Raw model (for completeness)
{
"meta": {
"id": "b47a5279-dcae-4f23-bc73-8e60cafe07f4",
"sha1": "4c77a68bcb045791399bca35b98e9be4ee1776ac",
"sha256": "c7621a161036ff1ce8164af85ea5afee9830e420b5fc7b2a501bd0a5e74074a7",
"filenames": [
"qua.pk3"
],
"additional": {
"engines": [],
"iwad": [],
"filename": null,
"added": "2016-04-14 21:42:41",
"locked": false,
"canDownload": true,
"adult": false,
"hidden": false,
"name": null,
"description": null,
"maps": null,
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"categories": null
},
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},
"added": "2016-04-14 21:42:41",
"file": {
"type": "PK3",
"size": 26657586,
"url": "https://wadarchive2.nyc3.digitaloceanspaces.com/4c77a68bcb045791399bca35b98e9be4ee1776ac/4c77a68bcb045791399bca35b98e9be4ee1776ac.pk3.gz",
"corrupt": false
},
"content": {
"maps": [
"Q2DM01",
"Q2DM03",
"Q2DM04",
"Q2DM05",
"Q2DM06",
"Q2DM07",
"Q2DM08",
"Q2DM09",
"Q2DM10",
"Q2DM12",
"Q2DM02",
"Q2DM11"
],
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}
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{
"source": "pk3",
"name": "acs_src/Fixmepls.txt",
"contents": "#library \"q2music\"\n#include \"zcommon.acs\"\n\n// This is some faulty music implementation for the Deathmatch levels. The problems are that\n// the times are kinda inaccurate, and due to the nature of the script, the songs don't always\n// change properly. Well, Q2PSX implementation is also faulty, so...\n\n#define TIME_OVERLORD\t7560\n#define TIME_RAGE\t5040\n#define TIME_RATIO\t5600\n#define TIME_STROGG\t6265\n#define TIME_UNDERW\t5565\n#define TIME_MACHINE\t7770\n#define TIME_BIGGUN\t6650\n#define TIME_CERBERON\t5705\n#define TIME_GRAVITY\t5600\n#define TIME_COUNTER\t6895\n#define TIME_STEALTH\t6440\n#define TIME_CRASHED\t6335\n#define TIME_JUNKIE\t6195\n#define TIME_ETF\t6300\n#define TIME_COMPLEX\t6405\n#define TIME_PRESSURE\t6580\n#define TIME_ZERO\t9800\n\nint Tracklist[7];\nint TrackTime[7];\nint CurrentTrack = 6;\n\nScript \"Music_playlist\" OPEN\n{\n\tIf (GetLevelInfo(LEVELINFO_CLUSTERNUM) != 30) // If music is not from a Quake 2 level (Cluster 30), these songs don't play\n\t\tTerminate;\n\tIf (GetLevelInfo(LEVELINFO_PAR_TIME) == 