpIfInventory (\"FallingHeight\", 14, \"FallingSuperDeath\")\n\t\tTNT1 A 0 A_JumpIfInventory (\"FallingHeight\", 7, \"FallingDeath\")\n\t\tID11 RRRRRRR 5 A_JumpIf(momz < 0, \"FallingAfterImpact\")\n\t\tTNT1 A 0 A_TakeInventory(\"FallingHeight\", 100)\n TNT1 A 0 A_TakeInventory(\"IsDown\", 1)\n\t\tID11 Q 10\n//TNT1 A 0 A_SetSize(16,40,0)\n Goto See\n\n\tFallingDeath:\n\tTNT1 A 0\n\tTNT1 A 0 A_Scream\n\tTNT1 A 0 A_NoBLocking\n\tTNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (0, 360), 2, random (50, 130))\n\tID11 EF 2\n\tTNT1 A 0 A_SpawnItem(\"KARABINE98\")\n\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\tTNT1 A 0 A_SpawnItem (\"DeadZombieman1\")\n\tStop\n\n\tFallingSuperDeath:\n\tTNT1 A 0\n\tTNT1 A 0 A_XScream\n\tTNT1 A 0 A_NoBLocking\n\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\tGoto Death.ExplosiveImpact+1\n\n\t Death.Melee:\n TNT1 A 0 A_JumpIfInventory (\"IsDown\", 1, \"Death.Down\")\n\t\tTNT1 A 0 A_JumpIfInventory (\"SKZombieMan\", 1, \"StealthKill\")\n\t\tDeath.PunchInTheFace:\n Death.Kick:\n\t\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t\t\tTNT1 A 0 A_SpawnItem(\"KARABINE98\")\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 A_NoBlocking\n TNT1 A 0 A_FaceTarget\n TNT1 A 0 A_Recoil (8)\n ID11 EF 8\n\t\t TNT1 A 0 A_SpawnItem(\"DeadZombieman1\")\n\t\tStop\n\n\t\t Death.Down:\n\t\tPOSS I 0 A_Scream\n\t\tPOSS J 0 A_NoBlocking\n\t\tPOSS K 0\n TNT1 A 0 A_SpawnItem (\"DeadZombieman1\")\n Stop\n\nDeath.DoubleMP40:\nTNT1 A 0 A_JumpIfInventory (\"IsDown\", 1, \"Death.Down\")\nTNT1 A 0\nTNT1 AA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 7, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 0 A_Jump(128, \"Death.Arm\", \"Death.Leg\")\nTNT1 A 0 A_Jump(192,\"GoHere\")\nTNT1 A 0 A_Jump(128, \"DeathMirror\")\n\tTNT1 A 0 A_SpawnItem(\"KARABINE98\")\n\t\tPOSS H 5 A_GiveToTarget(\"ScoreItem\", 100)\n\t\tPOSS I 5 A_Scream\n\t\tPOSS J 5 A_NoBlocking\n\t\tPOSS K 5\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n TNT1 A 0 A_SpawnItem (\"DeadZombieman1\")\n\t\tStop\n\n\t\tGoHere:\n\t\t\tTNT1 A 0 A_SpawnItem(\"KARABINE98\")\n\t\t\tGoto Death.Massacre\n\nDeath.Arm2:\n\tTNT1 A 0 A_SpawnItem(\"KARABINE98\")\n TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n tnt1 a 0 A_GiveToTarget(\"ScoreItem\", 500)\nGSUB A 4 A_Scream\nGSUB B 4 A_NOBLOCKING\nGSUB C 4\nGSUB D 4\nGSUB E 4\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\nGSUB E -1\nStop\n\nDeath.StealthKnife:\nTNT1 A 0 A_JumpIfInventory(\"CanStealthKilled\",1,\"StealthKill\")\nDeath.Coltello:\n\tTNT1 A 0 A_SpawnItem(\"KARABINE98\")\n TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n tnt1 a 0 A_GiveToTarget(\"ScoreItem\", 500)\nGUCC A 3 A_Scream\nGUCC B 3 A_NOBLOCKING\nGUCC C 3\nGUCC D 3\nGUCC E 3\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\nGUCC E -1\nStop\n\nDeath.Shotgun:\n\t\tTNT1 A 0 A_JumpIfCloser(200, \"Death.Shotgunontheface\")\n\t\tGoto Death\n\n\tDeath.Shotgunontheface:\n\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(48, \"Death.Arm\", \"Death.Leg\")\n\t\t\tTNT1 A 0 A_SpawnItem(\"KARABINE98\")\n\t TNT1 A 0 ThrustThingZ(0,40,0,1)\n\t\tTNT1 A 0 A_CustomMissile (\"MuchBlood2\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 A_NoBlocking\n ID11 EF 15\n TNT1 A 0 A_SpawnItem (\"DeadZombieMan1\")\n\t\t Stop\n\n Death.Candelabroencapo:\n TNT1 A 0 A_JumpIfInventory (\"IsDown\", 1, \"Death.Down\")\n TNT1 A 0\n\t\tTNT1 AA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 7, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Jump(128, \"DeathMirror\")\n\t\t\t\t\tTNT1 A 0 A_SpawnItem(\"KARABINE98\")\n\t\tPOSS H 5\n\t\tPOSS I 5 A_Scream\n\t\tPOSS J 5 A_NoBlocking\n\t\tPOSS K 5\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n TNT1 A 0 A_SpawnItem (\"DeadZombieman1\")\n\t\tStop\n\n\tDeath:\n TNT1 A 0 A_JumpIfInventory (\"IsDown\", 1, \"Death.Down\")\n TNT1 A 0\n\t\tTNT1 AA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 7, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_Jump(32, \"Death.Arm\", \"Death.Leg\")\n\t\tTNT1 A 0 A_Jump(128, \"DeathMirror\")\n TNT1 A 0 A_Jump(64, \"DONTSHOT\")\n\t\t\t\t\tTNT1 A 0 A_SpawnItem(\"KARABINE98\")\n\t\tPOSS H 5 A_GiveToTarget(\"ScoreItem\", 100)\n\t\tPOSS I 5 A_Scream\n\t\tPOSS J 5 A_NoBlocking\n\t\tPOSS K 5\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n TNT1 A 0 A_SpawnItem (\"DeadZombieman1\")\n\t\tStop\n\n\tDeath.RifleNoExplode:\n TNT1 A 0 A_JumpIfInventory (\"IsDown\", 1, \"Death.Down\")\n TNT1 A 0\n\t\tTNT1 AA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 7, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_Jump(32, \"Death.Arm\", \"Death.Leg\")\n\t\tTNT1 A 0 A_Jump(128, \"DeathMirror\")\n\t\t\tTNT1 A 0 A_SpawnItem(\"KARABINE98\")\n\t\tPOSS H 5 A_GiveToTarget(\"ScoreItem\", 100)\n\t\tPOSS I 5 A_Scream\n\t\tPOSS J 5 A_NoBlocking\n\t\tPOSS K 5\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n TNT1 A 0 A_SpawnItem (\"DeadZombieman1\")\n\t\tStop\n\n\tDeathMirror:\n\t\tTNT1 A 0 A_SpawnItem(\"KARABINE98\")\n\t POSS M 5\n\t\tPOSS N 5 A_Scream\n\t\tPOSS O 5 A_NoBlocking\n\t\tPOSS P 5 A_GiveToTarget(\"ScoreItem\", 100)\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n TNT1 A 0 A_SpawnItem (\"DeadZombieman1f\")\n\t\tStop\nDONTSHOT:\n TNT1 A 0 A_SpawnItem (\"PREYRIFLEMAN\")\nStop\n\n Death.Arm:\nTNT1 A 0 A_JUMP(50,\"DEATH.ARM2\")\n\tTNT1 A 0 A_SpawnItem(\"KARABINE98\")\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathSAaRM\", 35, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"MuchBlood2\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tZZD2 A 10 A_Scream\nZZD2 A 1 A_GiveToTarget(\"ScoreItem\", 300)\n\t\tTNT1 A 0 A_NoBlocking\n TNT1 A 0 A_SpawnItem (\"DyingSANoArm\")\n Stop\n\nDeath.leg:\n\tTNT1 A 0 A_SpawnItem(\"KARABINE98\")\n TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_SpawnItem (\"ZombieLegOnFoot\")\n SALE A 5\n\t\tSALE B 5 A_Scream\n\t\tSALE C 5 A_NoBlocking\n\t\tSALE D 5 A_GiveToTarget(\"ScoreItem\", 200)\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n\t\tTNT1 A 0 A_SpawnItem (\"DeadSA_NoLeg\")\n\t\tStop\n\n\tDeath.cut:\n TNT1 A 0\n TNT1 A 0 A_Jump(32, \"Death.Arm\", \"Death.Leg\")\n\t\t\tTNT1 A 0 A_SpawnItem(\"KARABINE98\")\n Goto Death.Tear\n\n\t\t Death.cutless:\n TNT1 A 0\n\n TNT1 A 0 A_JumpIfInventory (\"IsDown\", 1, \"Death.Down\")\n\t \t\tTNT1 A 0 A_Jump(32, \"Death.Cut\")\n\t \t\t\tTNT1 A 0 A_SpawnItem(\"KARABINE98\")\n\t\tTNT1 A 0 A_Jump(100, \"Death.LegMassacre\",\"HitlerDeathStyle\")\n tnt1 a 0 A_GiveToTarget(\"ScoreItem\", 1000)\n Goto Death.Massacre\n\nHitlerDeathStyle:\n\tTNT1 A 0 A_SpawnItem(\"KARABINE98\")\n POSS G 3\n\t TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAAAAAAAAAAAAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 40, 0, random (0, 360), 2, random (-5, 5))\n\t TNT1 AAAAAA 0 bright A_CustomMissile (\"SuperGoreSpawner\", 5, 0, random (0, 360), 2, random (30, 180))\n TNT1 AAAAAAAAA 0 A_CustomMissile (\"CeilBloodLauncherLong\", 0, 0, random (0, 360), 2, random (50, 130))\n TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 35, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAAAAAAAA 0 A_CustomMissile (\"CeilBloodLauncherLong\", 0, 0, random (0, 360), 2, random (50, 130))\ntnt1 a 0 A_PlaySound(\"HITLER/GORE\")\nTNT1 A 0 A_NOBLOCKING\nFUCG AABB 2\nTNT1 AAA 0 A_CustomMissile (\"Instestin\", 32, 0, random (0, 360), 2, random (0, 160))\nFUCG CCDD 2\n\t\ttnt1 a 0 A_GiveToTarget(\"ScoreItem\", 600)\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\nfUCG D -1\nStop\n\n\t Death.Massacre:\n TNT1 A 0\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 O 0 A_NoBlocking\n TNT1 A 0 A_SpawnItem (\"BrutalizedZombieMan1\", 1)\n\t\tStop\n\n\t\tDeath.LegMassacre:\n\t\tTNT1 A 0\n TNT1 A 0 A_CustomMissile (\"MuchBlood2\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem (\"ZombieLegOnFoot\")\n\t\tPOS7 B 1 A_Scream\nPOS7 B 1 A_GiveToTarget(\"ScoreItem\", 100)\n\t\tTNT1 A 0 A_NoBlocking\n TNT1 A 0 A_SpawnItem (\"BrutalizedZombieManLeg\")\n Stop\n\n Death.Tear:\n TNT1 AA 0 A_CustomMissile (\"MuchBlood2\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_XScream\n \t TNT1 AAA 0 A_CustomMissile (\"SuperBloodSplasher\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 O 0 A_NoBlocking\n\t\tTNT1 A 0 A_CustomMissile (\"RipZombieMan\", 0, 0, random (0, 360), 2, random (0, 160))\n\t POSX AABCDE 9\n TNT1 A 0 A_SpawnItem (\"DeadZombieman_Half\")\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n\t\t//POSX E -1\n\t\tStop\n\nDeath.EnemyHeadShot:\n\tDeath.head:\n\t\tTNT1 A 0 A_SpawnItem(\"KARABINE98\")\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n TNT1 A 0 A_CustomMissile (\"MuchBlood2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n \t TNT1 AA 0 A_CustomMissile (\"SuperBloodSplasher\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tZMAD B 0 A_XScream\ntnt1 a 0 A_GiveToTarget(\"ScoreItem\", 1000)\n ZMAD B 1\n\t\tZMAD C 0 A_NoBlocking\n\n\t\tTNT1 A 0 A_Jump(32, \"Deathchickenhead\")\n\n\t\tZMAD ABBC 10 A_CustomMissile (\"MuchBlood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t\tZMAD DE 6\n TNT1 A 0 A_SpawnItem (\"DeadZombieman_NoHeadFront\")\n\t\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\t\t//POSH F -1\n\t\tStop\n\n\t\tDeathChickenHead:\n\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath2c\")\n\t\tZMAD FGH 4 A_SpawnItem (\"Blood\", 0, 56)\n\n\t\t\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath2c\")\n\t\tZMAD FGH 4 A_SpawnItem (\"Blood\", 0, 56)\n\n\t\t\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath2c\")\n\t\tZMAD FGH 4 A_SpawnItem (\"Blood\", 0, 56)\n\n\t\t\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath2c\")\n\t\tZMAD FGH 4 A_SpawnItem (\"Blood\", 0, 56)\n\n\t\t\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath2c\")\n\t\tZMAD FGH 4 A_SpawnItem (\"Blood\", 0, 56)\n\n\t\t\t\t\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath2c\")\n\t\tZMAD FGH 4 A_SpawnItem (\"Blood\", 0, 56)\n\n\t\t\t\t\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath2c\")\n\t\tZMAD FGH 4 A_SpawnItem (\"Blood\", 0, 56)\n\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath2c\")\n\t\tZMAD ABBC 10 A_CustomMissile (\"MuchBlood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t\tZMAD DE 6\n TNT1 A 0 A_SpawnItem (\"DeadZombieman_NoHeadFront\")\ntnt1 a 0 A_GiveToTarget(\"ScoreItem\", 1000)\n\t\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\t\tStop\n\n\tDeath.decaptate:\n TNT1 A 0\n TNT1 A 0 A_CustomMissile (\"XDeathZombieManHead\", 50, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"MuchBlood2\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tPOSH AAA 15 A_CustomMissile (\"MuchBlood\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tPOSH B 9 A_XScream\n\t\tPOSH C 9 A_NoBlocking\n\t\tPOSH DE 5\n\t\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n TNT1 A 0 A_SpawnItem (\"DeadZombieman_NoHead\")\nTNT1 A 1 A_GiveToTarget(\"ScoreItem\", 400)\n\t\t//POSH F -1\n\t\tStop\n\n Death.fire:\n\tDeath.Flames:\n\t\tTNT1 A 0 A_SpawnItem(\"KARABINE98\")\n TNT1 A 0 A_Scream\n TNT1 A 0 A_NoBlocking\nTNT1 A 1 A_GiveToTarget(\"ScoreItem\", 600)\n TNT1 A 0 A_SpawnItem(\"BurningSA\")\n Stop\n\n\tXDeath:\n\t\tTNT1 A 0 A_SpawnItem(\"KARABINE98\")\n \t TNT1 AAAA 0 A_CustomMissile (\"SuperBloodSplasher\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n TNT1 A 0 A_CustomMissile (\"ZombieXDeath\", 2, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 1 A_GiveToTarget(\"ScoreItem\", 700)\nStop\n\t\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Recoil(4)\n\n\t Death.Stomp:\n\tTNT1 AAAAAA 0 bright A_CustomMissile (\"SuperGoreSpawner\", 5, 0, random (0, 360), 2, random (30, 180))\n\tTNT1 AAAAAA 0 bright A_CustomMissile (\"XDeath1\", 5, 0, random (0, 360), 2, random (30, 180))\n\tTNT1 A 0 bright A_CustomMissile (\"XDeath2\", 55, 0, random (0, 360), 2, random (30, 180))\n\tTNT1 A 0 bright A_CustomMissile (\"XDeath3\", 55, 0, random (0, 360), 2, random (30, 180))\n\tTNT1 A 0 A_SpawnItem (\"CrushedRemains\")\n\tTNT1 A 1\n\tTNT1 A 1 A_XScream\n TNT1 A 1 A_NoBlocking\n\tStop\n\n\tDeath.ExplosiveImpact:\n\t\tTNT1 A 0 A_SpawnItem(\"KARABINE98\")\n\t TNT1 A 0 A_NoBlocking\n\t TNT1 A 0 A_Jump(130,\"Death.LandMine\")\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n TNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeathSAaRM\", 35, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 40, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeathZombieLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n ID13 AB 5 A_GiveToTarget(\"ScoreItem\", 800)\n\t\tID13 CDEF 5 A_CheckFloor (\"Dead.ExplosiveImpact\")\n\t\tID13 FFFFFFFFFF 5 A_CheckFloor (\"Dead.ExplosiveImpact\")\n\t\tTNT1 A 0 A_SpawnItem (\"VeryFuckedUpBrutalizedZombiemanLeg\")\n\t\tStop\n\n\t\tDeath.LandMine:\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n TNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeathZombieLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"GibHand\", 42, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 ThrustThingZ(0,50,0,1)\n\tID13 A 1 A_Scream\n\t ID15 A 9\n\t\tID15 BCD 9 A_CheckFloor(\"Dead.Landmine\")\n\t\tID15 DDDDD 9 A_CheckFloor(\"Dead.Landmine\")\n\t\tTNT1 A 0 A_SpawnItem (\"VeryFuckedUpBrutalizedZombiemanLeg2\")\n\t\tStop\n\n\t\tDead.ExplosiveImpact:\n\t\tTNT1 AAAA 0 A_SpawnItem (\"Blood\")\n\t\tTNT1 A 0 A_SpawnItem (\"VeryFuckedUpBrutalizedZombiemanLeg\")\n\t\tStop\n\n\t\tDead.Landmine:\n\t\tTNT1 AAAA 0 A_SpawnItem (\"Blood\")\n\t\tTNT1 A 0 A_SpawnItem (\"VeryFuckedUpBrutalizedZombiemanLeg2\")\n\t\tStop\n\n\tRaise:\n\t\tPOSS K 5\n\t\tPOSS JIH 5\n\t\tGoto See\n Crush:\n TNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"NashGore_FlyingBloodTrail8\", 0, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n POSC A 5\n POSC A -1\n Stop\n\t}\n}\n\nACTOR PREYRIFLEMAN\n{\n\tGame Doom\n\tRadius 16\n\tHeight 28\n\tHealth 50\n\t\tPainSound \"NAZI/PAIN\"\n\t\tPainChance 255\n\tdamagefactor \"Blood\", 0.0 damagefactor \"BlueBlood\", 0.0 damagefactor \"GreenBlood\", 0.0\n damagefactor \"Avoid\", 0.0\n damagefactor \"Kick\", 2.0\n\t\tDamageFactor \"Trample\" , 0.0\n\t\tMass 50\nPainChance \"Taunt\", 255\n\t-SOLID\n\t+SHOOTABLE\n\t+FLOORCLIP\n\tStates\n\t{\n\n\tDeath.fire:\n\tDeath.Flames:\n\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n TNT1 A 0 A_Scream\n TNT1 A 0 A_NoBlocking\n\t\t\tTNT1 A 0 A_SpawnItem(\"KARABINE98\")\n TNT1 A 0 A_SpawnItem(\"BurningSA\")\n Stop\n\n\tSpawn:\n TNT1 A 0\n\tNODO A 10\n NODO B 10\nTNT1 A 0 A_PlaySound (\"HALT\")\n\tGoto PRAY\n\tPRAY:\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n NODO C 5\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n NODO D 5\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_GiveInventory(\"DeathTimer1\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"DeathTimer1\", 40, \"GotoDeath\")\n\t\tLoop\n\tGotoDeath:\n\tTNT1 A 0\n\tGoto TAKETHIS\n\nTAKETHIS:\nNODO L 1\nTNT1 A 0 A_SpawnItem (\"RIFLE_MAN\")\nStop\n\n\tDeath.Cut:\n\tDeath.Cutless:\n\tDeath:\n\t NODO E 2\n NODO F 2\n\t\tTNT1 A 0 A_PlaySound (\"GRUNT/DEATH\")\nTNT1 A 0 A_SpawnItem (\"KARABINE98\")\n\t\tTNT1 A 0 A_SpawnItem (\"DeadZombieman2\")\n\t\tStop\n\n Death.Head:\n Death.Decaptate:\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\nTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 37, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_NoBlocking\n ZMAD B 10\nTNT1 A 0 A_SpawnItem (\"KARABINE98\")\n TNT1 A 0 A_SpawnItem (\"DeadZombieMan_NoHeadFront\", 1)\nStop\n\nDeath.Shotgun:\n TNT1 A 0 A_CustomMissile (\"MuchBlood2\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t\tTNT1 A 0 A_NoBlocking\n ID11 GH 15\nTNT1 A 0 A_SpawnItem (\"KARABINE98\")\n TNT1 A 0 A_SpawnItem (\"DeadZombieman2\")\n\t\t Stop\n\n\t\t Death.Plasma: Death.Plasma2:\n TNT1 A 0\n TNT1 A 0 A_XScream\n TNT1 A 0 A_NoBlocking\n\t\tXBRN AA 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 AAAA 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem (\"KARABINE98\")\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_SpawnItem (\"CrueltyBonus5Armor\")\n\t\tXBRN BB 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 A 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t\tXBRN CC 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"PlasmaParticleX\", 48, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAA 0 A_CustomMissile (\"BigPlasmaParticleX\", 42, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0\n Stop\n\n Xdeath:\n Death.SuperPunch:\n\tDeath.Blast:\n\tDeath.SSG:\nTNT1 A 0 A_SpawnItem (\"KARABINE98\")\n //TNT1 A 0 A_CustomMissile (\"MeatDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodMuchFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathSAaRM\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathSAHead\", 32, 0, random (170, 190), 2, random (0, 40))\n TNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n ZZD1 EFGH 6\n\t\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\t\tZZD1 H -1\n Stop\n\n\t}\n}\n\n\t\t\t\tACTOR RIFLE_PATROL : Rifle_man 7017\n{\n//$Category BW Enemies\n//$Title Rifleman Patrol\n\t+JUSTHIT\n\tStates\n\t{\n\tSpawn:\n\t\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 38,0)\n\t\tROSS AAA 1 A_Wander\n\t\t\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 38,0)\n\t\tROSS AAAA 1 A_LookEx (0, 0, 0, 2048, 0, \"See\")\n\t\t\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 38,0)\n\t\tROSS BBB 1 A_Wander\n\t\t\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 38,0)\n\t\tROSS BBB 1 A_LookEx (0, 0, 0, 2048, 0, \"See\")\n\t\tNULL A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\t\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 38,0)\n\t\tROSS CCC 1 A_Wander\n\t\t\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 38,0)\n\t\tROSS CCC 1 A_LookEx (0, 0, 0, 2048, 0, \"See\")\n\t\t\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 38,0)\n\t\t\t\tNULL A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tLoop\n\t}\n}"
},
{
"source": "pk3",
"name": "actors/foes/Scientist.txt",
"contents": "Actor PoisonCounter:inventory\n{\nInventory.MaxAmount 6\n}\n\nActor Scientist 7100\n{\n//$Category BW Enemies\n//$Title scientist\nHealth 35\nRadius 16\nHeight 40\nSpeed 5\nPainChance 200\nPainChance \"Avoid\", 100\nPainChance \"Kick\", 255\nPainChance \"Melee\", 255\nPainChance \"Taunt\", 0\nPainChance \"blood\", 0\nPainChance \"ToxicOnlyforBJ\",0\nDamageFactor \"ToxicOnlyforBJ\",0\nPainChance \"StealthKnife\",255\nPainChance \"Nashgore_blood\",0\nDamageFactor \"Nashgore_blood\",0\ndamagefactor \"Fatality\", 0.5\ndamagefactor \"HelperMarineFatallity\", 3.0\ndamagefactor \"SuperPunch\", 0.5\ndamagefactor \"Melee\", 0.5\nPainChance \"PunchInTheFace\",255\nDamageFactor \"PunchInTheFace\",0.5\nDamageFactor \"Candelabroencapo\",10\nPainChance \"ExplosiveImpact\", 255\nMonster\n+FloorClip\n+MISSILEMORE\n+NOINFIGHTING\n+DONTHARMSPECIES\nMaxStepHeight 24\nMaxDropOffHeight 32\nBloodType \"NashGore_Blood\"\nSeeSound \"Scientist/Sight\"\nPainSound \"scientist/pain\"\nDeathSound \"scientist/death\"\nActiveSound \"\"\ndamagefactor \"Blood\", 0.0 damagefactor \"BlueBlood\", 0.0 damagefactor \"GreenBlood\", 0.0\ndamagefactor \"Avoid\", 1.1\ndamagefactor \"Kick\", 0.3\ndamagefactor \"MinorHead\", 2.0\ndamagefactor \"Head\", 2.0\nDamageFactor \"RifleNoExplode\", 2.0\ndamagefactor \"Shrapnel\", 0.4\ndamagefactor \"ExplosiveImpact\", 0.6\nObituary \"%o was a perfect test subject for a Scientist\"\ndamagefactor \"Taunt\", 0.0\nStates\n{\nSpawn:\nTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\nSCN2 N 3 A_Look\nLoop\n\nSee:\nTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\nSCN2 AAA 1 A_Chase\nTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\nSCN2 BBB 1 A_Chase\nTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\nSCN2 CCC 1 A_Chase\nTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\nSCN2 DDD 1 A_Chase\nLoop\n\nMissile:\nTNT1 A 0 A_jumpifcloser(250,\"SpecialAttack\")\nGOTO Luger\n\nSpecialAttack:\nTNT1 A 0 A_JumpIfInventory(\"Poisoncounter\",3,\"Luger\")\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\nZSN1 AB 3 A_FaceTarget\nTNT1 A 0 A_PLaySound (\"Launch/granate\")\nZSN1 C 1 A_CustomMissile(\"Poisongrenade\",18,0,0,2,10)\nTNT1 A 0 A_GIveInventory(\"Poisoncounter\",1)\nZSN1 CC 2 A_FaceTarget\nGoto luger2\n\nLuger2:\nTNT1 A 0 A_JumpIfInventory(\"ZombieManAmmo\", 8, \"Reload\")\nTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\nSCN2 E 6 A_FaceTarget\nTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\nSCN2 F 6 A_FaceTarget\nTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\nTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\nTNT1 A 0 A_CustomMissile(\"SmokeSpawner\", 34, 10, 15, 0)\nTNT1 A 0 A_PlaySound(\"weapons/luger\")\nTNT1 A 0 A_GiveInventory(\"ZombieManAmmo\", 1)\nTNT1 A 0 A_AlertMonsters\nSCN2 G 6 BRIGHT A_CustomMissile(\"ZombieManTracer\", 32, 0, random(-8, 8), 0)\nTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\nTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\nSCN2 F 6 A_FaceTarget\nTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\nTNT1 A 0 A_JumpIfInventory(\"ZombieManAmmo\", 8, \"Reload\")\nTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\nTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\nTNT1 A 0 A_CustomMissile(\"SmokeSpawner\", 34, 10, 15, 0)\nTNT1 A 0 A_PlaySound(\"weapons/luger\")\nTNT1 A 0 A_GiveInventory(\"ZombieManAmmo\", 1)\nTNT1 A 0 A_AlertMonsters\nSCN2 G 6 BRIGHT A_CustomMissile(\"ZombieManTracer\", 32, 0, random(-8, 8), 0)\nTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\nTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\nSCN2 F 6 A_FaceTarget\nTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\nSCN2 E 6 A_FaceTarget\nTNT1 A 0 A_JumpIfInventory(\"ZombieManAmmo\", 8, \"Reload\")\nGoto See\n\nLuger:\nTNT1 A 0 A_JumpIfInventory(\"ZombieManAmmo\", 8, \"Reload\")\nTNT1 A 0 A_GiveInventory(\"ZombieManAmmo\", 1)\nTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\nSCN2 E 6 A_FaceTarget\nTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\nSCN2 F 6 A_FaceTarget\nTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\nTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\nTNT1 A 0 A_CustomMissile(\"SmokeSpawner\", 34, 10, 15, 0)\nTNT1 A 0 A_PlaySound(\"weapons/luger\")\nTNT1 A 0 A_AlertMonsters\nSCN2 G 6 BRIGHT A_CustomMissile(\"ZombieManTracer\", 32, 0, random(-8, 8), 0)\nTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\nTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\nSCN2 F 6 A_FaceTarget\nTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\nSCN2 E 6 A_FaceTarget\nTNT1 A 0 A_JumpIfInventory(\"ZombieManAmmo\", 8, \"Reload\")\nGoto See\n\nReload:\nTNT1 A 0 A_TakeInventory(\"ZombieManAmmo\", 8)\nTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 38,0)\nZS10 C 10\nTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 38,0)\ntnt1 a 0 a_playSound(\"Lug1\")\nZS10 A 10\nTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 38,0)\nTNT1 A 0 A_CustomMissile(\"EmptyClipSpawn\", 38, 0, random(-11, 11), 0)\nZS10 B 10\nTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 38,0)\nZS10 A 10\nTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 38,0)\nTNT1 A 0 A_PlaySound(\"Lug2\")\nZS10 C 10\nGoto See\n\nPain.KillMe:\nTNT1 A 0\nGoto Missile\nDeath.KillMe:\nDeath.Taunt:\nDeath.Avoid:\nTNT1 A 0\nTNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\nTNT1 A 0 A_SpawnItem(\"Scientist\")\nTNT1 A 0\nStop\n\nPain.ExplosiveImpact:\nPain.Explosive:\nTNT1 A 0\nTNT1 A 0 A_Pain\nTNT1 A 0 A_JumpIfInventory (\"IsDown\", 1, \"Pain\")\nTNT1 A 0 A_GiveInventory(\"IsDown\", 1)\nTNT1 A 0 ThrustThingZ(0,40,0,1)\nZSNT AB 8\nGoto FallingAfterImpact\n\nPain.PunchInTheFace:\nPain.Kick:\nTNT1 A 0 A_TakeInventory(\"CanStealthKilled\",1)\nTNT1 A 0\nZSNT A 1 A_Pain\nTNT1 A 0 A_JumpIfInventory (\"IsDown\", 1, \"Pain\")\nTNT1 A 0 A_TakeInventory(\"SKZombieman\", 1)\nTNT1 A 0 A_GiveInventory(\"IsDown\", 1)\nTNT1 A 0 ThrustThingZ(0,30,0,1)\nZSNT A 1 A_facetarget\nZSNT A 6 ThrustThing(angle*256/360+128, 10, 0, 0)\nZSNT B 8\nGoto FallingAfterImpact\n\nFallingAfterImpact:\nZSNT B 1 A_GiveInventory (\"FallingHeight\", 1)\nZSNT B 1 A_CheckFloor (\"GetUp\")\nNULL A 0 A_JumpIf (momz == 0, \"GetUp\")\nLoop\n\nGetUp:\nTNT1 A 0\nZSNT CCCCCCC 5 A_JumpIf(momz < 0, \"FallingAfterImpact\")\nTNT1 A 0\nTNT1 A 0 A_TakeInventory(\"IsDown\", 1)\nZSNT D 10\nGoto See\n\nPain:\nTNT1 A 0 A_JumpIfInventory (\"IsDown\", 1, 6)\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\nTNT1 A 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 35, 0, random (0, 360), 2, random (0, 160))\nSCN2 H 3\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\nSCN2 H 3 A_Pain\nGoto See\nTNT1 AAAA 0\nTNT1 A 0 A_Pain\nZSNT BCCCD 10\nTNT1 A 0 A_TakeInventory(\"IsDown\", 1)\nGoto See\n\nDeath.Down:\nTNT1 A 0 A_SpawnItem(\"LugerSpawner\")\nPOSS I 0 A_Scream\nPOSS J 0 A_NoBlocking\nPOSS K 0\nTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\nSCN2 M -1\nStop\n\nDeath.DoubleMP40:\nTNT1 A 0 A_JumpIfInventory (\"IsDown\", 1, \"Death.Down\")\nTNT1 A 0\nTNT1 AA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 7, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 0 A_Jump(128, \"Death.Arm\", \"Death.Leg\")\nTNT1 A 0 A_Jump(192,\"GoHere\")\nTNT1 A 0 A_SpawnItem(\"LugerSpawner\")\nSCN2 I 5\nSCN2 J 5 A_Scream\nSCN2 K 5 A_NoBlocking\nSCN2 L 5\nTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\nSCN2 M -1\nStop\n\nGoHere:\nTNT1 A 0 A_SpawnItem(\"LugerSpawner\")\nGoto Death.Massacre\nDeath.RifleNoExplode:\nDeath.Kick:\nDeath.PunchInTheFace:\nTNT1 A 0\nTNT1 AA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 7, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 0 A_SpawnItem(\"LugerSpawner\")\nSCN2 I 5\nSCN2 J 5 A_Scream\nSCN2 K 5 A_NoBlocking\nSCN2 L 5\nTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\nSCN2 M -1\nStop\n\nDeath:\nTNT1 A 0 A_JumpIfInventory (\"IsDown\", 1, \"Death.Down\")\nTNT1 A 0\nTNT1 AA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 7, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 0 A_Jump(64, \"Death.Arm\", \"Death.Leg\")\nTNT1 A 0 A_SpawnItem(\"LugerSpawner\")\nSCN2 I 5\nSCN2 J 5 A_Scream\nSCN2 K 5 A_NoBlocking\nSCN2 L 5\nTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\nSCN2 M -1\nStop\n\nDeath.Coltello:\nDeath.Candelabroencapo:\nTNT1 A 0 A_JumpIfInventory (\"IsDown\", 1, \"Death.Down\")\nTNT1 A 0\nTNT1 AA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 7, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 0 A_SpawnItem(\"LugerSpawner\")\nSCN2 I 5\nSCN2 J 5 A_Scream\nSCN2 K 5 A_NoBlocking\nSCN2 L 5\nTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\nSCN2 M -1\nStop\n\nDeath.Arm:\nTNT1 A 0 A_SpawnItem(\"LugerSpawner\")\nTNT1 A 0 A_CustomMissile (\"XDeathSCIENCEaRM\", 35, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 0 A_CustomMissile (\"MuchBlood2\", 35, 0, random (0, 360), 2, random (0, 160))\nZSN3 A 10 A_Scream\nZSN3 A 1\nTNT1 A 0 A_NoBlocking\nTNT1 A 0 A_SpawnItem (\"ArmlessScientist\")\nStop\n\nDeath.leg:\nTNT1 A 0 A_SpawnItem(\"LugerSpawner\")\nTNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\ntnt1 a 0 A_NoBlocking\nTNT1 A 0 A_CustomMissile (\"ScientistLeg\", 35, 0, random (0, 360), 2, random (0, 160))\nZSN5 A 5\nZSN5 B 5 A_Scream\nZSN5 C 5\nZSN5 D 5\nTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\nZSN5 E -1\nStop\n\nDeath.cut:\nTNT1 A 0\nTNT1 A 0 A_Jump(32, \"Death.Arm\", \"Death.Leg\")\nTNT1 A 0 A_SpawnItem(\"LugerSpawner\")\nGoto Death.Arm\n\nDeath.cutless:\nTNT1 A 0\nTNT1 A 0 A_JumpIfInventory (\"IsDown\", 1, \"Death.Down\")\nTNT1 A 0 A_SpawnItem(\"LugerSpawner\")\nGoto Death.Massacre\n\nDeath.Massacre:\nTNT1 A 0\nTNT1 A 0 A_FaceTarget\nTNT1 A 0 A_Scream\nTNT1 O 0 A_NoBlocking\nTNT1 A 0 A_SpawnItem (\"Brutalizedscientist1\", 1)\nStop\n\nDeath.EnemyHeadShot:\nDeath.head:\nTNT1 A 0 A_SpawnItem(\"LugerSpawner\")\nTNT1 A 0 A_PlaySound(\"misc/xdeath4\")\nTNT1 A 0 A_CustomMissile (\"MuchBlood2\", 50, 0, random (0, 360), 2, random (0, 160))\nTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 50, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 0 A_CustomMissile (\"Brains2\", 50, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 0 A_CustomMissile (\"Brains3\", 50, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 0 A_CustomMissile (\"Brains4\", 50, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 0 A_CustomMissile (\"Brains5\", 50, 0, random (0, 360), 2, random (0, 160))\nTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\nTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\nTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\nTNT1 AA 0 A_CustomMissile (\"SuperBloodSplasher\", 0, 0, random (0, 360), 2, random (0, 160))\nZMAD B 0 A_XScream\nZSN2 a 1\nZMAD C 0 A_NoBlocking\nZSN2 AAA 10 A_CustomMissile (\"MuchBlood\", 30, 0, random (0, 360), 2, random (0, 