1)\n\t{\n\t\tTracklist[0] = \"Rage\";\t\tTrackTime[0] = TIME_RAGE;\n\t\tTracklist[1] = \"Ratio\";\t\tTrackTime[1] = TIME_RATIO;\n\t\tTracklist[2] = \"Underwld\";\tTrackTime[2] = TIME_UNDERW;\n\t\tTracklist[3] = \"Cerberon\";\tTrackTime[3] = TIME_CERBERON;\n\t\tTracklist[4] = \"Gravity\";\tTrackTime[4] = TIME_GRAVITY;\n\t\tTracklist[5] = \"Underwld\";\tTrackTime[5] = TIME_UNDERW;\n\t\tTracklist[6] = \"Pressure\";\tTrackTime[6] = TIME_PRESSURE;\n\t}\n\tElse If (GetLevelInfo(LEVELINFO_PAR_TIME) == 2)\n\t{\n\t\tTracklist[0] = \"Counter\";\tTrackTime[0] = TIME_COUNTER;\n\t\tTracklist[1] = \"Rage\";\t\tTrackTime[1] = TIME_RAGE;\n\t\tTracklist[2] = \"Ratio\";\t\tTrackTime[2] = TIME_RATIO;\n\t\tTracklist[3] = \"Underwld\";\tTrackTime[3] = TIME_UNDERW;\n\t\tTracklist[4] = \"Cerberon\";\tTrackTime[4] = TIME_CERBERON;\n\t\tTracklist[5] = \"Gravity\";\tTrackTime[5] = TIME_GRAVITY;\n\t\tTracklist[6] = \"Stealth\";\tTrackTime[6] = TIME_STEALTH;\n\t}\n\tElse If (GetLevelInfo(LEVELINFO_PAR_TIME) == 3)\n\t{\n\t\tTracklist[0] = \"Gravity\";\tTrackTime[0] = TIME_GRAVITY;\n\t\tTracklist[1] = \"Underwld\";\tTrackTime[1] = TIME_UNDERW;\n\t\tTracklist[2] = \"Cerberon\";\tTrackTime[2] = TIME_CERBERON;\n\t\tTracklist[3] = \"Junkie\";\tTrackTime[3] = TIME_JUNKIE;\n\t\tTracklist[4] = \"MStrogg\";\tTrackTime[4] = TIME_STROGG;\n\t\tTracklist[5] = \"ETF\";\t\tTrackTime[5] = TIME_ETF;\n\t\tTracklist[6] = \"QMachine\";\tTrackTime[6] = TIME_MACHINE;\n\t}\n\tElse If (GetLevelInfo(LEVELINFO_PAR_TIME) == 4)\n\t{\n\t\tTracklist[0] = \"Pressure\";\tTrackTime[0] = TIME_PRESSURE;\n\t\tTracklist[1] = \"BigGun\";\tTrackTime[1] = TIME_BIGGUN;\n\t\tTracklist[2] = \"Counter\";\tTrackTime[2] = TIME_COUNTER;\n\t\tTracklist[3] = \"Rage\";\t\tTrackTime[3] = TIME_RAGE;\n\t\tTracklist[4] = \"Ratio\";\t\tTrackTime[4] = TIME_RATIO;\n\t\tTracklist[5] = \"Underwld\";\tTrackTime[5] = TIME_UNDERW;\n\t\tTracklist[6] = \"Crashed\";\tTrackTime[6] = TIME_CRASHED;\n\t}\n\tElse If (GetLevelInfo(LEVELINFO_PAR_TIME) == 5)\n\t{\n\t\tTracklist[0] = \"Crashed\";\tTrackTime[0] = TIME_CRASHED;\n\t\tTracklist[1] = \"Complex\";\tTrackTime[1] = TIME_COMPLEX;\n\t\tTracklist[2] = \"Stealth\";\tTrackTime[2] = TIME_STEALTH;\n\t\tTracklist[3] = \"Pressure\";\tTrackTime[3] = TIME_PRESSURE;\n\t\tTracklist[4] = \"BigGun\";\tTrackTime[4] = TIME_BIGGUN;\n\t\tTracklist[5] = \"Counter\";\tTrackTime[5] = TIME_COUNTER;\n\t\tTracklist[6] = \"Junkie\";\tTrackTime[6] = TIME_JUNKIE;\n\t}\n\tElse If (GetLevelInfo(LEVELINFO_PAR_TIME) == 6)\n\t{\n\t\tTracklist[0] = \"Stealth\";\tTrackTime[0] = TIME_STEALTH;\n\t\tTracklist[1] = \"Pressure\";\tTrackTime[1] = TIME_PRESSURE;\n\t\tTracklist[2] = \"BigGun\";\tTrackTime[2] = TIME_BIGGUN;\n\t\tTracklist[3] = \"Counter\";\tTrackTime[3] = TIME_COUNTER;\n\t\tTracklist[4] = \"Rage\";\t\tTrackTime[4] = TIME_RAGE;\n\t\tTracklist[5] = \"Ratio\";\t\tTrackTime[5] = TIME_RATIO;\n\t\tTracklist[6] = \"ETF\";\t\tTrackTime[6] = TIME_ETF;\n\t}\n\tElse If (GetLevelInfo(LEVELINFO_PAR_TIME) == 7)\n\t{\n\t\tTracklist[0] = \"Underwld\";\tTrackTime[0] = TIME_UNDERW;\n\t\tTracklist[1] = \"Cerberon\";\tTrackTime[1] = TIME_CERBERON;\n\t\tTracklist[2] = \"Junkie\";\tTrackTime[2] = TIME_JUNKIE;\n\t\tTracklist[3] = \"MStrogg\";\tTrackTime[3] = TIME_STROGG;\n\t\tTracklist[4] = \"ETF\";\t\tTrackTime[4] = TIME_ETF;\n\t\tTracklist[5] = \"Crashed\";\tTrackTime[5] = TIME_CRASHED;\n\t\tTracklist[6] = \"Zero\";\t\tTrackTime[6] = TIME_ZERO;\n\t}\n\tElse If (GetLevelInfo(LEVELINFO_PAR_TIME) == 8)\n\t{\n\t\tTracklist[0] = \"Complex\";\tTrackTime[0] = TIME_COMPLEX;\n\t\tTracklist[1] = \"Stealth\";\tTrackTime[1] = TIME_STEALTH;\n\t\tTracklist[2] = \"Pressure\";\tTrackTime[2] = TIME_PRESSURE;\n\t\tTracklist[3] = \"BigGun\";\tTrackTime[3] = TIME_BIGGUN;\n\t\tTracklist[4] = \"Counter\";\tTrackTime[4] = TIME_COUNTER;\n\t\tTracklist[5] = \"Rage\";\t\tTrackTime[5] = TIME_RAGE;\n\t\tTracklist[6] = \"MStrogg\";\tTrackTime[6] = TIME_STROGG;\n\t}\n\tElse If (GetLevelInfo(LEVELINFO_PAR_TIME) == 9)\n\t{\n\t\tTracklist[0] = \"Cerberon\";\tTrackTime[0] = TIME_CERBERON;\n\t\tTracklist[1] = \"Gravity\";\tTrackTime[1] = TIME_GRAVITY;\n\t\tTracklist[2] = \"Underwld\";\tTrackTime[2] = TIME_UNDERW;\n\t\tTracklist[3] = \"Cerberon\";\tTrackTime[3] = TIME_CERBERON;\n\t\tTracklist[4] = \"Junkie\";\tTrackTime[4] = TIME_JUNKIE;\n\t\tTracklist[5] = \"MStrogg\";\tTrackTime[5] = TIME_STROGG;\n\t\tTracklist[6] = \"Overlord\";\tTrackTime[6] = TIME_OVERLORD;\n\t}\n\tElse If (GetLevelInfo(LEVELINFO_PAR_TIME) == 10)\n\t{\n\t\tTracklist[0] = \"BigGun\";\tTrackTime[0] = TIME_BIGGUN;\n\t\tTracklist[1] = \"Counter\";\tTrackTime[1] = TIME_COUNTER;\n\t\tTracklist[2] = \"Rage\";\t\tTrackTime[2] = TIME_RAGE;\n\t\tTracklist[3] = \"Ratio\";\t\tTrackTime[3] = TIME_RATIO;\n\t\tTracklist[4] = \"Underwld\";\tTrackTime[4] = TIME_UNDERW;\n\t\tTracklist[5] = \"Cerberon\";\tTrackTime[5] = TIME_CERBERON;\n\t\tTracklist[6] = \"Complex\";\tTrackTime[6] = TIME_COMPLEX;\n\t}\n\tElse