160))\nZSN2 BCD 6\nTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\nZSN2 E -1\nStop\n\nDeath.ExplosiveImpact:\nTNT1 A 0 A_NoBlocking\nTNT1 A 0 A_SpawnItem(\"LugerSpawner\")\nTNT1 A 0 A_Jump(130,\"Death.LandMine\")\nTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 50, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 0 A_CustomMissile (\"Brains2\", 50, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 0 A_CustomMissile (\"Brains3\", 50, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 0 A_CustomMissile (\"Brains4\", 50, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 0 A_CustomMissile (\"Brains5\", 50, 0, random (0, 360), 2, random (0, 160))\nTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\nTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\nTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\nTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 0 A_CustomMissile (\"XDeathSCIENCEaRM\", 35, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 0 A_CustomMissile (\"XDeath3\", 40, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 0 A_CustomMissile (\"ScientistLeg\", 32, 0, random (0, 360), 2, random (0, 160))\nTNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 0 ThrustThingZ(0,30,0,1)\nZSN6 AB 5\nZSN6 CDDD 5 A_CheckFloor (\"Dead.ExplosiveImpact\")\nZSN6 DDDDDEEEEE 5 A_CheckFloor (\"Dead.ExplosiveImpact\")\nZSN6 E -1\nStop\n\nDeath.LandMine:\nTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\nTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 0 A_CustomMissile (\"ScientistLeg\", 32, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 0 A_CustomMissile (\"GibHand\", 42, 0, random (0, 360), 2, random (0, 160))\nTNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 0 ThrustThingZ(0,50,0,1)\nZSN7 A 1 A_Scream\nZSN7 A 9\nZSN7 BCD 9 A_CheckFloor(\"Dead.Landmine\")\nZSN7 DDDDD 9 A_CheckFloor(\"Dead.Landmine\")\nZSN5 E -1\nStop\n\nDead.ExplosiveImpact:\nTNT1 AAAA 0 A_SpawnItem (\"Blood\")\nZSN6 E -1\nStop\n\nDead.Landmine:\nTNT1 AAAA 0 A_SpawnItem (\"Blood\")\nZSN5 E -1\nStop\n\n}\n}\n\nActor ArmlessScientist\n{\nGame Doom\nRadius 16\nHeight 40\nHealth 50\nPainSound \"scientist/pain\"\nPainChance 255\ndamagefactor \"Blood\", 0.0 damagefactor \"BlueBlood\", 0.0 damagefactor \"GreenBlood\", 0.0\ndamagefactor \"Avoid\", 0.0\ndamagefactor \"Kick\", 2.0\nDamageFactor \"Trample\" , 0.0\nMass 50\n-SOLID\n+SHOOTABLE\n+FLOORCLIP\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\nZSN3 A 10\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\nZSN3 B 10\nGoto Suffer\n\nSuffer:\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\nTNT1 A 0 A_PlaySound (\"scientist/pain\")\nZSN3 C 20\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\nTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\nTNT1 A 0 A_PlaySound (\"scientist/pain\")\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\nZSN3 D 20\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\nTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\nTNT1 A 0 A_PlaySound (\"scientist/pain\")\nZSN3 E 20\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\nTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\nTNT1 A 0 A_PlaySound (\"scientist/pain\")\nZSN3 G 20\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\nTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\nTNT1 A 0 A_PlaySound (\"scientist/pain\")\nZSN3 F 20\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\nTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\nTNT1 A 0 A_GiveInventory(\"DeathTimer1\", 1)\nTNT1 A 0 A_JumpIfInventory(\"DeathTimer1\", 2, \"GotoDeath\")\nLoop\nGotoDeath:\nTNT1 A 0\nGoto Death\n\nDeath.Cut:\nDeath.Cutless:\nDeath:\nZSN3 H 8\nTNT1 A 0 A_PlaySound (\"scientist/death\")\nTNT1 A 0 A_SpawnItem (\"RipScience1\")\nStop\n\nDeath.Head:\nDeath.Decaptate:\nTNT1 A 0 A_PlaySound(\"misc/xdeath4\")\nTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 32, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 0 A_CustomMissile (\"Brains2\", 32, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 0 A_CustomMissile (\"Brains3\", 32, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 0 A_CustomMissile (\"Brains4\", 32, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 0 A_CustomMissile (\"Brains5\", 32, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 0 A_XScream\nTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\nTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 37, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 0 A_NoBlocking\nZSN3 J 10\nZSN3 K -1\nStop\n}\n}\n\nACTOR Brutalizedscientist1\n{\n\tGame Doom\n\tRadius 16\n\tHeight 50\n\tHealth 70\n\tbloodtype \"DeadBlood\"\n\t\tPainSound \"grunt/pain\"\n\t\tPainChance 255\n\t\tMass 999999\n\t-SOLID\n\t+SHOOTABLE\n\t+NORADIUSDMG\n\t+FLOORCLIP\n\tScale 1.0\n\tStates\n\t{\n\n\tSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_Recoil(2)\n\tTNT1 A 0 A_CustomMissile (\"XDeathSCIENCEaRM\", 35, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\tPain:\n ZSN4 A 15\n\tGoto DieNow\n\n DieNow:\n\tTNT1 A 0\n\tZSN3 h 10\n\tTNT1 A 0 A_SpawnItem (\"RipScience1\")\n\tStop\n\n\tDeath:\n\t TNT1 A 0\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n TNT1 AAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Recoil(2)\n\t TNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem (\"Brutalizedscientist2\")\n\t\tStop\n\n}}\n\nACTOR Brutalizedscientist2: Brutalizedscientist1\n{\n\tStates\n\t{\n\tSpawn:\n\tPain:\n ZSN4 B 15\n\tGoto DieNow\n\n DieNow:\n\tTNT1 A 0\n\tZSN3 J 10\n\tTNT1 A 0 A_SpawnItem (\"RipScience2\")\n\tStop\n\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Recoil(2)\n\tTNT1 A 0 A_CustomMissile (\"XDeathSCIENCEaRM\", 35, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem (\"Brutalizedscientist3\")\n\t\tStop\n}}\n\nACTOR Brutalizedscientist3: Brutalizedscientist1\n{\n\tStates\n\t{\n\tSpawn:\n\tPain:\n ZSN4 C 15\n\tGoto DieNow\n\n DieNow:\n\tTNT1 A 0\n\tZSN4 g 10\n\tTNT1 A 0 A_SpawnItem (\"RipScience3\")\n\tStop\n\n\tDeath:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_Recoil(2)\n\t\tTNT1 AAA 0 A_CustomMissile (\"Instestin\", 32, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n\t\tZSN4 DEF 6\n\t ZSN4 F -1\n\t\tStop\n}}\n\nActor RipScience1\n{\nRadius 12\nHeight 16\nMass 20\n-SOLID\n+NOTELEPORT\n+MOVEWITHSECTOR\nStates\n{\nSpawn:\nZSN3 i -1\nStop\n}\n}\n\nActor RipScience2\n{\nRadius 12\nHeight 16\nMass 20\n-SOLID\n+NOTELEPORT\n+MOVEWITHSECTOR\nStates\n{\nSpawn:\nZSN3 k -1\nStop\n}\n}\n\nActor RipScience3\n{\nRadius 12\nHeight 16\nMass 20\n-SOLID\n+NOTELEPORT\n+MOVEWITHSECTOR\nStates\n{\nSpawn:\nZSN4 h -1\nStop\n}\n}\n\nACTOR Poisongrenade\n{\nRadius 8\nHeight 6\nSpeed 20\nDamage 4\nPROJECTILE\n+EXTREMEDEATH\ndamagetype flame\nSeeSound \"\"\n States\n {\n Spawn:\n\tTNT1 A 0 A_CHECKFLOOR(\"DEATH\")\n SCGR A 2\n\t\t\tTNT1 A 0 A_CHECKFLOOR(\"DEATH\")\n \tSCGR B 2\n\tTNT1 A 0 A_CHECKFLOOR(\"DEATH\")\n \tSCGR C 2\n\t\t\tTNT1 A 0 A_CHECKFLOOR(\"DEATH\")\n SCGR D 2\n\t\t\tTNT1 A 0 A_CHECKFLOOR(\"DEATH\")\n \tSCGR E 2 A_gravity\n\t\t\tTNT1 A 0 A_CHECKFLOOR(\"DEATH\")\n SCGR F 2 A_gravity\n\t\t\tTNT1 A 0 A_CHECKFLOOR(\"DEATH\")\n SCGR G 2 A_gravity\n\t \t\t\tTNT1 A 0 A_CHECKFLOOR(\"DEATH\")\n SCGR H 2 A_gravity\n Loop\n\t\tDeath:\n\t\ttnt1 a 0 a_sPAWNITEM(\"toxicsmoke\",0,10)\n\t\tTNT1 A 0 A_PlaySound (\"DSBOTTLE\")\n\t\tTNT1 AAAAAAAAAA 0 A_CustomMissile(\"GlassPart\",16,random(-3,3),random(0,360),2,random(40,70))\n\t\tStop\n\n}\n}\n//me cojoni,mo basta rompe!\n\nActor toxicsmoke\n{\nRadius 20\nHeight 30\nRenderStyle Translucent\nSpeed 0\n+NOBLOCKMAP\n+NOTELEPORT\n+DONTSPLASH\n+MISSILE\n+Nogravity\n+FORCEXYBILLBOARD\n+CLIENTSIDEONLY\nDamageType \"ToxicOnlyforBJ\"\nDamage 4\n+NOINTERACTION\nStates\n\t{\n\tSpawn:\n\tPSBG ACD 3\n\t\tTNT1 A 0 A_PlaySound(\"BASTACAZZO\")\n\tGoto Death\n\tDeath:\n\tPSBG EFGH 2 A_Explode(20,50)\n\tPSBG EFGH 2 A_Explode(20,50)\n\tPSBG EFGH 2 A_Explode(20,50)\n\tPSBG EFGH 2 A_Explode(20,50)\n\tPSBG EFGH 2 A_Explode(20,50)\n\tPSBG EFGH 2 A_Explode(20,50)\n\tPSBG EFGH 2 A_Explode(20,50)\n\tPSBG EFGH 2 A_Explode(20,50)\n\tPSBG EFGH 2 A_Explode(20,50)\n\tPSBG EFGH 2 A_Explode(20,50)\n TNT1 A 0 a_Fadeout(0.1)\n\tPSBG EFGH 2 A_Explode(20,50)\n\tTNT1 A 0 a_Fadeout(0.2)\n\tPSBG EFGH 2 A_Explode(20,50)\n\tTNT1 A 0 a_Fadeout(0.3)\n\tPSBG EFGH 2 A_Explode(20,50)\n\tTNT1 A 0 a_Fadeout(0.4)\n\tPSBG EFGH 2 A_Explode(20,50)\n\tTNT1 A 0 a_Fadeout(0.5)\n\tPSBG EFGH 2 A_Explode(20,50)\n Stop\n\t}\n}\n\nActor ToxicSmoke1:ToxicSmoke\n{\nDamageType \"Toxicforall\"\n}\n\nActor EasyScientist:scientist 7101\n{\n//$Category BW Enemies\n//$Title Easy scientist\nStates\n{\nMissile:\nGOTO Luger\n}\n}\n\nActor HardScientist:scientist 7102\n{\n//$Category BW Enemies\n//$Title hard scientist\nStates\n{\nMissile:\nTNT1 A 0 A_jumpifcloser(250,\"SpecialAttack\")\nGOTO Luger2\n\nSpecialAttack:\nTNT1 A 0 A_JumpIfInventory(\"Poisoncounter\",6,\"Luger\")\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\nZSN1 AB 3 A_FaceTarget\nTNT1 A 0 A_PLaySound (\"Launch/granate\")\nZSN1 C 1 A_CustomMissile(\"Poisongrenade\",18,0,0,2,10)\nTNT1 A 0 A_GIveInventory(\"Poisoncounter\",1)\nZSN1 CC 2 A_FaceTarget\nGoto luger2\n}\n}"
},
{
"source": "pk3",
"name": "actors/foes/SERGEANTS.txt",
"contents": "Actor NaziGrenadeCounter :inventory\n{\nInventory.maxamount 1\n}\n\nActor OfficerStealthed :Inventory\n{\nInventory.maxamount 1\n}\n\nActor CanStealthKilled:inventory\n{\nInventory.maxamount 1\n}\n\nActor OfficerCombo:Inventory\n{\nInventory.MaxAmount 4\n}\n\nACTOR ShotgunGuy1 7012\n{\n//$Category BW Enemies\n//$Title Officer\n\tGame Doom\n\tHealth 70\n\tSpawnID 1\n\tRadius 16\n\tHeight 40\n\tHeight 40\n\tMass 100\n +SOLID\n\tSpeed 5\n\tFastSpeed 10\n Scale 0.98\n\tPainChance \"blood\", 0\n DAMAGEFACTOR \"blood\", 0.0\n\tPainChance 200\n\tPainChance \"Kick\", 255\n\tPainChance \"Melee\", 255\n\tPainChance \"ExplosiveImpact\", 255\n\tPainChance \"Avoid\", 120\n\tPainChance \"PunchInTheFace\",255\n\tDamageFactor \"PunchInTheFace\",0.50\n\tPainChance \"Taunt\", 255\n\tPainChance \"StealthKnife\",255\n\tMonster\n\t+FLOORCLIP\n +NOINFIGHTING\n +DONTHARMSPECIES\n BloodType \"NashGore_Blood\"\n\tSeeSound \"SPION\"\n\tPainSound \"nazi/pain\"\n\tDeathSound \"OFDEATH\"\n\tActiveSound \"none\"\nDamageFACTOR \"RifleNoExplode\", 2.0\n DAMAGEFACTOR \"Blood\", 0.0 DAMAGEFACTOR \"BlueBlood\", 0.0 DAMAGEFACTOR \"GreenBlood\", 0.0\n DAMAGEFACTOR \"Shrapnel\", 0.3\n DAMAGEFACTOR \"Kick\", 0.4\n\tDAMAGEFACTOR \"MinorHead\", 2.0\n\tDAMAGEFACTOR \"Head\", 2.0\n\tDAMAGEFACTOR \"taunt\", 0.0\n\tDamageFactor \"Candelabroencapo\",10\n\tObituary \"%o was executed by an Officer\"\n\tMaxStepHeight 24\n\tMaxDropOffHeight 32\n\tDAMAGEFACTOR \"Fatality\", 0.5\n\tDAMAGEFACTOR \"SuperPunch\", 0.5\n\tDAMAGEFACTOR \"Melee\", 0.5\n\tStates\n\t{\n\n\tPain.Avoid:\n\t TNT1 A 0\n\t TNT1 A 0 A_Jump(255, \"AvoidLeft\", \"AvoidRight\")\n\t Goto AvoidLeft\n\n\t AvoidLeft:\n\t SPOS A 1 A_FaceTarget\n\t TNT1 A 0 ThrustThing(angle*256/360+192, 15, 0, 0)\n SPOS ABCDABCD 2 A_FaceTarget\n Goto Missile\n\tAvoidRight:\n\t POSS A 1 A_FaceTarget\n\t TNT1 A 0 ThrustThing(angle*256/360+64, 15, 0, 0)\n SPOS ABCDABCD 2 A_FaceTarget\n Goto Missile\n\n\tSpawn:\n\n\t TNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\t TNT1 A 0 A_GiveInventory(\"CanStealthKilled\",1)\n WWHT Z 1 A_Look\n\t Loop\n\n\tSee:\n\tTNT1 A 0 A_TakeInventory(\"CanStealthKilled\",1)\nTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n WWHT AAAA 1 A_cHASE\n\t\t TNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\t NULL A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\t WWHT BBBB 1 A_cHASE\n\t\t TNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\t WWHT CCCC 1 A_Chase\n\t\t \t TNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\t NULL A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\t WWHT DDDD 1 A_Chase\n\n\t\tLoop\n\n\tMissile:\n\tTNT1 A 0 A_JumpIfInventory(\"OfficerCombo\",4,\"LugerSpecial\")\n TNT1 A 0 A_jumpifcloser(200,\"SpecialAttack\")\n GOTO LUGER\n\nLUGER:\nWWHT EE 1 A_FaceTarget\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\nWWHT FF 1 A_FaceTarget\nTNT1 A 0 A_JumpIfInventory(\"ZombiemanAmmo\",8,\"Reloading\")\nTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n TNT1 A 0 A_CustomMissile(\"SmokeSpawner\", 34, 10, 15, 0)\nTNT1 A 0 A_PlaySound(\"weapons/luger\")\nTNT1 A 0 A_AlertMonsters\ntnt1 a 0 A_CustomMissile(\"ZombieManTracer\", 32, 0, random(-4, 4), 0)\nTNT1 A 0 A_GiveInventory(\"OfficerCombo\",1)\nTNT1 A 0 A_GiveInventory(\"ZombiemanAmmo\",1)\nWWHT GG 1 Bright\nWWHT G 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n TNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n WWHT FF 2 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n WWHT FF 1 A_FaceTarget\n TNT1 A 0 A_JumpIfInventory(\"ZombiemanAmmo\",8,\"Reloading\")\nTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n TNT1 A 0 A_CustomMissile(\"SmokeSpawner\", 34, 10, 15, 0)\nTNT1 A 0 A_PlaySound(\"weapons/luger\")\nTNT1 A 0 A_AlertMonsters\ntnt1 a 0 A_CustomMissile(\"ZombieManTracer\", 32, 0, random(-4, 4), 0)\nTNT1 A 0 A_GiveInventory(\"OfficerCombo\",1)\nTNT1 A 0 A_GiveInventory(\"ZombiemanAmmo\",1)\nWWHT GG 1 Bright\nWWHT G 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n TNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n WWHT FF 2 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\nWWHT EE 1 A_FaceTarget\nTNT1 A 0 A_JumpIfInventory(\"ZombiemanAmmo\",8,\"Reloading\")\nGOTO SEE\n\nLugerSpecial:\n TNT1 A 0 A_JumpIfInventory(\"ZombiemanAmmo\",8,\"Reloading\")\nTNT1 A 0 A_TakeInventory(\"OfficerCombo\",4)\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 30,0)\nOFCK AB 6 a_facetarget\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 30,0)\nOFCK C 4 A_FaceTarget\nOFCK C 2 A_FaceTarget\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 30,0)\ntnt1 a 0 A_CustomMissile(\"OfficerTracer\", 32, 0, random(-2, 2), 0)\nTNT1 A 0 A_GiveInventory(\"ZombiemanAmmo\",1)\nTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 0, 15, 0)\n TNT1 A 0 A_CustomMissile(\"SmokeSpawner\", 34, 0, 15, 0)\nTNT1 A 0 A_PlaySound(\"weapons/luger\")\nOFCK D 2 Bright\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 30,0)\nTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 20,0)\nOFCK C 4 A_FaceTarget\nOFCK C 2 A_FaceTarget\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 30,0)\n TNT1 A 0 A_JumpIfInventory(\"ZombiemanAmmo\",8,\"Reloading\")\ntnt1 a 0 A_CustomMissile(\"OfficerTracer\", 32, 0, random(-2, 2), 0)\nTNT1 A 0 A_GiveInventory(\"ZombiemanAmmo\",1)\nTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 0, 15, 0)\n TNT1 A 0 A_CustomMissile(\"SmokeSpawner\", 34, 0, 15, 0)\nTNT1 A 0 A_PlaySound(\"weapons/luger\")\nOFCK D 2 Bright\nTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 20,0)\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 30,0)\nOFCK BA 6 a_facetarget\nGoto See\n\n SpecialAttack:\n\t\t TNT1 A 0 A_JumpIfInventory(\"NaziGrenadeCounter\",1,\"Luger\")\n WWHT ZZZ 2 A_FaceTarget\n GRAN AAAAA 2 A_FaceTarget\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n TNT1 A 0 A_PlaySound(\"Achtung\")\n GRAN BBBBBB 3\n GRAN C 1 A_CustomMissile(\"Grenade2\",48,0,0,2,10)\n GRAN DD 2 A_FaceTarget\n\t\t TNT1 A 0 A_GIveInventory(\"NaziGrenadeCounter\",1)\n Goto STAYSTUPID\n\n STAYSTUPID:\n\t WWHT EE 1 A_FaceTarget\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\nWWHT FF 1 A_FaceTarget\nTNT1 A 0 A_JumpIfInventory(\"ZombiemanAmmo\",8,\"Reloading\")\nTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n TNT1 A 0 A_CustomMissile(\"SmokeSpawner\", 34, 10, 15, 0)\nTNT1 A 0 A_PlaySound(\"weapons/luger\")\nTNT1 A 0 A_AlertMonsters\ntnt1 a 0 A_CustomMissile(\"ZombieManTracer\", 32, 0, random(-8, 8), 0)\nTNT1 A 0 A_GiveInventory(\"ZombiemanAmmo\",1)\nWWHT GG 1 Bright\nWWHT G 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n TNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n WWHT FF 2 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n WWHT FF 1 A_FaceTarget\n TNT1 A 0 A_JumpIfInventory(\"ZombiemanAmmo\",8,\"Reloading\")\nTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n TNT1 A 0 A_CustomMissile(\"SmokeSpawner\", 34, 10, 15, 0)\nTNT1 A 0 A_PlaySound(\"weapons/luger\")\nTNT1 A 0 A_AlertMonsters\ntnt1 a 0 A_CustomMissile(\"ZombieManTracer\", 32, 0, random(-8, 8), 0)\nTNT1 A 0 A_GiveInventory(\"ZombiemanAmmo\",1)\nWWHT GG 1 Bright\nWWHT G 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n TNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n WWHT FF 2 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n WWHT FF 1 A_FaceTarget\n TNT1 A 0 A_JumpIfInventory(\"ZombiemanAmmo\",8,\"Reloading\")\nTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n TNT1 A 0 A_CustomMissile(\"SmokeSpawner\", 34, 10, 15, 0)\nTNT1 A 0 A_PlaySound(\"weapons/luger\")\nTNT1 A 0 A_AlertMonsters\ntnt1 a 0 A_CustomMissile(\"ZombieManTracer\", 32, 0, random(-8, 8), 0)\nTNT1 A 0 A_GiveInventory(\"ZombiemanAmmo\",1)\nWWHT GG 1 Bright\nWWHT G 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n TNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n WWHT FF 2 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n WWHT FF 1 A_FaceTarget\n TNT1 A 0 A_JumpIfInventory(\"ZombiemanAmmo\",8,\"Reloading\")\nTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n TNT1 A 0 A_CustomMissile(\"SmokeSpawner\", 34, 10, 15, 0)\nTNT1 A 0 A_PlaySound(\"weapons/luger\")\nTNT1 A 0 A_AlertMonsters\ntnt1 a 0 A_CustomMissile(\"ZombieManTracer\", 32, 0, random(-8, 8), 0)\nTNT1 A 0 A_GiveInventory(\"ZombiemanAmmo\",1)\nWWHT GG 1 Bright\nWWHT G 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n TNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n WWHT FF 2 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n WWHT FF 1 A_FaceTarget\n TNT1 A 0 A_JumpIfInventory(\"ZombiemanAmmo\",8,\"Reloading\")\nTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n TNT1 A 0 A_CustomMissile(\"SmokeSpawner\", 34, 10, 15, 0)\nTNT1 A 0 A_PlaySound(\"weapons/luger\")\nTNT1 A 0 A_AlertMonsters\ntnt1 a 0 A_CustomMissile(\"ZombieManTracer\", 32, 0, random(-8, 8), 0)\nTNT1 A 0 A_GiveInventory(\"ZombiemanAmmo\",1)\nWWHT GG 1 Bright\nWWHT G 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n TNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n WWHT FF 2 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n WWHT FF 1 A_FaceTarget\n TNT1 A 0 A_JumpIfInventory(\"ZombiemanAmmo\",8,\"Reloading\")\nTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n TNT1 A 0 A_CustomMissile(\"SmokeSpawner\", 34, 10, 15, 0)\nTNT1 A 0 A_PlaySound(\"weapons/luger\")\nTNT1 A 0 A_AlertMonsters\ntnt1 a 0 A_CustomMissile(\"ZombieManTracer\", 32, 0, random(-8, 8), 0)\nTNT1 A 0 A_GiveInventory(\"ZombiemanAmmo\",1)\nWWHT GG 1 Bright\nWWHT G 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n TNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n WWHT FF 2 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n WWHT FF 1 A_FaceTarget\n TNT1 A 0 A_JumpIfInventory(\"ZombiemanAmmo\",8,\"Reloading\")\nTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n TNT1 A 0 A_CustomMissile(\"SmokeSpawner\", 34, 10, 15, 0)\nTNT1 A 0 A_PlaySound(\"weapons/luger\")\nTNT1 A 0 A_AlertMonsters\ntnt1 a 0 A_CustomMissile(\"ZombieManTracer\", 32, 0, random(-8, 8), 0)\nTNT1 A 0 A_GiveInventory(\"ZombiemanAmmo\",1)\nWWHT GG 1 Bright\nWWHT G 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n TNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n WWHT FF 2 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n WWHT FF 1 A_FaceTarget\n TNT1 A 0 A_JumpIfInventory(\"ZombiemanAmmo\",8,\"Reloading\")\nTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n TNT1 A 0 A_CustomMissile(\"SmokeSpawner\", 34, 10, 15, 0)\nTNT1 A 0 A_PlaySound(\"weapons/luger\")\nTNT1 A 0 A_AlertMonsters\ntnt1 a 0 A_CustomMissile(\"ZombieManTracer\", 32, 0, random(-8, 8), 0)\nTNT1 A 0 A_GiveInventory(\"ZombiemanAmmo\",1)\nWWHT GG 1 Bright\nWWHT G 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n TNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n WWHT FF 2 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\nWWHT EE 1 A_FaceTarget\n TNT1 A 0 A_JumpIfInventory(\"ZombiemanAmmo\",8,\"Reloading\")\nGOTO SEE\n\n\t\t\t\t Reloading:\n TNT1 A 0 A_TakeInventory(\"ZombieManAmmo\", 8)\n TNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n OF12 D 10\n TNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n OF12 A 10\n TNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n tnt1 a 0 a_playSound(\"Lug1\")\n\t\tOF12 B 10\n TNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tTNT1 A 0 A_CustomMissile(\"EmptyClipSpawn\", 38, 0, random(-11, 11), 0)\n OF12 D 10\n TNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n OF12 B 10\n TNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n TNT1 A 0 A_PlaySound(\"Lug2\")\n\t\tOF12 C 10\n\t\tGoto See\n\nPain.StealthKnife:\nTNT1 A 0 A_JumpIfInventory(\"CanStealthKilled\",1,\"StealthKill\")\nGoto Pain\n\nCanStealthKilled2:\nGoto StealthKill\n\nStealthKill:\nTNT1 A 0 A_SpawnItem(\"LugerSpawner\")\nTNT1 A 0 A_SpawnItem(\"GrenadeAmmo\")\nTNT1 A 1\nTNT1 A 0 A_GiveToTarget(\"OfficerStealthed\",1)\nTNT1 A 0 A_NoBlocking\nTNT1 A 0\nTNT1 A 0 A_Fall\nTNT1 A 1\nStop\n\n\tPain:\n\t\tTNT1 A 0 A_TakeInventory(\"CanStealthKilled\",1)\n TNT1 A 0 A_JumpIfInventory (\"IsDown\", 1, 6)\n\t\tTNT1 A 0 A_TakeInventory(\"SKShotgunGuy\", 1)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tSPOS G 3\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tSPOS G 3 A_Pain\n\t\tGoto See\n TNT1 AAAAA 0\n TNT1 A 0 A_Pain\n ID11 H 8\n\t\tID11 S 35\n TNT1 A 0 A_TakeInventory(\"IsDown\", 1)\n\t\tID11 T 10\n Goto See\n\n\tPain.Melee:\n\t\tTNT1 A 0 A_TakeInventory(\"CanStealthKilled\",1)\n\tTNT1 A 0\n TNT1 A 0 A_JumpIfInventory (\"IsDown\", 1, 6)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tSPOS G 3\n\t\tTNT1 A 0 A_JumpIfInventory (\"SKShotgunGuy\", 1, \"StealthKill\")\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tSPOS G 3 A_Pain\n\t\tGoto See\n TNT1 AAAAA 0\n TNT1 A 0 A_Pain\n ID11 H 8\n\t\tID11 S 35\n TNT1 A 0 A_TakeInventory(\"IsDown\", 1)\n\t\tID11 T 10\n Goto See\n\n\tPain.ExplosiveImpact:\n\tPain.Explosive:\n\t\tTNT1 A 0 A_TakeInventory(\"CanStealthKilled\",1)\n\t TNT1 A 0\n\t TNT1 A 0 A_Pain\n\t\t TNT1 A 0 A_JumpIfInventory (\"IsDown\", 1, \"Pain\")\n\t\t \t\t TNT1 A 0 A_TakeInventory(\"SKZombieman\", 1)\n TNT1 A 0 A_GiveInventory(\"IsDown\", 1)\n TNT1 A 0 ThrustThingZ(0,40,0,1)\n ID11 GH 8\n\t\tGoto FallingAfterImpact\n\nPain.PunchInTheFace:\n Pain.Kick:\n\t//TNT1 A 0 A_GiveToTarget(\"OfficerStealthed\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"CanStealthKilled\",1)\n TNT1 A 0\n ID11 G 1 A_Pain\n\t\t TNT1 A 0 A_JumpIfInventory (\"IsDown\", 1, \"Pain\")\n\t\t TNT1 A 0 A_TakeInventory(\"SKZombieman\", 1)\n TNT1 A 0 A_GiveInventory(\"IsDown\", 1)\n TNT1 A 0 ThrustThingZ(0,30,0,1)\n\t\t//ID11 E 1 A_Chase (\"\",\"\")\n\t\tID11 G 1 A_facetarget\n ID11 G 6 ThrustThing(angle*256/360+128, 10, 0, 0)\n ID11 H 8\n\t\tGoto FallingAfterImpact\n\n\t\tFallingAfterImpact:\n\t\tID11 H 1 A_GiveInventory (\"FallingHeight\", 1)\n\t\tID11 H 1 A_CheckFloor (\"GetUp\")\n\t\tNULL A 0 A_JumpIf (momz == 0, \"GetUp\")\n\t\tLoop\n\n\t\tGetUp:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory (\"FallingHeight\", 20, \"Death.Stomp\")\n\t\tTNT1 A 0 A_JumpIfInventory (\"FallingHeight\", 14, \"FallingSuperDeath\")\n\t\tTNT1 A 0 A_JumpIfInventory (\"FallingHeight\", 7, \"FallingDeath\")\n\t\tID11 SSSSSSS 5 A_JumpIf(momz < 0, \"FallingAfterImpact\")\n\t\tTNT1 A 0 A_TakeInventory(\"FallingHeight\", 100)\n TNT1 A 0 A_TakeInventory(\"IsDown\", 1)\n\t\tID11 T 10\n Goto See\n\nDeath.StealthKnife:\nDeath.Coltello:\n\tTNT1 A 0 A_SpawnItem(\"LugerSpawner\")\nTNT1 A 0 A_SpawnItem(\"GrenadeAmmo\")\n TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n tnt1 a 0 A_GiveToTarget(\"ScoreItem\", 500)\nOUCE A 5 A_Scream\nOUCE B 5 A_NOBLOCKING\nOUCE C 5\nOUCE D 4\nOUCE E 4\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\nOUCE E -1\nStop\n\n\tFallingDeath:\n\tTNT1 A 0 A_SpawnItem(\"LugerSpawner\")\nTNT1 A 0 A_SpawnItem(\"GrenadeAmmo\")\n\tTNT1 A 0\n\tTNT1 A 0 A_Scream\n\tTNT1 A 0 A_NoBLocking\n\tTNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (0, 360), 2, random (50, 130))\n\tID11 EF 2\n\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\tTNT1 A 0 A_SpawnItem (\"DeadShotgunguy1\")\n\tStop\n\n\tFallingSuperDeath:\n\tTNT1 A 0\n\tTNT1 A 0 A_XScream\n\tTNT1 A 0 A_NoBLocking\n\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\tGoto Death.ExplosiveImpact+1\n\n Pain.KillMe:\n TNT1 A 0\n Goto Missile\n Death.KillMe:\n Death.Taunt:\n\t TNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n TNT1 A 0 A_SpawnItem(\"ShotgunGuy\")\n Stop\n\nDeath.Shotgun:\n\t\tTNT1 A 0 A_JumpIfCloser(200, \"Death.Shotgunontheface\")\n\n\t\tGoto Death\n\n\tDeath.Shotgunontheface:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(56, \"Death.Arm\", \"Death.Leg\")\n\tTNT1 A 0 A_SpawnItem(\"LugerSpawner\")\nTNT1 A 0 A_SpawnItem(\"GrenadeAmmo\")\n\t TNT1 A 0 ThrustThingZ(0,40,0,1)\n\t\tTNT1 A 0 A_CustomMissile (\"MuchBlood2\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tID18 A 10 A_GiveToTarget(\"ScoreItem\", 400)\n\t\tID11 GH 10\n TNT1 A 0 A_SpawnItem (\"DeadShotgunguy1\")\n\t\t Stop\n\n Death.Down:\n\tTNT1 A 0 A_SpawnItem(\"LugerSpawner\")\nTNT1 A 0 A_SpawnItem(\"GrenadeAmmo\")\n TNT1 A 0\n TNT1 A 0 A_Scream\n\t\tTNT1 A 0 A_NoBlocking\n TNT1 A 0 A_SpawnItem (\"DeadShotgunguy1\", 1)\n\t\tStop\n\n\t\t\t\tDeath.DoubleMP40:\n\t\t\t\t TNT1 A 0 A_JumpIfInventory (\"IsDown\", 1, \"Death.Down\")\n\t\t TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 0 A_Jump(192,\"GoHere\")\n TNT1 A 0 A_Jump(128, \"Death.Arm\", \"Death.Leg\")\n\ttnt1 a 0 a_Jump(32,\"Death.coltello\")\n\t\tTNT1 A 0 A_SpawnItem(\"LugerSpawner\")\nTNT1 A 0 A_SpawnItem(\"GrenadeAmmo\")\n\t\tSPOS H 5 A_Scream\n\t\tSPOS I 5\n\t\tSPOS J 5 A_NoBlocking\n\t\tSPOS K 5 A_GiveToTarget(\"ScoreItem\", 400)\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n TNT1 A 0 A_SpawnItem (\"DeadShotgunguy1\", 1)\n\t\tStop\n\nGoHere:\n\t\tTNT1 A 0 A_SpawnItem(\"LugerSpawner\")\nTNT1 A 0 A_SpawnItem(\"GrenadeAmmo\")\nGoto Death.Massacre\n\n\tDeath:\n TNT1 A 0 A_JumpIfInventory (\"IsDown\", 1, \"Death.Down\")\n tnt1 a 0 a_Jump(150,\"Death.coltello\")\n TNT1 A 0 A_Jump(100, \"Death.Arm\", \"Death.Leg\")\n\tTNT1 A 0 A_SpawnItem(\"LugerSpawner\")\nTNT1 A 0 A_SpawnItem(\"GrenadeAmmo\")\n\t\tSPOS H 5 A_Scream\n\t\tSPOS I 5\n\t\tSPOS J 5 A_NoBlocking\n\t\tSPOS K 5 A_GiveToTarget(\"ScoreItem\", 400)\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n TNT1 A 0 A_SpawnItem (\"DeadShotgunguy1\", 1)\n\t\tStop\n\n\t\tDeath.Kick:\n\t\tDeath.PunchInTheFace:\n\t\t TNT1 A 0 A_JumpIfInventory (\"IsDown\", 1, \"Death.Down\")\n\tTNT1 A 0 A_SpawnItem(\"LugerSpawner\")\nTNT1 A 0 A_SpawnItem(\"GrenadeAmmo\")\n\t\tSPOS H 5 A_Scream\n\t\tSPOS I 5\n\t\tSPOS J 5 A_NoBlocking\n\t\tSPOS K 5 A_GiveToTarget(\"ScoreItem\", 400)\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n TNT1 A 0 A_SpawnItem (\"DeadShotgunguy1\", 1)\n\t\tStop\n\n\t\t\t\tDeath.PunchInTheFace:\n\t\t\t\t\tTNT1 A 0 A_SpawnItem(\"LugerSpawner\")\nTNT1 A 0 A_SpawnItem(\"GrenadeAmmo\")\n\t\tSPOS H 5 A_Scream\n\t\tSPOS I 5\n\t\tSPOS J 5 A_NoBlocking\n\t\tSPOS K 5 A_GiveToTarget(\"ScoreItem\", 400)\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n TNT1 A 0 A_SpawnItem (\"DeadShotgunguy1\", 1)\n\t\tStop\n\nDeath.leg:\n\tTNT1 A 0 A_SpawnItem(\"LugerSpawner\")\nTNT1 A 0 A_SpawnItem(\"GrenadeAmmo\")\n TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"XDeathSargeLeg1\", 35, 0, random (0, 360), 2, random (0, 160))\n SPO3 A 5\n\t\tSPO3 B 5 A_Scream\n\t\tSPO3 C 5 A_NoBlocking\n\t\tSPO3 D 5 A_GiveToTarget(\"ScoreItem\", 200)\n SPO3 E 5 A_GiveToTarget(\"ScoreItem\", 600)\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n\t\tTNT1 A 0 A_SpawnItem (\"DeadOF_NoLeg\")\n\t\tStop\n\n Death.Arm:\nTNT1 A 0 A_JUMP(50,\"DEATH.ARM2\")\n\tTNT1 A 0 A_SpawnItem(\"LugerSpawner\")\nTNT1 A 0 A_SpawnItem(\"GrenadeAmmo\")\n TNT1 A 0 A_Scream\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathOfficerArm1\", 35, 0, random (0, 360), 2, random (0, 160))\n SPO5 A 9 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n spo5 a 1 A_GiveToTarget(\"ScoreItem\", 600)\n TNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n\t\tTNT1 A 0 A_SpawnItem (\"TUVUOILEBOTTE\", 2)\n Stop\n\nDeath.Arm2:\n\tTNT1 A 0 A_SpawnItem(\"LugerSpawner\")\nTNT1 A 0 A_SpawnItem(\"GrenadeAmmo\")\n TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n tnt1 a 0 A_GiveToTarget(\"ScoreItem\", 500)\nAHIO A 5 A_Scream\nAHIO B 5 A_NOBLOCKING\nAHIO C 5\nAHIO D 5\nAHIO E 5\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\nAHIO E -1\nStop\n\n\t\tDeath.EnemyHeadShot:\n\tDeath.head:\n\tTNT1 A 0 