If (GetLevelInfo(LEVELINFO_PAR_TIME) == 11)\n\t{\n\t\tTracklist[0] = \"Underwld\";\tTrackTime[0] = TIME_UNDERW;\n\t\tTracklist[1] = \"Cerberon\";\tTrackTime[1] = TIME_CERBERON;\n\t\tTracklist[2] = \"Gravity\";\tTrackTime[2] = TIME_GRAVITY;\n\t\tTracklist[3] = \"Underwld\";\tTrackTime[3] = TIME_UNDERW;\n\t\tTracklist[4] = \"Cerberon\";\tTrackTime[4] = TIME_CERBERON;\n\t\tTracklist[5] = \"Junkie\";\tTrackTime[5] = TIME_JUNKIE;\n\t\tTracklist[6] = \"Counter\";\tTrackTime[6] = TIME_COUNTER;\n\t}\n\tElse If (GetLevelInfo(LEVELINFO_PAR_TIME) == 12)\n\t{\n\t\tTracklist[0] = \"Ratio\";\t\tTrackTime[0] = TIME_RATIO;\n\t\tTracklist[1] = \"Underwld\";\tTrackTime[1] = TIME_UNDERW;\n\t\tTracklist[2] = \"Cerberon\";\tTrackTime[2] = TIME_CERBERON;\n\t\tTracklist[3] = \"Gravity\";\tTrackTime[3] = TIME_GRAVITY;\n\t\tTracklist[4] = \"Underwld\";\tTrackTime[4] = TIME_UNDERW;\n\t\tTracklist[5] = \"Cerberon\";\tTrackTime[5] = TIME_CERBERON;\n\t\tTracklist[6] = \"BigGun\";\tTrackTime[6] = TIME_BIGGUN;\n\t}\n\tElse\n\t\tTerminate;\n\tDelay (TrackTime[CurrentTrack]);\n\tCurrentTrack++;\n\tIf (CurrentTrack > 6)\n\t\tCurrentTrack = 0;\n\tSetMusic (Tracklist[CurrentTrack]);\n\tDelay (1);\n\tRestart;\n}"
},
{
"source": "pk3",
"name": "acs_src/Sauce.txt",
"contents": "#library \"general\"\n#include \"zcommon.acs\"\n\n#define SBARHEALTH 100\n#define SBARCUAMMO 99\n#define SBARCARMOR 98\n#define SBARFRAGCT 97\n#define SBARCARDYL 96\n#define SBARSKULYL 95\n#define SBARCARDRD 94\n#define SBARSKULRD 93\n#define SBARCARDBL 92\n#define SBARSKULBL 91\n\nint fontcounter;\nint PlayerBackpack[99] = {FALSE};\nint PlayerBandolier[99] = {FALSE};\n\n/* I will readd these when it's possible to change translations...\n\nScript \"CCCOLOR\" (void)\n{\n\tPrint (x:GetPlayerInfo(PlayerNumber(), PLAYERINFO_COLOR));\n}\n\nScript \"TRANSLATIONS_PLAYER\" ENTER\n{\n\tCreateTranslation (PlayerNumber()+1);\n}\n\nScript \"TRANSLATIONS_POWERUP\" OPEN\n{\n\tCreateTranslation (32000, 0:255=%[0.00,0.00,0.00]:[0.00,0.00,2.00]);\n\tCreateTranslation (32001, 0:255=%[0.00,0.00,0.00]:[2.00,0.00,0.00]);\n}*/\n\nScript \"WEAPONCHECKER\" (void)\n{\n\tIf (CheckWeapon (\"BlasterPistol\"))\n\t\tSetResultValue (1);\n\tIf (CheckWeapon (\"CSaw2\"))\n\t\tSetResultValue (11);\n\tIf (CheckWeapon (\"Q2Fist\"))\n\t\tSetResultValue (111);\n\tIf (CheckWeapon (\"Q2Shotgun\"))\n\t\tSetResultValue (2);\n\tIf (CheckWeapon (\"Q2SuperShotgun\"))\n\t\tSetResultValue (3);\n\tIf (CheckWeapon (\"Q2Machinegun\"))\n\t\tSetResultValue (4);\n\tIf (CheckWeapon (\"Q2Chaingun\"))\n\t\tSetResultValue (5);\n\tIf (CheckWeapon (\"GrenLauncher\"))\n\t\tSetResultValue (6);\n\tIf (CheckWeapon (\"GrenadePack\"))\n\t\tSetResultValue (66);\n\tIf (CheckWeapon (\"QuakeRocketL\"))\n\t\tSetResultValue (7);\n\tIf (CheckWeapon (\"Hyperblaster\"))\n\t\tSetResultValue (8);\n\tIf (CheckWeapon (\"Q2Railgun\"))\n\t\tSetResultValue (9);\n\tIf (CheckWeapon (\"BFGQ2\"))\n\t\tSetResultValue (10);\n}\n\nScript \"QUADLITE\" (void) // Brillo del Quad\n{\n\tActivatorSound (\"quad/pick\", 127);\n\tif (CheckInventory (\"QValue\") > 1)\n\t\tTerminate;\n\tACS_NamedExecuteAlways(\"QUADCHECKER\",0,30);\n\t//Thing_SetTranslation (0, 32000);\n\twhile (CheckInventory(\"PowerWeaponLevel2\") == 1)\n\t{\n\t\tSpawn(\"QuadLight\",GetActorX(0),GetActorY(0),GetActorZ(0));\n\t\tDelay(1);\n\t}\n}\n\nScript \"INVULNLITE\" (void) // Brillo de Invulnerabilidad\n{\n\tActivatorSound (\"misc/invuln\", 127);\n\tif (CheckInventory (\"IValue\") > 1)\n\t\tTerminate;\n\tACS_NamedExecuteAlways(\"INVULNCHECKER\",0,30);\n\t//Thing_SetTranslation (0, 32001);\n\twhile (CheckInventory(\"PowerInvulnerable\") == 1)\n\t{\n\t\tSpawn(\"InvulnLight\",GetActorX(0),GetActorY(0),GetActorZ(0));\n\t\tDelay(1);\n\t}\n}\n\nScript \"SELECTHANDGRENADES\" (void) net // Seleccionar Granadas de mano\n{\n\tSetWeapon(\"GrenadePack\");\n}\n\nScript \"QUADCHECKER\" (int arg0) // Sonido del Quad cuando se esta acabando\n{\n\tFor (int qtime = 0+arg0; qtime >= 5; qtime--)\n\t\tDelay (35);\n\tTakeInventory(\"Qvalue\",1);\n\tIf (CheckInventory (\"PowerWeaponLevel2\") && !CheckInventory (\"QValue\") && GetActorProperty (0, APROP_Health) > 0)\n\t\tActivatorSound(\"quad/fade\", 127);\n\tWhile (CheckInventory (\"PowerWeaponLevel2\"))\n\t\tDelay (1);\n\t//Thing_SetTranslation (0, PlayerNumber()+1);\n}\n\nScript \"INVULNCHECKER\" (int arg0) // Lo mismo pa la Invul\n{\n\tFor (int itime = 0+arg0; itime >= 5; itime--)\n\t\tDelay (35);\n\tTakeInventory(\"IValue\",1);\n\tIf (CheckInventory (\"PowerInvulnerable\") && !CheckInventory (\"IValue\") && GetActorProperty (0, APROP_Health) > 0)\n\t\tActivatorSound(\"misc/invul2\", 127);\n\tWhile (CheckInventory (\"PowerInvulnerable\"))\n\t\tDelay (1);\n\t//Thing_SetTranslation (0, PlayerNumber()+1);\n}\n\nScript \"PLACEHOLDERSAFEGUARD\" DEATH\n{\n\tTakeInventory (\"QValue\",999);\n\tTakeInventory (\"IValue\",999);\n\tTakeInventory (\"PowerExplosionHalver\",999);\n\tThing_ChangeTID (0, 0);\n\t//Thing_SetTranslation (0, PlayerNumber()+1);\n}\n\nScript \"JACKETARMORPICKUP\" (void) // Jacket Armor\n{\n\tint armv = CheckInventory (\"BasicArmor\");\n\tIf (GetArmorType (\"ArmorShard\", PlayerNumber()) || GetArmorType (\"JacketArmorGiver\", PlayerNumber()))\n\t{\n\t\tIf (armv >= 50)\n\t\t{\n\t\t\tSetResultValue (FALSE);\n\t\t\tTerminate;\n\t\t}\n\t\tElse\n\t\t{\n\t\t\tGiveInventory (\"JacketIfJacket\", 1);\n\t\t\tSetResultValue (TRUE);\n\t\t\tTerminate;\n\t\t}\n\t}\n\tIf (GetArmorType (\"CombatArmorGiver\", PlayerNumber()))\n\t{\n\t\tIf (armv >= 100)\n\t\t{\n\t\t\tSetResultValue (FALSE);\n\t\t\tTerminate;\n\t\t}\n\t\tElse\n\t\t{\n\t\t\tGiveInventory (\"JacketIfCombat\", 1);\n\t\t\tSetResultValue (TRUE);\n\t\t\tTerminate;\n\t\t}\n\t}\n\tIf (GetArmorType (\"BodyArmorGiver\", PlayerNumber()))\n\t{\n\t\tIf (armv >= 200)\n\t\t{\n\t\t\tSetResultValue (FALSE);\n\t\t\tTerminate;\n\t\t}\n\t\tElse\n\t\t{\n\t\t\tGiveInventory (\"JacketIfBody\", 1);\n\t\t\tSetResultValue (TRUE);\n\t\t}\n\t}\n}\n\nScript \"COMBATARMORPICKUP\" (void) // Combat Armor\n{\n\tint armv = CheckInventory (\"BasicArmor\");\n\tIf (GetArmorType (\"ArmorShard\", PlayerNumber()) || GetArmorType (\"JacketArmorGiver\", PlayerNumber()))\n\t{\n\t\tIf (armv < 100)\n\t\t{\n\t\t\tTakeInventory (\"BasicArmor\", 999);\n\t\t\tGiveInventory (\"CombatArmorGiver\",1);\n\t\t\tIf (armv < 50)\n\t\t\t\tTakeInventory (\"BasicArmor\", 50-armv);\n\t\t\tSetResultValue(TRUE);\n\t\t\tTerminate;\n\t\t}\n\t\tElse\n\t\t{\n\t\t\tSetResultValue(FALSE);\n\t\t\tTerminate;\n\t\t}\n\t}\n\tIf (GetArmorType (\"CombatArmorGiver\", PlayerNumber()))\n\t{\n\t\tIf (armv >= 100)\n\t\t{\n\t\t\tSetResultValue(FALSE);\n\t\t\tTerminate;\n\t\t}\n\t\tElse\n\t\t{\n\t\t\tGiveInventory (\"CombatIfCombat\", 1);\n\t\t\tSetResultValue(TRUE);\n\t\t\tTerminate;\n\t\t}\n\t}\n\tIf (GetArmorType (\"BodyArmorGiver\", PlayerNumber()))\n\t{\n\t\tIf (armv >= 200)\n\t\t{\n\t\t\tSetResultValue(FALSE);\n\t\t\tTerminate;\n\t\t}\n\t\tElse\n\t\t{\n\t\t\tGiveInventory (\"CombatIfBody\", 1);\n\t\t\tSetResultValue(TRUE);\n\t\t\tTerminate;\n\t\t}\n\t}\n}\n\nScript \"BODYARMORPICKUP\" (void) // Body Armor\n{\n\tint armv = CheckInventory (\"BasicArmor\");\n\tIf (armv < 200)\n\t{\n\t\tTakeInventory (\"BasicArmor\", 999);\n\t\tGiveInventory (\"BodyArmorGiver\",1);\n\t\tIf (armv < 100)\n\t\t\t\tTakeInventory (\"BasicArmor\", 100-armv);\n\t\tSetResultValue(TRUE);\n\t}\n\tElse\n\t\tSetResultValue(FALSE);\n}\n\nScript \"SPSAFEGUARD\" ENTER // Helps preventing a bug on SP startup\n{\n\tTakeInventory (\"QValue\",999);\n\tTakeInventory (\"IValue\",999);\n\tTakeInventory (\"PowerExplosionHalver\",999);\n}\n\nScript \"SPSAFEGUARDV2\" RETURN // just in case...\n{\n\tTakeInventory (\"QValue\",999);\n\tTakeInventory (\"IValue\",999);\n\tTakeInventory (\"PowerExplosionHalver\",999);\n}\n\nScript \"REDCOUNTER\" OPEN // Internal counter\n{\n\tWhile (TRUE)\n\t{\n\t\tfontcounter++;\n\t\tif (fontcounter >= 35)\n\t\t\tfontcounter = 0;\n\t\tDelay(1);\n\t}\n}\n\nScript \"DRAWHUD\" ENTER // Draw new HUD, as I dont trust SBARINFO...\n{\n\tWhile (TRUE)\n\t{\n\t\tif(GetCVAR(\"screenblocks\") > 10)\n\t\t{\n\t\t\tHudMessage(s:\"\"; HUDMSG_PLAIN, SBARHEALTH, CR_UNTRANSLATED, 0.0, 0.0, 0.0);\n\t\t\tHudMessage(s:\"\"; HUDMSG_PLAIN, SBARCUAMMO, CR_UNTRANSLATED, 0.0, 0.0, 0.0);\n\t\t\tHudMessage(s:\"\"; HUDMSG_PLAIN, SBARCARMOR, CR_UNTRANSLATED, 0.0, 0.0, 0.0);\n\t\t\tHudMessage(s:\"\"; HUDMSG_PLAIN, SBARFRAGCT, CR_UNTRANSLATED, 0.0, 0.0, 0.0);\n\t\t\tHudMessage(s:\"\"; HUDMSG_PLAIN, SBARCARDYL, CR_UNTRANSLATED, 0.1, 0.1, 0.0);\n\t\t\tHudMessage(s:\"\"; HUDMSG_PLAIN, SBARSKULYL, CR_UNTRANSLATED, 0.1, 0.1, 0.0);\n\t\t\tHudMessage(s:\"\"; HUDMSG_PLAIN, SBARCARDRD, CR_UNTRANSLATED, 0.1, 0.1, 0.0);\n\t\t\tHudMessage(s:\"\"; HUDMSG_PLAIN, SBARSKULRD, CR_UNTRANSLATED, 0.1, 0.1, 0.0);\n\t\t\tHudMessage(s:\"\"; HUDMSG_PLAIN, SBARCARDBL, CR_UNTRANSLATED, 0.1, 0.1, 0.0);\n\t\t\tHudMessage(s:\"\"; HUDMSG_PLAIN, SBARSKULBL, CR_UNTRANSLATED, 0.1, 0.1, 0.0);\n\n\t\t\twhile(getcvar(\"screenblocks\") > 10)\n\t\t\t\tdelay(1);\n\t\t}\n\n\t\tSetHudSize (800, 600, 1);\n\n\t\tDo\n\t\t{\n\t\t\tACS_NamedExecuteAlways(\"DRAWHEALTH\", 