A_SpawnItem(\"LugerSpawner\")\nTNT1 A 0 A_SpawnItem(\"GrenadeAmmo\")\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\nTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_NoBlocking\n SPDH ABC 5 A_CustomMissile (\"MuchBlood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t\tSPDH DE 5 A_GiveToTarget(\"ScoreItem\", 600)\n\t\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n TNT1 A 0 A_SpawnItem (\"DeadShotgunguy_NoHead\", 1)\n\t\tStop\n\n\t\tDeath.cut:\n TNT1 A 0\n TNT1 A 0 A_Jump(32, \"Death.Arm\", \"Death.Leg\")\n\t\t\tTNT1 A 0 A_SpawnItem(\"LugerSpawner\")\nTNT1 A 0 A_SpawnItem(\"GrenadeAmmo\")\n Goto Death.Tear\n\n\t Death.cutless:\n\t\t TNT1 A 0 A_JumpIfInventory (\"IsDown\", 1, \"Death.Down\")\n\t\tTNT1 A 0 A_Jump(32, \"Death.Cut\")\n\tTNT1 A 0 A_SpawnItem(\"LugerSpawner\")\nTNT1 A 0 A_SpawnItem(\"GrenadeAmmo\")\n TNT1 A 0\nTNT1 A 0 A_Jump(100, \"Death.LegMassacre\",\"HitlerDeathStyle\")\n tnt1 a 0 A_GiveToTarget(\"ScoreItem\", 1000)\n Goto Death.Massacre\n\nHitlerDeathStyle:\n\tTNT1 A 0 A_SpawnItem(\"LugerSpawner\")\nTNT1 A 0 A_SpawnItem(\"GrenadeAmmo\")\nSPOS G 1\n\t TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAAAAAAAAAAAAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 40, 0, random (0, 360), 2, random (-5, 5))\n\t TNT1 AAAAAA 0 bright A_CustomMissile (\"SuperGoreSpawner\", 5, 0, random (0, 360), 2, random (30, 180))\n TNT1 AAAAAAAAA 0 A_CustomMissile (\"CeilBloodLauncherLong\", 0, 0, random (0, 360), 2, random (50, 130))\n TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 35, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAAAAAAAA 0 A_CustomMissile (\"CeilBloodLauncherLong\", 0, 0, random (0, 360), 2, random (50, 130))\ntnt1 a 0 A_PlaySound(\"HITLER/GORE\")\nTNT1 A 0 A_NOBLOCKING\nFOFF AABB 2\nTNT1 AAA 0 A_CustomMissile (\"Instestin\", 32, 0, random (0, 360), 2, random (0, 160))\nFOFF CCDD 2\n\t\ttnt1 a 0 A_GiveToTarget(\"ScoreItem\", 600)\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\nFOFF D -1\nStop\n Death.Tear:\n TNT1 AAA 0 A_CustomMissile (\"MuchBlood\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 O 0 A_NoBlocking\n\t SP2X AA 8 A_GiveToTarget(\"ScoreItem\", 600)\n TNT1 A 0 A_CustomMissile (\"XDeath4\", 40, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"RipSergeant\", 0, 0, random (0, 360), 2, random (0, 160))\n SP2X BBCD 8\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n TNT1 A 0 A_SpawnItem (\"DeadShotgunguy_Half\", 1)\n\t\tStop\n\n Death.Massacre:\n TNT1 A 0\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 O 0 A_NoBlocking\nTNT1 A 0 A_GiveToTarget(\"ScoreItem\", 600)\n TNT1 A 0 A_SpawnItem (\"BrutalizedSergeant1\", 1)\n\t\tStop\n\n Death.LegMassacre:\n TNT1 A 0\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 O 0 A_NoBlocking\nTNT1 A 0 A_GiveToTarget(\"ScoreItem\", 600)\n TNT1 A 0 A_SpawnItem (\"BrutalizedSergeantLeg\", 1)\n\t\tStop\n\n Death.fire:\n Death.burn:\n Death.flames:\n\tTNT1 A 0 A_SpawnItem(\"LugerSpawner\")\nTNT1 A 0 A_SpawnItem(\"GrenadeAmmo\")\n TNT1 A 0 A_Scream\n TNT1 A 0 A_NoBlocking\nTNT1 A 0 A_GiveToTarget(\"ScoreItem\", 800)\n TNT1 A 0 A_SpawnItem(\"BurningOFFICER\")\n Stop\n\n\tXDeath:\n\t\tTNT1 A 0 A_SpawnItem(\"Luger\")\nTNT1 A 0 A_SpawnItem(\"GrenadeAmmo\")\n\t\tTNT1 A 0 A_XScream\n \t TNT1 AAA 0 A_CustomMissile (\"SuperBloodSplasher\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_NoBlocking\nTNT1 A 0 A_GiveToTarget(\"ScoreItem\", 1000)\n TNT1 A 0 A_CustomMissile (\"SargeXDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n Stop\n\n\t\t Death.Stomp:\n\n\tTNT1 AAAAAA 0 bright A_CustomMissile (\"SuperGoreSpawner\", 5, 0, random (0, 360), 2, random (30, 180))\n\tTNT1 AAAAAA 0 bright A_CustomMissile (\"XDeath1\", 5, 0, random (0, 360), 2, random (30, 180))\n\tTNT1 AA 0 bright A_CustomMissile (\"XDeath2\", 55, 0, random (0, 360), 2, random (30, 180))\n\tTNT1 AA 0 bright A_CustomMissile (\"XDeath3\", 55, 0, random (0, 360), 2, random (30, 180))\n\tTNT1 A 0 A_SpawnItem (\"CrushedRemains\")\n\tTNT1 A 1\n\tTNT1 A 1 A_XScream\n TNT1 A 1 A_NoBlocking\n\tStop\n\n\tDeath.ExplosiveImpact:\n\tTNT1 A 0 A_SpawnItem(\"LugerSpawner\")\nTNT1 A 0 A_SpawnItem(\"GrenadeAmmo\")\n\tTNT1 A 0\n\tTNT1 A 0 A_NoBlocking\n\tTNT1 A 0 A_Jump(130,\"Death.LandMine\")\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n TNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeathOfficerArm1\", 35, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 40, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeathSargeLeg2\", 32, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t ID14 AB 5 A_GiveToTarget(\"ScoreItem\", 1000)\n\t\tID14 CDEF 5 A_CheckFloor (\"Dead.ExplosiveImpact\")\n\t\tID14 FFFFFF 5 A_CheckFloor (\"Dead.ExplosiveImpact\")\n\t\tTNT1 A 0 A_SpawnItem (\"VeryFuckedUpBrutalizedSergeantLeg\")\n\t\tStop\n\n\t\tDead.ExplosiveImpact:\n\t\tTNT1 A 0 A_SpawnItem (\"VeryFuckedUpBrutalizedSergeantLeg\")\n\t\tTNT1 A 0 A_SpawnItem (\"MuchBlood\")\n\t\tStop\n\n\tDeath.LandMine:\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n TNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeathSargeLeg1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t//TNT1 A 0 A_CustomMissile (\"GibHand\", 42, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 ThrustThingZ(0,50,0,1)\n\tID16 A 1 A_Scream\n\t ID16 A 9\n\t\tID16 BCD 9 A_CheckFloor (\"Dead.Landmine\")\n\t\tID16 DDDD 9 A_CheckFloor (\"Dead.Landmine\")\n\t\tTNT1 A 0 A_SpawnItem (\"DeadShotgunguy_NoLeg\", 1)\n\t\tStop\n\n\t\t\tDead.Landmine:\n\t\tTNT1 A 0 A_SpawnItem (\"DeadShotgunguy_NoLeg\", 1)\n\t\tTNT1 A 0 A_SpawnItem (\"MuchBlood\")\n\t\tStop\n\n\tRaise:\n\t\tSPOS L 5\n\t\tSPOS KJIH 5\n\t\tGoto See\n Crush:\n TNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"NashGore_FlyingBloodTrail8\", 0, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n POSC B 5\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n POSC B -1\n Stop\n\t}\n}\n\nActor DeadShotgunGuy1\n{\n Radius 12\n Height 12\n +SHOOTABLE\n -SOLID\n +NOTELEPORT\n +MOVEWITHSECTOR\n +CORPSE\n\t+FLOORCLIP\n Mass 1000\n Health 100\n DAMAGEFACTOR \"Blood\", 0.0\n PainChance \"Melee\", 255\n DAMAGEFACTOR \"Melee\", 20.0\n DAMAGEFACTOR \"Kick\", 20.0\n DAMAGEFACTOR \"Fatality\", 20.0\n DAMAGEFACTOR \"Trample\", 0.0\n\tDAMAGEFACTOR \"ExplosiveImpact\", 10.0\nStates\n {\n Death.Fatality:\n Death.Melee:\n Death.Kick:\n\tDeath.ExplosiveImpact:\n TNT1 A 0\n TNT1 A 0\n TNT1 A 0 ThrustThingZ(0,15,0,1)\n TNT1 A 0 A_FaceTarget\n TNT1 A 0 A_Recoil (2)\n ID11 GH 8\n TNT1 A 1 A_SpawnItem (\"DeadShotgunGuy1\", 5)\n Stop\n Spawn:\n SPOS L 1\n Loop\n\tRaise:\n\t\tSPOS K 1\n\t\tSPOS JIH 1\n TNT1 A 0 A_SpawnItem (\"ShotgunGuy1\", 3)\n\t\tStop\n Death:\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathSargeLeg1\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\tSPOS A 0 A_CustomMissile (\"XDeath1\", 5, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 1 A_SpawnItem (\"DeadShotgunGuy_NoLeg\", 5)\n Stop\n\n Death.Plasma: Death.Plasma2:\n TNT1 A 0\n TNT1 A 0 A_XScream\n TNT1 A 0 A_NoBlocking\n TNT1 AAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tEXPL AAA 0 A_CustomMissile (\"ExplosionSmoke\", 32, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0\n Stop\n\n }\n}\n\nActor DeadShotgunGuy_NoArm: DeadShotgunGuy1\n{Health 200 States{Spawn:\n SPO5 I 1\n//TNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n Loop\n Death.CutLess:\n Death.Cut:\n\tDeath:\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 6, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 6, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 6, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 6, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 6, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_SpawnItem (\"DeadShotgunguy_NoHeadNoArm\", 1)\n\t\tStop\n Death.Fatality:\n Death.Melee:\n Death.Kick:\n\tDeath.ExplosiveImpact:\n TNT1 A 0\n TNT1 A 0\n TNT1 A 0 ThrustThingZ(0,15,0,1)\n TNT1 A 0 A_FaceTarget\n TNT1 A 0 A_Recoil (2)\n ID11 OP 8\n TNT1 A 1 A_SpawnItem (\"DeadShotgunGuy_NoArm\", 5)\n Stop}}\n\nActor DeadShotgunGuy_NoLeg: DeadShotgunGuy_NoArm\n{Health 200 States{Spawn:\n SPO3 F 1\n//TNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n Loop\tDeath:\n Death.CutLess:\n Death.Cut:\n \t TNT1 A 0 A_SpawnItem(\"GibsZ\")\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tStop\n Death.Fatality:\n Death.Melee:\n Death.Kick:\n TNT1 A 0\n TNT1 A 0\n TNT1 A 0 ThrustThingZ(0,15,0,1)\n TNT1 A 0 A_FaceTarget\n TNT1 A 0 A_Recoil (2)\n ID11 MN 8\n TNT1 A 1 A_SpawnItem (\"DeadShotgunGuy_NoLeg\", 5)\n Stop}}\n\nActor DeadShotgunGuy_NoBrain: DeadShotgunGuy1\n{Health 200 States{Spawn:\n SPOS Z -1\n Stop\tDeath:\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 6, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 6, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 6, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 6, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 6, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_SpawnItem (\"DeadShotgunguy_NoHead\", 1)\n\t\tStop\n Death.Fatality:\n Death.Melee:\n Death.Kick:\n\tDeath.ExplosiveImpact:\n TNT1 A 0\n TNT1 A 0\n TNT1 A 0 ThrustThingZ(0,15,0,1)\n TNT1 A 0 A_FaceTarget\n TNT1 A 0 A_Recoil (2)\n ID11 GH 8\n TNT1 A 1 A_SpawnItem (\"DeadShotgunGuy_NoBrain\", 5)\n Stop}}\n\nActor DeadShotgunGuy_NoHead: DeadShotgunGuy1\n{Health 200 States{Spawn:\n SPDH f -1\n Stop\tDeath:\n Death.CutLess:\n Death.Cut:\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\tPOS3 A 0 A_CustomMissile (\"XDeath1\", 5, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 1 A_SpawnItem (\"DeadShotgunGuy_NoHeadNoArm\", 5)\n Stop\n Death.Fatality:\n Death.Melee:\n Death.Kick:\n\tDeath.ExplosiveImpact:\n TNT1 A 0\n TNT1 A 0\n TNT1 A 0 ThrustThingZ(0,15,0,1)\n TNT1 A 0 A_FaceTarget\n TNT1 A 0 A_Recoil (2)\n ID11 GH 8\n TNT1 A 1 A_SpawnItem (\"DeadShotgunGuy_NoHead\", 5)\n Stop}}\n\nActor DeadShotgunGuy_NoHeadNoArm: DeadShotgunGuy1\n{Health 200 States{Spawn:\n SPXS B -1\n Stop\tDeath:\n Death.CutLess:\n Death.Cut:\n\tTNT1 A 0 A_SpawnItem(\"GibsZ\")\n \t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tStop\n Death.Fatality:\n Death.Melee:\n Death.Kick:\n\tDeath.ExplosiveImpact:\n TNT1 A 0\n TNT1 A 0\n TNT1 A 0 ThrustThingZ(0,15,0,1)\n TNT1 A 0 A_FaceTarget\n TNT1 A 0 A_Recoil (2)\n ID11 OP 8\n TNT1 A 1 A_SpawnItem (\"DeadShotgunGuy_NoHeadNoArm\", 5)\n Stop}}\n\nActor DeadShotgunGuy_Half: DeadShotgunGuy1\n{Health 200 States{Spawn:\n SP2X E -1\n Stop\n Death:\n\t\tDeath.Cut:\n Death.Cutless:\n \t TNT1 A 0 A_SpawnItem(\"GibsZ\")\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 50, 0, random (0, 360), 2, random (0, 160))\n Stop}}\n\nActor DIOGNOMO: DeadShotgunGuy1\n{Health 200 States{Spawn:\n SPO5 I -1\n Stop\n Death.CutLess:\n Death.Cut:\n\tDeath:\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 6, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 6, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 6, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 6, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 6, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_SpawnItem (\"DeadShotgunguy_NoHeadNoArm\", 1)\n\t\tStop\n Death.Fatality:\n Death.Melee:\n Death.Kick:\n\tDeath.ExplosiveImpact:\n TNT1 A 0\n TNT1 A 0\n TNT1 A 0 ThrustThingZ(0,15,0,1)\n TNT1 A 0 A_FaceTarget\n TNT1 A 0 A_Recoil (2)\n ID11 OP 8\n TNT1 A 1 A_SpawnItem (\"DIOGNOMO\", 5)\n Stop}}\n\nACTOR BeheadedSergeantZombie: DeadShotgunGuy_NoHead\n{\n\tMass 6\n}\n\nACTOR TUVUOILEBOTTE\n{\n\tGame Doom\n\tRadius 16\n\tHeight 28\n\tHealth 50\n\t\tPainSound \"NAZI/PAIN\"\n\t\tPainChance 255\n\tDAMAGEFACTOR \"Blood\", 0.0 DAMAGEFACTOR \"BlueBlood\", 0.0 DAMAGEFACTOR \"GreenBlood\", 0.0\n DAMAGEFACTOR \"Avoid\", 0.0\n DAMAGEFACTOR \"Kick\", 2.0\n\t\tDamageFactor \"Trample\" , 0.0\n\t\tMass 50\n\t-SOLID\n\t+SHOOTABLE\n\t+FLOORCLIP\n\tStates\n\t{\n\n\tDeath.fire:\n\tDeath.Flames:\n\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n TNT1 A 0 A_Scream\n TNT1 A 0 A_NoBlocking\n TNT1 A 0 A_SpawnItem(\"BurningZombie\")\n Stop\n\n\tSpawn:\n TNT1 A 0\n\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tSPO5 A 10\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n SPO5 B 10\n\tGoto Suffer\n\tSuffer:\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget20\", 0, 28,0)\n \tTNT1 A 0 A_PlaySound (\"nazi/pain\")\n SPO5 C 20\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget20\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\tTNT1 A 0 A_PlaySound (\"nazi/pain\")\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget20\", 0, 28,0)\n SPO5 D 20\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget20\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\tTNT1 A 0 A_PlaySound (\"nazi/pain\")\n SPO5 E 20\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget20\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\tTNT1 A 0 A_PlaySound (\"nazi/pain\")\n SPO5 F 20\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget20\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\tTNT1 A 0 A_PlaySound (\"nazi/pain\")\n SPO5 k 20\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t\tTNT1 A 0 A_GiveInventory(\"DeathTimer1\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"DeathTimer1\", 2, \"GotoDeath\")\n\t\tLoop\n\tGotoDeath:\n\tTNT1 A 0\n\tGoto Death\n\n\tDeath.Cut:\n\tDeath.Cutless:\n\tDeath:\n\t SPO5 G 8\n\t\tTNT1 A 0 A_PlaySound (\"OFDEATH\")\n\t\tTNT1 A 0 A_SpawnItem (\"DIOGNOMO\")\n\t\tStop\n\n Death.Head:\n Death.Decaptate:\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\nTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 37, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_NoBlocking\n SPXS A 10\n TNT1 A 0 A_SpawnItem (\"DeadShotgunguy_NoHeadNoArm\", 1)\nStop\n\nDeath.Shotgun:\n TNT1 A 0 A_CustomMissile (\"MuchBlood2\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t\tTNT1 A 0 A_NoBlocking\n ID11 GH 15\n TNT1 A 0 A_SpawnItem (\"DeadShotgunguy_NoArm\")\n\t\t Stop\n\n\t\t Death.Plasma: Death.Plasma2:\n TNT1 A 0\n TNT1 A 0 A_XScream\n TNT1 A 0 A_NoBlocking\n\t\tXBRN AA 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 AAAA 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_SpawnItem (\"CrueltyBonus5Armor\")\n\t\tXBRN BB 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 A 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t\tXBRN CC 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"PlasmaParticleX\", 48, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAA 0 A_CustomMissile (\"BigPlasmaParticleX\", 42, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0\n Stop\n\n Xdeath:\n Death.SuperPunch:\n\tDeath.Blast:\n\tDeath.SSG:\n\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus10Armor\")\n //TNT1 A 0 A_CustomMissile (\"MeatDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodMuchFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathZombieManHead\", 32, 0, random (170, 190), 2, random (0, 40))\n TNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n ZZD1 EFGH 6\n\t\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\t\tZZD1 H -1\n Stop\n\n\t}\n}\n\nACTOR DyingSergeant\n{\n\tGame Doom\n\tRadius 16\n\tHeight 28\n\tHealth 50\n\t\tPainSound \"NAZI/PAIN\"\n\t\tPainChance 255\n\tDAMAGEFACTOR \"Blood\", 0.0 DAMAGEFACTOR \"BlueBlood\", 0.0 DAMAGEFACTOR \"GreenBlood\", 0.0\n DAMAGEFACTOR \"Avoid\", 0.0\n DAMAGEFACTOR \"Kick\", 2.0\n\t\tMass 50\n\t-SOLID\n\t+SHOOTABLE\n\t+FLOORCLIP\n\tStates\n\t{\n\n\tDeath.fire:\n\tDeath.Flames:\n\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n TNT1 A 0 A_Scream\n TNT1 A 0 A_NoBlocking\n TNT1 A 0 A_SpawnItem(\"BurningZombie\")\n Stop\n\n\tSpawn:\n TNT1 A 0\n\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\tSPO5 A 10\n SPO5 B 10\n\tGoto Suffer\n\tSuffer:\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n \tTNT1 A 0 A_PlaySound (\"nazi/pain\")\n SPO5 C 20\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\tTNT1 A 0 A_PlaySound (\"nazi/pain\")\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n SPO5 D 20\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\tTNT1 A 0 A_PlaySound (\"nazi/pain\")\n SPO5 E 20\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\tTNT1 A 0 A_PlaySound (\"nazi/pain\")\n SPO5 F 20\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\tTNT1 A 0 A_PlaySound (\"nazi/pain\")\n SPO5 k 20\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t\tTNT1 A 0 A_GiveInventory(\"DeathTimer1\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"DeathTimer1\", 10, \"GotoDeath\")\n\t\tLoop\n\tGotoDeath:\n\tTNT1 A 0\n\tGoto Death\n\n\tDeath.Cut:\n\tDeath.Cutless:\n\tDeath:\n\t SPO5 G 8\n\t\tTNT1 A 0 A_PlaySound (\"OFDEATH\")\n\t\tTNT1 A 0 A_SpawnItem (\"DeadShotgunGuy_NoArm\")\n\t\tStop\n\n Death.Head:\n Death.Decaptate:\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\nTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 37, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_NoBlocking\n SZD4 A 10\n TNT1 A 0 A_SpawnItem (\"DeadShotgunguy_NoHeadNoArm\", 1)\nStop\n\nDeath.Shotgun:\n TNT1 A 0 A_CustomMissile (\"MuchBlood2\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t\tTNT1 A 0 A_NoBlocking\n ID11 GH 15\n TNT1 A 0 A_SpawnItem (\"DIOGNOMO\")\n\t\t Stop\n\n\t\t Death.Plasma: Death.Plasma2:\n TNT1 A 0\n TNT1 A 0 A_XScream\n TNT1 A 0 A_NoBlocking\n\t\tXBRN AA 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 AAAA 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_SpawnItem (\"CrueltyBonus5Armor\")\n\t\tXBRN BB 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 A 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t\tXBRN CC 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"PlasmaParticleX\", 48, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAA 0 A_CustomMissile (\"BigPlasmaParticleX\", 42, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0\n Stop\n\n Xdeath:\n Death.SuperPunch:\n\tDeath.Blast:\n\tDeath.SSG:\n\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus10Armor\")\n //TNT1 A 0 A_CustomMissile (\"MeatDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodMuchFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathZombieManHead\", 32, 0, random (170, 190), 2, random (0, 40))\n TNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n ZZD1 EFGH 6\n\t\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\t\tZZD1 H -1\n Stop\n\n\t}\n}\n\nACTOR DyingSergeantNoLeg\n{\n Radius 12\n Height 16\n Speed 9\n\tHealth 50\n\tPainSound \"grunt/pain\"\n\tDeathSound \"grunt/death\"\n\t+SHOOTABLE\n +FLOORCLIP\n\t//+NOBLOCKMAP\n +LOOKALLAROUND\n\t+FRIGHTENED\n\t+SOLID\n\t+FLOORCLIP\n\tDAMAGEFACTOR \"Kick\", 0.1\n\tDAMAGEFACTOR \"trample\", 2.0\n\tPainChance \"Kick\", 255\n States\n {\n\n\tPain.Kick:\n\tTNT1 A 0 A_CustomMissile (\"Teeth\", 30, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"TeethNoBounce\", 30, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_SpawnItem(\"CrueltyBonus1health\")\n\tTNT1 A 0 A_Pain\n\tTNT1 A 0 A_FaceTarget\n\tSMAK ABA 6\n\tSMAM A 15\n\tGoto See\n\n\t\t\tDeath.Kick:\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_GiveToTarget(\"GoFatality\", 1)\n TNT1 A 0 A_GiveToTarget(\"IsCurbstompingSergeant\", 1)\n Stop\n\n\t\t\tDeath.Fatality:\n\t\tDeath.SuperPunch:\n TNT1 A 0 A_NoBlocking\n TNT1 A 0 A_GiveToTarget(\"HasSguyShield\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"GotMeatShield\", 1)\n Stop\n\n Spawn:\n\tSMAM A 1 A_Look\n\tLoop\n See:\n\t\tSMAM ABAB 10 A_Wander\n SMAM A 9 A_Pain\n\t\tTNT1 A 0 A_SpawnItemEx(\"NashGore_FlyingBlood\", 0, 0, 10, 0, 0)\n\n\t\tTNT1 A 0 A_GiveInventory(\"DeathTimer1\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"DeathTimer1\", 15, \"GotoDeath\")\n\t\tLoop\n\n\tGotoDeath:\n\tTNT1 A 0\n\tGoto Death\n\n\tGoto Death\n\t\tDeath:\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"DeadShotgunGuy_NoLeg\")\n\t\tStop\n Crush:\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n CRS2 A 5\n CRS2 A -1\n Stop\n\n\tDeath.Plasma: Death.Plasma2:\n TNT1 A 0\n TNT1 A 0 A_XScream\n TNT1 A 0 A_NoBlocking\n\t\tXBRN AA 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 AAAA 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_SpawnItem (\"CrueltyBonus5Armor\")\n\t\tXBRN BB 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 A 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t\tXBRN CC 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"PlasmaParticleX\", 48, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAA 0 A_CustomMissile (\"BigPlasmaParticleX\", 42, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0\n Stop\n\n\tDeath.Fire:\n\tDeath.Flames:\n\tDeath.Burn:\n\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Armor\")\n\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n\t//TNT1 A 0 A_SpawnItem (\"DyingSergeantNoLegInFlames\")\n\tStop\n\n\tDeath.Trample:\n\t TNT1 A 0 A_CustomMissile (\"MuchBlood2\", 10, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 10, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 10, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 10, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 10, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 10, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 10, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem (\"StompedSergeant\")\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Armor\")\n\t\tStop\n\n\t}\n}\n\nACTOR DyingSergeantLegBlewedOff: DyingSergeant\n{\n\tGame Doom\n\tRadius 16\n\tHeight 28\n\tHealth 50\n\t\tPainSound \"grunt/pain\"\n\t\tPainChance 255\n\tDAMAGEFACTOR \"Blood\", 0.0 DAMAGEFACTOR \"BlueBlood\", 0.0 DAMAGEFACTOR \"GreenBlood\", 0.0\n DAMAGEFACTOR \"Avoid\", 0.0\n DAMAGEFACTOR \"Kick\", 2.0\n\t\tMass 50\n\t-SOLID\n\t+SHOOTABLE\n\tStates\n\t{\n\t\t\t\tDeath.Fatality:\n\t\tDeath.SuperPunch:\n TNT1 A 0 A_NoBlocking\n TNT1 A 0 A_GiveToTarget(\"HasSguyShield\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"GotMeatShield\", 1)\n Stop\n\n\tSpawn:\n TNT1 A 0\n\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\tTNT1 A 0 A_PlaySound (\"BURNZOM\")\n\tSPO5 C 1\n\tGoto Suffer\n\n\tSuffer:\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n SPO3 D 10\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n SPO3 E 10\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t\tTNT1 A 0 A_GiveInventory(\"DeathTimer1\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"DeathTimer1\", 12, \"GotoDeath\")\n\t\tLoop\n\n\tGotoDeath:\n\tTNT1 A 0\n\tGoto Death\n\n\tDeath.Cut:\n\tDeath.Cutless:\n\tDeath:\n\t SPO3 GH 6\n\t\tTNT1 A 0 A_PlaySound (\"grunt/death\")\n\t\tTNT1 A 0 A_SpawnItem (\"DeadShotgunGuy_NoLeg\")\n\t\tStop\n\n Death.Head:\n Death.Decaptate:\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\nTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 37, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_NoBlocking\n SPO3 IJ 6\n TNT1 A 0 A_SpawnItem (\"DeadShotgunguy_NoLeg\", 1)\nStop\n\nDeath.Shotgun:\n\n TNT1 A 0 A_CustomMissile (\"MuchBlood2\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t\tTNT1 A 0 A_NoBlocking\n ID11 GH 15\n TNT1 A 0 A_SpawnItem (\"DIOGNOMO\")\n\t\t Stop\n\n Death.Plasma: Death.Plasma2:\n TNT1 A 0\n TNT1 A 0 A_XScream\n TNT1 A 0 A_NoBlocking\n\t\tXBRN AA 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 AAAA 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_SpawnItem (\"CrueltyBonus5Armor\")\n\t\tXBRN BB 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 A 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t\tXBRN CC 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"PlasmaParticleX\", 48, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAA 0 A_CustomMissile (\"BigPlasmaParticleX\", 42, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0\n Stop\n\n Xdeath:\n Death.SuperPunch:\n\tDeath.Blast:\n\tDeath.SSG:\n\t\tTNT1 A 0 A_SpawnItem(\"Luger\")\nTNT1 A 0 A_SpawnItem(\"GrenadeAmmo\")\n //TNT1 A 0 A_CustomMissile (\"MeatDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodMuchFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathZombieManHead\", 32, 0, random (170, 190), 2, random (0, 40))\n TNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n ZZD1 EFGH 6\n\t\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\t\tZZD1 H -1\n Stop\n\n\t}\n}\n\nACTOR BrutalizedSergeant1\n{\n\tGame Doom\n\tRadius 16\n\tHeight 50\n\tHealth 75\n\t\tPainSound \"nazi/pain\"\n\t\tPainChance 255\n\t\tMass 999999\n\t-SOLID\n\t+SHOOTABLE\n\t+FLOORCLIP\n\tScale 1.0\n\tStates\n\t{\n\t\t\t\tDeath.Fatality:\n\t\tDeath.SuperPunch:\n TNT1 A 0 A_NoBlocking\n TNT1 A 0 A_GiveToTarget(\"HasSguyShield\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"GotMeatShield\", 1)\n Stop\n\n\tSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_Recoil(2)\n\tTNT1 A 0 A_CustomMissile (\"XDeathOfficerArm1\", 35, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\tPain:\n SPO5 A 25\n\tGoto DieNow\n\n DieNow:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItem (\"BrutalizedSergeantStop\")\n\tStop\n\n\tDeath:\n\t TNT1 A 0\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n TNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Recoil(2)\n\t TNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem (\"BrutalizedSergeant2\")\n\t\tStop\n\n\tDeath.SSG:\n\tXDeath:\n\t\tTNT1 A 0 A_XScream\n \t TNT1 AAA 0 A_CustomMissile (\"SuperBloodSplasher\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_NoBlocking\n TNT1 A 0 A_CustomMissile (\"SargeXDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n Stop\n\n}}\n\nACTOR BrutalizedSergeantStop: CurbstompedMarine\n{\n States\n {\n Spawn:\nSpo5 g 1 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\nspo5 I -1\n Stop }}\n\nACTOR BrutalizedSergeant2: BrutalizedSergeant1\n{\n\tStates\n\t{\n\tSpawn:\n\tPain:\n Spo9 a 25\n\tGoto DieNow\n\n DieNow:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItem (\"BrutalizedSergeantStop2\")\n\tStop\n\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Recoil(2)\n\tTNT1 A 0 A_CustomMissile (\"XDeathOfficerArm1\", 35, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem (\"BrutalizedSergeant3\")\n\t\tStop\n}}\n\nACTOR BrutalizedSergeantStop2: CurbstompedMarine\n{\n States\n {\n Spawn:\nSPO9 B 3 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\nSPO9 C -1\n Stop }}\n\nACTOR BrutalizedSergeant3: BrutalizedSergeant1\n{\n\tStates\n\t{\n\tSpawn:\n\tPain:\n SPO9 D 25\n\tGoto DieNow\n\n DieNow:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItem (\"BrutalizedSergeantStop3\")\n\tStop\n\n\tDeath:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_Recoil(2)\n\t\tTNT1 AAA 0 A_CustomMissile (\"Instestin\", 32, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n\t\tspo9 GH 6\n\t\tSPO9 I -1\n\t\tStop\n}}\n\nACTOR BrutalizedSergeantStop3: CurbstompedMarine\n{\n States\n {\n Spawn:\nSPO9 E 4 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\nSPO9 F -1\n Stop }}\n\nACTOR StompedSergeant: CurbstompedMarine\n{Health 200 States{Spawn:\n 02CB F -1\n Stop\tDeath:\nTNT1 AAAA 0 A_CustomMissile (\"BloodSplasher\", 0, 0, random (0, 360), 2, random (0, 160))\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 5, 0, random (0, 360), 2, random (0, 160))\n Stop}}\n\n\tACTOR VeryFuckedUpBrutalizedSergeantLeg: CurbstompedMarine\n{Health 200 States{Spawn:\n ID14 G -1\n Stop\tDeath:\nTNT1 AAAA 0 A_CustomMissile (\"BloodSplasher\", 0, 0, random (0, 360), 2, random (0, 160))\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 5, 0, random (0, 360), 2, random (0, 160))\n Stop}}\n\nACTOR BrutalizedSergeantLeg: BrutalizedSergeant1\n{\n\tStates\n\t{\n\tSpawn:\n\tPain:\n SPO3 A 15\n\tGoto DieNow\n\n DieNow:\n\tSPO3 BCD 5\n\tTNT1 A 0 A_SpawnItem (\"DeadShotgunguy_NoLeg\")\n\tStop\n\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Recoil(4)\n\n\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n //TNT1 AAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeathOfficerArm1\", 35, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t ID14 ABCDEF 5\n\t\tTNT1 A 0 A_SpawnItem (\"VeryFuckedUpBrutalizedSergeantLeg\")\n\t\tStop\n}}\n\nACTOR DyingZombiemanNoArm: DyingSergeant\n{\n+FLOORCLIP\n\tStates\n\t{\n\t\tDeath.Fatality:\n\t\tDeath.SuperPunch:\n TNT1 A 0 A_NoBlocking\n TNT1 A 0 A_GiveToTarget(\"HasZmanShield\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"GotMeatShield\", 1)\n Stop\n\n\t Death.fire:\n\tDeath.Flames:\n\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n TNT1 A 0 A_Scream\n TNT1 A 0 A_NoBlocking\n TNT1 A 0 A_SpawnItem(\"BurningZombie\")\n Stop\n\n\tSpawn:\n ZZD2 B 1\n\tTNT1 A 0 A_PlaySound (\"BURNZOM\")\n\tGoto Suffer\n\tSuffer:\n\t TNT1 A 0\n\t TNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n ZZD2 E 10\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n ZZD2 B 10\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n ZZD2 E 10\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n ZZD2 B 10\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n ZZD2 E 10\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n ZZD2 B 10\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n ZZD2 E 10\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n ZZD2 B 10\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n ZZD2 E 10\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n ZZD2 B 10\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n ZZD2 E 10\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n ZZD2 B 10\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n ZZD2 E 10\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n ZZD2 B 10\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t\tGoto Death\n\n\tDeath.Cut:\n\tDeath.Cutless:\n\tDeath:\n\t ZZD2 C 8\n\t\tTNT1 A 0 A_PlaySound (\"grunt/death\")\n\t\tTNT1 A 0 A_SpawnItem (\"DeadZombieman_NoArmFront\")\n\t\tStop\n\n Death.Head:\n Death.Decaptate:\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_XScream\nTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 37, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n ZZD3 G 10\n TNT1 A 0 A_SpawnItem (\"DeadZombieman_NoHeadNoArm\", 1)\nStop\n\nDeath.Plasma: Death.Plasma2:\n TNT1 A 0\n TNT1 A 0 A_XScream\n TNT1 A 0 A_NoBlocking\n\t\tXBRN AA 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 AAAA 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_SpawnItem (\"CrueltyBonus5Armor\")\n\t\tXBRN BB 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 A 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t\tXBRN CC 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"PlasmaParticleX\", 48, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAA 0 A_CustomMissile (\"BigPlasmaParticleX\", 42, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0\n Stop\n\nDeath.Shotgun:\nDeath.Kick:\nDeath.Melee:\n TNT1 A 0 A_CustomMissile (\"MuchBlood2\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_PlaySound (\"grunt/death\")\n\t\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t\tTNT1 A 0 A_NoBlocking\n ID11 EF 15\n TNT1 A 0 A_SpawnItem (\"DeadZombieman_NoArm\")\n\t\t Stop\n\n\t\t Death.Fatality:\n\t\tDeath.SuperPunch:\n TNT1 A 0 A_NoBlocking\n\n TNT1 A 0 A_GiveToTarget(\"HasZmanShield\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"GotMeatShield\", 1)\n Stop\n\n Xdeath:\n Death.SuperPunch:\n\tDeath.Blast:\n\tDeath.SSG:\n //TNT1 A 0 A_CustomMissile (\"MeatDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodMuchFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathZombiemanHead\", 32, 0, random (170, 190), 2, random (0, 40))\n TNT1 A 0 A_PlaySound (\"misc/xdeath\")\n\t\tTNT1 A 0 A_NoBlocking\n SZD1 EFGH 6\n\t\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\t\tSZD1 H -1\n Stop\n\n\t}\n}\n\nACTOR ZombieManDyingAfterFatality: DyingZombiemanNoArm\n{\n\tStates\n\t{\n\t Death.fire:\n\tDeath.Flames:\n\tTNT1 AA 0 A_SpawnItem (\"CrueltyBonus5Health\")\n TNT1 A 0 A_Scream\n TNT1 A 0 A_NoBlocking\n TNT1 A 0 A_SpawnItem(\"BurningZombie\")\n Stop\n\n\tSpawn:\n ZZD5 E 1\n\tTNT1 A 0 A_PlaySound (\"BURNZOM\")\n\tGoto Suffer\n\tSuffer:\n\t TNT1 A 0\n\t TNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n ZZD5 E 10\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n ZZD5 F 10\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n ZZD5 E 10\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n ZZD5 F 10\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n ZZD5 E 10\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n ZZD5 F 10\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n ZZD5 E 10\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n ZZD5 F 10\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n ZZD5 E 10\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n ZZD5 F 10\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t\t\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n ZZD5 F 10\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t\t\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n ZZD5 E 10\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t\t\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n ZZD5 F 10\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t\t\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n ZZD5 E 10\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t\t\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n ZZD5 F 10\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\t\tGoto Death\n\n\tDeath.Cut:\n\tDeath.Cutless:\n\tDeath:\n\t ZZD5 G 8 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem (\"DeadZombieManFacingFront\")\n\t\tStop\n\n Death.Head:\n\tDeath.Minorhead:\n Death.Decaptate:\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_XScream\nTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 37, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n ZZD5 HI 10\n TNT1 A 0 A_SpawnItem (\"DeadZombieman_NoHeadFront\", 1)\nStop\n\nDeath.Shotgun:\nDeath.Kick:\nDeath.Melee:\n TNT1 A 0 A_CustomMissile (\"MuchBlood2\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t\tTNT1 A 0 A_NoBlocking\n ID11 EF 15\n TNT1 A 0 A_SpawnItem (\"DeadZombieman1\")\n\t\t Stop\n\n\t\t Death.Fatality:\n\t\tGoto XDeath\n\n\t}\n}\n\nACTOR ZombiemanGotHisLegBlowed: DyingZombiemanNoArm\n{\n\tStates\n\t{\n\n\tSpawn:\n POS7 E 1\n\tTNT1 A 0 A_PlaySound (\"BURNZOM\")\n\tGoto Suffer\n\tSuffer:\n\t TNT1 A 0\n\t TNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n POS7 E 10\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t POS7 F 10\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t\tTNT1 A 0 A_Jump(32, \"LeaveCrawling\")\n\n\t TNT1 A 0 A_GiveInventory(\"DeathTimer1\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"DeathTimer1\", 12, \"GotoDeath\")\n\t\tLoop\n\n\tGotoDeath:\n\tTNT1 A 0\n\tGoto Death\n\n\tDeath.Cut:\n\tDeath.Cutless:\n\tDeath:\n\t TNT1 A 0\n\t TNT1 A 0 A_PlaySound (\"grunt/death\")\n\t\tTNT1 A 0 A_SpawnItem (\"DeadZombieman_NoLeg\")\n\t\tStop\n\n\tLEaveCrawling:\n\tTNT1 A 0 A_PlaySound (\"grunt/death\")\n\tTNT1 A 0 A_SpawnItem (\"DyingZombieMan\")\n\tStop\n\n Death.Head:\n Death.Decaptate:\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Scream\nTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 37, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_NoBlocking\n TNT1 A 0 A_SpawnItem (\"DeadZombieman_NoLeg\", 1)\n\t\tStop\n\n\t\tDeath.Fatality:\n\t\tDeath.SuperPunch:\n TNT1 A 0 A_NoBlocking\n TNT1 A 0 A_GiveToTarget(\"HasZmanShield\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"GotMeatShield\", 1)\n Stop\n\nDeath.Shotgun:\nDeath.Kick:\nDeath.Melee:\n TNT1 A 0 A_CustomMissile (\"MuchBlood2\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t\tTNT1 A 0 A_NoBlocking\n ID11 KL 15\n TNT1 A 0 A_SpawnItem (\"DeadZombieman_NoLeg\")\n\t\t Stop\n\n\t}\n}\n\nACTOR DeadZombieman_NoHeadNoArm: DeadZombieman_NoHead\n{Health 200 States{Spawn:\n ZZD3 H -1\n\t\tStop}}\n\n\tACTOR SergeantFatalizedByBaron: TeleportFog\n{\nRenderstyle Translucent\nAlpha 1.0\n\tStates\n\t{\n\tSpawn:\n\tSP2X BCD 8\n\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n TNT1 A 0 A_SpawnItem (\"DeadShotgunguy_Half\", 1)\n\tStop\n}\n}\n\nACTOR SergeantGotHisLegBlowed: DyingZombiemanNoArm\n{\n\tStates\n\t{\n\tSpawn:\n SPO3 D 1\n\tTNT1 A 0 A_PlaySound (\"BURNZOM\")\n\tGoto Suffer\n\tSuffer:\n\t TNT1 A 0\n\t TNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n SPO3 D 10\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t SPO3 E 10\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t\tTNT1 A 0 A_Jump(32, \"LeaveCrawling\")\n\n\t TNT1 A 0 A_GiveInventory(\"DeathTimer1\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"DeathTimer1\", 12, \"GotoDeath\")\n\t\tLoop\n\n\tGotoDeath:\n\tTNT1 A 0\n\tGoto Death\n\n\tDeath.Cut:\n\tDeath.Cutless:\n\tDeath:\n\t TNT1 A 0\n\t\tSPO3 GH 5\n\t TNT1 A 0 A_PlaySound (\"grunt/death\")\n\t\tTNT1 A 0 A_SpawnItem (\"DeadShotgunguy_NoLeg\")\n\t\tStop\n\n\tLEaveCrawling:\n\tTNT1 A 0 A_PlaySound (\"grunt/death\")\n\tTNT1 A 0 A_SpawnItem (\"DyingSergeantNoLeg\")\n\tStop\n\n Death.Head:\n Death.Decaptate:\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Scream\nTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 37, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n\t\tSPO3 IJ 5\n\n TNT1 A 0 A_SpawnItem (\"DeadShotgunguy_NoLeg\", 1)\nStop\n\nDeath.Shotgun:\nDeath.Kick:\nDeath.Melee:\n TNT1 A 0 A_CustomMissile (\"MuchBlood2\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t\tTNT1 A 0 A_NoBlocking\n ID11 GH 10\n TNT1 A 0 A_SpawnItem (\"DeadShotgunguy_NoLeg\")\n\t\t Stop\n\n\t\tDeath.Fatality:\n\t\tDeath.SuperPunch:\n TNT1 A 0 A_NoBlocking\n TNT1 A 0 A_GiveToTarget(\"HasSguyShield\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"GotMeatShield\", 1)\n Stop\n\n\t}\n}\n\nACTOR FlyingImpaledSergeant\n{\n Radius 8\n Height 8\n Speed 10\n Scale 1.2\n\tMass 1\n +NOBLOCKMAP\n\t+MISSILE\n +NOTELEPORT\n +MOVEWITHSECTOR\n +CLIENTSIDEONLY\n +RIPPER\n +BLOODLESSIMPACT\n\t-DONTSPLASH\n\t+THRUGHOST\ndamagetype Blood\n SeeSound \"misc/xdeath4\"\n DeathSound \"misc/xdeath1\"\n\tDecal BrutalBloodSplat\n\tMass 1\n States\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n ID18 AA 3 A_CustomMissile (\"NashGore_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tID11 GG 3 A_CustomMissile (\"NashGore_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\n Goto Fall\n\tFall:\n\t ID11 H 3 A_CustomMissile (\"NashGore_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tLoop\n Death:\n TNT1 A 0 A_SpawnItem(\"BigBloodSpot\",0,0,0,1)\n TNT1 A 0 A_SpawnItem(\"DeadShotgunguy\")\n\t\tTNT1 A 1\n Stop\n TNT1 A 1\n Splash:\n TNT1 A 0\n Stop\n }\n}\n\n ACTOR Grenade2\n{\n\n Radius 8\n Height 6\n Speed 20\n Damage 4\n PROJECTILE\n\t\t+EXPLODEONWATER\n\t+SKYEXPLODE\n +EXTREMEDEATH\n damagetype flame\n +DoomBounce\n\tSeeSound \"Grenade/Boucing\"\n DeathSound \"god/bang\"\n States\n {\n Spawn:\n \tGRND ABCDEF 2 A_gravity\n Loop\n Death:\n EXPL A 0 Radius_Quake (2, 54, 0, 15, 0)\n\t\tTNT1 A 1 A_PlaySound(\"grn/explode\",3)\n TNT1 A 0 A_AlertMonsters\n\n TNT1 A 0 A_SpawnItemEx (\"ExplosionFlareSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"BarrelExplosion\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"BarrelKaboom\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 AAAAAAA 0 A_CustomMissile (\"ExplosionFlames\", 0, 0, random (0, 360), 2, random (0, 360))\n TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"ExplosionParticleHeavy\", 0, 0, random (0, 360), 2, random (0, 180))\n TNT1 AAAAAA 0 A_CustomMissile (\"ExplosionParticleHeavy\", 0, 0, random (0, 180), 2, random (0, 180))\n TNT1 AAA 0 A_CustomMissile (\"ExplosionParticleHeavy\", 0, 0, random (0, 360), 2, random (0, 180))\n TNT1 AAAAAAAAAAAAAAAA 0 A_CustomMissile (\"ExplosionParticleHeavy\", 0, 0, random (0, 360), 2, random (0, 360))\n\n TNT1 AAAAAAA 0 A_CustomMissile (\"MediumExplosionFlames\", 0, 0, random (0, 360), 2, random (0, 360))\n EXPL AAA 0 A_CustomMissile (\"BigNeoSmoke\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAAAA 1 A_CustomMissile (\"ExplosionSmoke\", 2, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAAAAAAAA 2 A_CustomMissile (\"BigNeoSmoke\", 2, 0, random (0, 360), 2, random (0, 360))\n Stop}}\n\nACTOR OFF_PATROL: ShotgunGuy1 7013\n{\n//$Category BW Enemies\n//$Title Officer Patrol\n+JUSTHIT\nStates\n{\n\tSpawn:\n\t\tWWHT AAA 1 A_Wander\n\t\tWWHT AAAA 1 A_LookEx (0, 0, 0, 2048, 0, \"See\")\n\t\tWWHT BBB 1 A_Wander\n\t\tWWHT BBB 1 A_LookEx (0, 0, 0, 2048, 0, \"See\")\n\t\tNULL A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tWWHT CCC 1 A_Wander\n\t\tWWHT CCC 1 A_LookEx (0, 0, 0, 2048, 0, \"See\")\n\t\tWWHT DDD 1 A_Wander\n\t\tWWHT DDD 1 A_LookEx (0, 0, 0, 2048, 0, \"See\")\n\t\tNULL A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tLoop\n\t}\n}\n\nActor DeadOF_NoLeg\n{\n Radius 12\n Height 12\n +SHOOTABLE\n -SOLID\n +NOTELEPORT\n +MOVEWITHSECTOR\n +CORPSE\n\t+FLOORCLIP\n Mass 1000\n Health 100\n DAMAGEFACTOR \"Blood\", 0.0\n PainChance \"Melee\", 255\n DAMAGEFACTOR \"Melee\", 20.0\n DAMAGEFACTOR \"Kick\", 20.0\n DAMAGEFACTOR \"Fatality\", 20.0\n DAMAGEFACTOR \"Trample\", 0.0\n\tDAMAGEFACTOR \"ExplosiveImpact\", 10.0\nStates\n{Spawn:\n SPO3 F -1\n Stop\nDeath:\n Death.CutLess:\n Death.Cut:\n \t TNT1 A 0 A_SpawnItem(\"GibsZ\")\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tStop\n}}\n\nACTOR Ach\n{\n Radius 12\n Height 56\n Speed 5\n Scale 0.98\n\tHealth 100\n\tGibHealth 25\n\tDAMAGEFACTOR \"Burn\", 0.0\n\tDAMAGEFACTOR \"Fire\", 0.0\n\tDAMAGEFACTOR \"Flames\", 0.0\n\tDAMAGEFACTOR \"Flame\", 0.0\n\tDAMAGEFACTOR \"ExplosiveImpact\", 10.0\n\tMONSTER\n\t-COUNTKILL\n\t+FRIENDLY\n +FLOORCLIP\n\t+SHOOTABLE\n\t+NOBLOCKMONST\n\tGravity 0.7\n\tbloodtype \"DeadBlood\"\n Obituary \"%o was kill by a Kamikaze Officer.\"\n\tMaxDropOffHeight 6000\n\n\tMass 999999\n States\n {\n Spawn:\n spos A 0\n TNT1 A 0 A_PlaySound(\"BURNZOM\")\n\t\tGoto Suffer\n\tSuffer:\n SPOS AAA 1 Bright A_Wander\n SPOS B 0\n\t\tSSBU B 0\n SPOS CCC 1 Bright A_Wander\n SPOS C 0\n\t\tSSBU B 0\n SPOS DDD 0\n\t\tSpos D 0\n\nTNT1 A 0 A_GiveInventory(\"DeathTimer1\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"DeathTimer1\", 20, \"Death\")\n\tLoop\n\n Death:\n SPOS OP 2 BRIGHT\n\n TNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_SpawnItemEx (\"ExplosionFlareSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n TNT1 A 0 A_SpawnItemEx (\"BarrelExplosion\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"BarrelKaboom\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAAAAAAAAAAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 40, 0, random (0, 360), 2, random (-5, 5))\n\t TNT1 AAAAAA 0 bright A_CustomMissile (\"SuperGoreSpawner\", 5, 0, random (0, 360), 2, random (30, 180))\n TNT1 AAAAAAAAA 0 A_CustomMissile (\"CeilBloodLauncherLong\", 0, 0, random (0, 360), 2, random (50, 130))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathArm1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath4\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathGuts\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAA 0 A_CustomMissile (\"Instestin\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathflamesoldierLeg1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\t\tTNT1 AAAAAAA 0 A_CustomMissile (\"ExplosionFlames\", 0, 0, random (0, 360), 2, random (0, 360))\n TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"ExplosionParticleHeavy\", 0, 0, random (0, 360), 2, random (0, 180))\n TNT1 AAAAAA 0 A_CustomMissile (\"ExplosionParticleHeavy\", 0, 0, random (0, 180), 2, random (0, 180))\n\t EXPL A 0 Radius_Quake (2, 24, 0, 15, 0)\n\n\t\tTNT1 AA 0 A_CustomMissile (\"MetalShard1\", 5, 0, random (0, 360), 2, random (30, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"MetalShard2\", 5, 0, random (0, 360), 2, random (30, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"MetalShard3\", 5, 0, random (0, 360), 2, random (30, 160))\n\t\tTNT1 A 0 A_PlaySound(\"FAREXPL\", 3)\n\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 8 A_CustomMissile (\"ExplosionSmoke\", 1, 0, random (0, 360), 2, random (50, 130))\n\n\t\tStop\n\n }\n}"
},
{
"source": "pk3",
"name": "actors/foes/SYNERGO.txt",
"contents": "////Brutal Wolfenstein?Ma che gioco di merda!!!!\n\nACTOR Synergo Replaces Archvile\n{\n\tHealth 2000\n\tRadius 26\n\tHeight 40\n\tDeathHeight 0\n\tSpeed 10\n\tMass 100\n painchance 200\n PAINChance \"blood\",0\n\tDAMAGEFACTOR \"blood\", 0\n\tMONSTER\n\t+FLOORCLIP\n +FRIENDLY\n\t+MISSILEMORE\n +NOINFIGHTING\n +DONTHARMSPECIES\n+DONTHURTSPECIES\n\tSeeSound \"Synergo/See\"\n painsound \"synergo/pain\"\n activesound \"Synergo/active\"\n\tDeathSound \"Synergo/death\"\n\tObituary \"%o ha ascoltato una barzelletta di Synergo\"\n\tBloodColor \"FF 00 00\"\n BloodType \"Nashgore_Blood\"\nPainChance \"ExplosiveImpact\", 255\n\tDAMAGEFACTOR \"Blood\", 0.0 DAMAGEFACTOR \"BlueBlood\", 0.0 DAMAGEFACTOR \"GreenBlood\", 0.0\n\tStates\n\t{\n\tSpawn:\n\t\tSINE A 10 A_Look\n\t\tLoop\n\n See:\n\t\tSINE BB 1 A_Chase\n\t\tSINE BB 2 A_Chase\n\t\tSINE CC 2 A_Chase\n\t\tSINE CC 2 A_Chase\n\t\tSINE DD 2 A_Chase\n\t SINE DD 2 A_Chase\n\t\tSINE EE 2 A_Chase\n\t\tSINE EE 2 A_Chase\n\t\tGoto See\n\n Missile:\nSINE F 0 A_PLAYSOUND(\"SYNERGO/ATTACK\")\n SINE F 2 A_FaceTarget\nSINE F 8 A_CustomBulletAttack (3, 3, 1, 3, \"HitPuff\", 0)\n SINE F 2 A_FaceTarget\nSINE F 8 A_CustomBulletAttack (3, 3, 1, 3, \"HitPuff\", 0)\n SINE F 2 A_FaceTarget\nSINE F 8 A_CustomBulletAttack (3, 3, 1, 3, \"HitPuff\", 0)\n SINE F 2 A_FaceTarget\nSINE F 8 A_CustomBulletAttack (3, 3, 1, 3, \"HitPuff\", 0)\n SINE F 2 A_FaceTarget\nSINE F 8 A_CustomBulletAttack (3, 3, 1, 3, \"HitPuff\", 0)\n SINE F 2 A_FaceTarget\nSINE F 8 A_CustomBulletAttack (3, 3, 1, 3, \"HitPuff\", 0)\n SINE F 2 A_FaceTarget\nSINE F 8 A_CustomBulletAttack (3, 3, 1, 3, \"HitPuff\", 0)\n SINE F 2 A_FaceTarget\nSINE F 8 A_CustomBulletAttack (3, 3, 1, 3, \"HitPuff\", 0)\n SINE F 2 A_FaceTarget\nSINE F 8 A_CustomBulletAttack (3, 3, 1, 3, \"HitPuff\", 0)\n SINE F 2 A_FaceTarget\nSINE F 8 A_CustomBulletAttack (3, 3, 1, 3, \"HitPuff\", 0)\n SINE F 2 A_FaceTarget\nSINE F 8 A_CustomBulletAttack (3, 3, 1, 3, \"HitPuff\", 0)\n SINE F 2 A_FaceTarget\nSINE F 8 A_CustomBulletAttack (3, 3, 1, 3, \"HitPuff\", 0)\n SINE F 2 A_FaceTarget\nSINE F 8 A_CustomBulletAttack (3, 3, 1, 3, \"HitPuff\", 0)\n SINE F 2 A_FaceTarget\nSINE F 8 A_CustomBulletAttack (3, 3, 1, 3, \"HitPuff\", 0)\n SINE F 2 A_FaceTarget\nSINE F 8 A_CustomBulletAttack (3, 3, 1, 3, \"HitPuff\", 0)\n SINE F 2 A_FaceTarget\nSINE F 8 A_CustomBulletAttack (3, 3, 1, 3, \"HitPuff\", 0)\n SINE F 2 A_FaceTarget\nSINE F 8 A_CustomBulletAttack (3, 3, 1, 3, \"HitPuff\", 0)\n goto See\n\n Pain:\n sipa A 3\n sipa A 3 A_Pain\n goto See\n\n\tDeath:\n TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n SIDT A 5\n\t\tSIDT B 5 A_Scream\n\t\tSIDT C 5 A_NoBlocking\n\t\tSIDT D 2 A_SpawnItem (\"MediumBloodSpot\")\n SIDT E -1\n\t\tStop\n\nDeath.Plasma: Death.Plasma2:\n\tPBR1 A 6 A_Scream\n\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Ashes1\", 32, 0, random (0, 360), 2, random (0, 180))\n\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Ashes2\", 32, 0, random (0, 360), 2, random (0, 180))\n\tTNT1 AAAA 0 A_CustomMissile (\"BluePlasmaFireNonStatic\", 32, 0, random (0, 360), 2, random (0, 180))\n\tPBR1 B 6 A_NoBlocking\n\tPBR1 CDEFGH 6 A_CustomMissile (\"Blood\", 10, 0, random (0, 360), 2, random (0, 160))\n\tPBR1 HHHHHHHHHHHHHHHHHHHHHH 8 A_CustomMissile (\"PlasmaSmoke\", 10, 0, random (0, 360), 2, random (0, 160))\n\tPBR1 H -1\n\tStop\n\n\tXDeath.Plasma:\n TNT1 A 0\n TNT1 A 0 A_XScream\n TNT1 A 0 A_NoBlocking\n\t\tXBRN AA 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 AAAA 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\n\t\tXBRN BB 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 A 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t\tXBRN CC 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"PlasmaParticleX\", 48, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAA 0 A_CustomMissile (\"BigPlasmaParticleX\", 42, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0\n Stop\n\nDeath.Desintegrate:\nDeath.ExplosiveImpact:\n\tTNT1 A 0\n\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n TNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 35, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 40, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeathGRENADIERLeg1\", 32, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t\tSCVO CDEF 5 A_CheckFloor (\"Dead.ExplosiveImpact\")\n\t\tSCVO FFFFFF 5 A_CheckFloor (\"Dead.ExplosiveImpact\")\n\t\tSCVO G -1\n\t\tStop\n\nDead.ExplosiveImpact:\n\t\tSCVO G -1 A_BossDeath\n\t\tTNT1 A 0 A_SpawnItem (\"MuchBlood\")\n\t\tStop\n\n\t Death.Fire:\n\tDeath.Flames:\n TNT1 A 0 A_Scream\n TNT1 A 0 A_NoBlocking\n TNT1 A 0 A_SpawnItem(\"Burninggrenadier\")\n TNT1 A 0\n Stop\n\n\tXDeath:\n TNT1 A 0 A_Scream\n TNT1 A 0 A_NoBlocking\n TNT1 A 0 A_SpawnItem(\"DesintegratedPANZERGRENADIER\")\nTNT1 A 0\n Stop\n\n}}\n\n////Enclave Soldier\n///God bless America,God bless the Enclave\nActor EnclaveSoldat: Synergo Replaces Spectre\n{\n-Friendly\nSpeed 6\nHealth 500\n painchance 100\n PAINChance \"blood\",0\n\tDAMAGEFACTOR \"blood\", 0\n\tObituary \"%o was kill by an Enclave Soldier\"\n\tSeeSound \"Enclave/See\"\n painsound \"Enclave/pain\"\n activesound \"\"\n\tDeathSound \"Enclave/death\"\nStates\n{\nSpawn:\n SENC A 1 A_LOOK\n LOOP\n\n See:\n\t\tSENC BB 1 A_Chase\n\t\tSENC BB 2 A_Chase\n\t\tSENC CC 2 A_Chase\n\t\tSENC CC 2 A_Chase\n\t\tSENC DD 2 A_Chase\n\t SENC DD 2 A_Chase\n\t\tSENC EE 2 A_Chase\n\t\tSENC EE 2 A_Chase\n\t\tGoto See\n\n\tMissile:\n\t\tSENF A 5 A_FACETARGET\n\t\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n\t\tSENF B 2\n TNT1 A 0 A_PlaySound(\"LG1FIRE\")\n\t\tSENF B 1 A_AlertMonsters\n\t\tSENF B 2 A_FaceTarget\n\t\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n\t\tSENF C 2 BRIGHT A_CustomMissile(\"EnclaveTracer\", 38, 0, random(-3, 3), 1)\nTNT1 A 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n\t\tSENF B 2\n TNT1 A 0 A_PlaySound(\"LG1FIRE\")\n\t\tSENF B 1 A_AlertMonsters\n\t\tSENF B 2 A_FaceTarget\n\t\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n\t\tSENF C 2 BRIGHT A_CustomMissile(\"EnclaveTracer\", 38, 0, random(-3, 3), 1)\n SENF B 1\nTNT1 A 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n\t\tSENF B 2 BRIGHT\n TNT1 A 0 A_PlaySound(\"LG1FIRE\")\n\t\tSENF B 1 A_AlertMonsters\n\t\tSENF B 2 A_FaceTarget\n\t\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n\t\tSENF C 2 BRIGHT A_CustomMissile(\"EnclaveTracer\", 38, 0, random(-3, 3), 1)\n Goto See\n\n Pain:\n SENF P 3\n SENF P 3 A_Pain\n goto See\n\n\tDeath:\n TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n SEND A 5 A_SpawnItem(\"RifleLaser\")\n\t\tSEND B 5 A_Scream\n\t\tSEND C 5 A_NoBlocking\n\t\tSEND D 2 A_SpawnItem (\"MediumBloodSpot\")\n SEND E -1\n\t\tStop\n\nDeath.Plasma: Death.Plasma2:\n\tPBR1 A 6 A_Scream\n\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Ashes1\", 32, 0, random (0, 360), 2, random (0, 180))\n\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Ashes2\", 32, 0, random (0, 360), 2, random (0, 180))\n\tTNT1 AAAA 0 A_CustomMissile (\"BluePlasmaFireNonStatic\", 32, 0, random (0, 360), 2, random (0, 180))\n\tPBR1 B 6 A_NoBlocking\n\tPBR1 CDEFGH 6 A_CustomMissile (\"Blood\", 10, 0, random (0, 360), 2, random (0, 160))\n\tPBR1 HHHHHHHHHHHHHHHHHHHHHH 8 A_CustomMissile (\"PlasmaSmoke\", 10, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_SpawnItem(\"RifleLaser\")\nPBR1 H -1\n\tStop\n\n\tXDeath.Plasma:\n TNT1 A 0\n TNT1 A 0 A_XScream\n TNT1 A 0 A_NoBlocking\n\t\tXBRN AA 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 AAAA 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem(\"RifleLaser\")\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\n\t\tXBRN BB 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 A 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t\tXBRN CC 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"PlasmaParticleX\", 48, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAA 0 A_CustomMissile (\"BigPlasmaParticleX\", 42, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0\n Stop\n\nDeath.Desintegrate:\nDeath.ExplosiveImpact:\n\tTNT1 A 0\n\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n TNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 35, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 40, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeathGRENADIERLeg1\", 32, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t\tSCVO CDEF 5 A_CheckFloor (\"Dead.ExplosiveImpact\")\n\t\tSCVO FFFFFF 5 A_CheckFloor (\"Dead.ExplosiveImpact\")\nTNT1 A 0 A_SpawnItem(\"RifleLaser\")\nSCVO G -1\n\t\tStop\n\n\t Death.Fire:\n\tDeath.Flames:\nTNT1 A 0 A_SpawnItem(\"RifleLaser\")\n TNT1 A 0 A_Scream\n TNT1 A 0 A_NoBlocking\n TNT1 A 0 A_SpawnItem(\"Burninggrenadier\")\n TNT1 A 0\n Stop\n\nDead.ExplosiveImpact:\n\tXDeath:\nTNT1 A 0 A_SpawnItem(\"RifleLaser\")\n TNT1 A 0 A_Scream\n TNT1 A 0 A_NoBlocking\n TNT1 A 0 A_SpawnItem(\"DesintegratedPANZERGRENADIER\")\nTNT1 A 0\n Stop\n\nDeath.LaserRifle:\n\t\tTNT1 A 0 A_Jump(50, \"DEATH\")\n\t\tTNT1 A 0 A_GiveToTarget(\"ScoreItem\", 1000)\n TNT1 A 0 A_NoBlocking\nTNT1 A 0 A_PLAYSOUND(\"HORRIBLE/DEATH\")\nTNT1 a 0 A_SpawnItem(\"RifleLaser\")\n TNT1 A 0 A_SpawnItem(\"Fallout3Disintigration\")\n\t\tStop\n}\n}"
},
{
"source": "pk3",
"name": "actors/foes/TRIADGUARD.txt",
"contents": "///PLEASE!NO....DON'T SHOT!!!!\n///A little modification of the Light Guard's Return to the triad,a Mod who teleport the world\n///RISE OF THE TRIAD in Zdoom\n\nACTOR TRIADGUARD Replaces CommanderKeen\n{\n Health 50\n Radius 16\n Height 40\n Speed 8\n PainChance 135\n Mass 5000\n MONSTER\n +Dropoff\n +FLOORCLIP\n +NOTARGET\n SCALE 0.50\n SeeSound \"TRIADSEE\"\n PainSound \"TRIADPAIN\"\n DeathSound \"TRIADDEATH\"\n Obituary \"%o Encounter a old Homeless Lighting guard.\"\n States\n\n {\n Spawn:\nTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n LIGW A 10 A_Look\n Loop\n See:\nLIGW A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n LIGW BCDE 4 A_Chase\n Loop\n Missile:\n LIGW F 8 A_FaceTarget\n LIGW G 8 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n LIGW G 0 A_PlaySound(\"TRIADATTACK\")\n LIGW H 8 A_CustomMissile(\"ZombieManTracer\", 32, 0, random(-8, 8), 0)\n LIGW H 1 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n LIGW G 8 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n LIGW G 0 A_PlaySound(\"TRIADATTACK\")\n LIGW H 8 A_CustomMissile(\"ZombieManTracer\", 32, 0, random(-8, 8), 0)\n LIGW H 1 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\n Goto See\n Pain:\n TNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n NULL A 0 A_JumpIfHealthLower(10,\"plead\")\n NULL A 0 a_jump(133,\"Pain2\")\n LIGW J 3 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n LIGW J 4 A_Pain\n Goto See\n Pain2:\n LIGW I 3 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n LIGW I 4 A_Pain\n Goto See\n Plead:\n LIGW I 1 A_Fall\n LIGW A 0 A_SpawnItem(\"NOOOO\")\n stop\n Death:\nTNT1 AA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 7, 0, random (0, 360), 2, random (0, 160))\n LIGW X 0 A_Fall\n LIGW K 5\n LIGW L 6 A_Scream\n LIGW M 7\n LIGW N 6 A_GiveToTarget(\"ScoreItem\", 100)\n\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n LIGW O -1\n Stop\n XDeath:\n TNT1 a 1 a_spawnitem(\"DesintegratedPANZERGRENADIER\",0,0,0,0)\n TNT1 A 1 A_GIVETOTARGET(\"SCOREITEM\",1000)\n Stop\n Raise:\n LWGS W 5\n Goto See\n\t Death.Fire:\n\tDeath.Flames:\n TNT1 A 0 A_Scream\n TNT1 A 0 A_NoBlocking\nTNT1 A 0 A_SpawnItem(\"Burninggrenadier\")\n TNT1 A 0 A_GiveToTarget(\"ScoreItem\", 600)\n Stop\n\n Death.head:\nTNT1 A 0 A_PlaySound(\"misc/xdeath4\")\nTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\nLINH ABCDE 10\n\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\nLINH E -1\n Stop\n\n }\n}\n\nACTOR NOOOO : TRIADGUARD\n{\n Health 15\n height 28\n states\n\t{\n Spawn:\n See:\n LIGW R 4\n LIGW S 5 A_SpawnItem(\"HeadshotTarget4\", 0, 28,0)\n LIGW T 5\n LIGW U 5 A_SpawnItem(\"HeadshotTarget4\", 0, 28,0)\n LIGW V 5\n LIGW W 5 A_PlaySound(\"LnGuardplea\")\n Pleading:\n LIGW V 5\n LIGW U 5 A_SpawnItem(\"HeadshotTarget4\", 0, 28,0)\n LIGW T 5\n LIGW U 5\n LIGW V 5 A_SpawnItem(\"HeadshotTarget4\", 0, 28,0)\n LIGW W 5\n LIGW V 5 A_PlaySound(\"LnGuardplea3\")\n LIGW U 5\n LIGW V 5\n LIGW W 5 A_SpawnItem(\"HeadshotTarget4\", 0, 28,0)\n LIGW T 5\n LIGW U 5\n LIGW V 5 A_SpawnItem(\"HeadshotTarget4\", 0, 28,0)\n LIGW W 5\n LIGW V 5\n LIGW U 5 A_SpawnItem(\"HeadshotTarget4\", 0, 28,0)\n LIGW V 5\n LIGW W 5\n LIGW T 5 A_PlaySound(\"LnGuardplea2\")\n LIGW U 5\n LIGW V 5\n LIGW W 5 A_SpawnItem(\"HeadshotTarget4\", 0, 28,0)\n RISE E 5\n RISE F 5 A_Scream\n RISE G 1 A_Fall\n goto faking\n\n Faking:\n RISE G 1\n RISE G 100\n RISE G 1\n Goto Rising\n\n Rising:\n RISE A 5 A_Fall\n RISE B 5\n RISE C 5\n RISE D 5\n RISE D 0 A_SpawnItem(\"COJO\")\n stop\n\n Pain:\n\tgoto Pleading\n stop\n\n Death:\nTNT1 AA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 7, 0, random (0, 360), 2, random (0, 160))\n LIGW X 0 A_Fall\n LIGW X 6\n LIGW Y 5 A_Scream\n LIGW Z 5\n LIGW [ 4\n\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n LIGW ] -1\n Stop\n\n\t}\n\n}\n\nACTOR COJO : TRIADGUARD\n{\n Health 25\n states\n\t{\n Pain:\n NULL A 0 a_jump(133,\"Pain2\")\n LIGW J 3\n LIGW J 4 A_Pain\n Goto See\n Pain2:\n LIGW I 3\n LIGW I 4 A_Pain\n Goto See\n Plead:\n\tgoto death\n Death:\nTNT1 AA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 7, 0, random (0, 360), 2, random (0, 160))\n LIGW X 0 A_Fall\n LIGW K 5\n LIGW L 6 A_Scream\n LIGW M 7\n LIGW N 6\n\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n LIGW O -1\n Stop\n\n\t}\n}"
}
]
},
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