0, 0, 0, 0);\n\t\t\tACS_NamedExecuteAlways(\"DRAWAMMO\", 0, 0, 0, 0);\n\t\t\tACS_NamedExecuteAlways(\"DRAWARMOR\", 0, 0, 0, 0);\n\t\t\tif (GameType() == GAME_NET_DEATHMATCH)\n\t\t\t\tACS_NamedExecuteAlways(\"DRAWFRAGS\", 0, 0, 0, 0);\n\t\t\tif (GameType() == GAME_SINGLE_PLAYER || GameType() == GAME_NET_COOPERATIVE)\n\t\t\t\tACS_NamedExecuteAlways(\"DRAWKEYS\", 0, 0, 0, 0);\n\t\t\tDelay(1);\n\t\t}\n\t\tWhile (GetCVar (\"ScreenBlocks\") <= 10);\n\t}\n}\n\nScript \"DRAWHEALTH\" (void)\n{\n\tint health = GetActorProperty (0, APROP_Health);\n\tSetHudSize (800, 600, 1);\n\tif (health >= 26)\n\t\tSetFont (\"PSXFONTB\");\n\telse\n\t{\n\t\tif (fontcounter <= 17 && health > 0)\n\t\t\tSetFont (\"PSXFONTR\");\n\t\tif (fontcounter > 17 && health > 0)\n\t\t\tSetFont (\"PSXFONTB\");\n\t\tif (health <= 0)\n\t\t\tSetFont (\"PSXFONTR\");\n\t}\n\tif (health < -99)\n\t\thealth = -99;\n\tHudMessage (d:health, s:\"G\"; HUDMSG_PLAIN, SBARHEALTH, CR_UNTRANSLATED, 130.6, 535.1, 0.0);\n}\n\nScript \"DRAWAMMO\" (void)\n{\n\tint currentammo;\n\tstr ammoicon;\n\tSetHudSize (800, 600, 1);\n\tif (CheckWeapon(\"Q2Shotgun\") || CheckWeapon(\"Q2SuperShotgun\"))\n\t{\n\t\tcurrentammo = CheckInventory(\"Shell\");\n\t\tammoicon = \"I\";\n\t}\n\tif (CheckWeapon(\"Q2Machinegun\") || CheckWeapon(\"Q2Chaingun\"))\n\t{\n\t\tcurrentammo = CheckInventory(\"Clip\");\n\t\tammoicon = \"E\";\n\t}\n\tif (CheckWeapon(\"GrenadePack\") || CheckWeapon(\"GrenLauncher\"))\n\t{\n\t\tcurrentammo = CheckInventory(\"Grens\");\n\t\tammoicon = \"F\";\n\t}\n\tif (CheckWeapon(\"QuakeRocketL\"))\n\t{\n\t\tcurrentammo = CheckInventory(\"RocketAmmo\");\n\t\tammoicon = \"H\";\n\t}\n\tif (CheckWeapon(\"Q2Railgun\"))\n\t{\n\t\tcurrentammo = CheckInventory(\"Slug\");\n\t\tammoicon = \"J\";\n\t}\n\tif (CheckWeapon(\"HyperBlaster\") || CheckWeapon(\"BFGQ2\"))\n\t{\n\t\tcurrentammo = CheckInventory(\"Cell\");\n\t\tammoicon = \"D\";\n\t}\n\n\tif (currentammo >= 11)\n\t\tSetFont (\"PSXFONTB\");\n\telse\n\t{\n\t\tif (fontcounter <= 17)\n\t\t\tSetFont (\"PSXFONTR\");\n\t\tif (fontcounter > 17)\n\t\t\tSetFont (\"PSXFONTB\");\n\t}\n\n\tif (CheckWeapon(\"BlasterPistol\") || CheckWeapon(\"CSaw2\") || CheckWeapon(\"Q2Fist\"))\n\t\tHudMessage(s:\"\"; HUDMSG_PLAIN, SBARCUAMMO, CR_UNTRANSLATED, 0.0, 0.0, 0.5 );\n\telse\n\t\tHudMessage (d:currentammo, s:ammoicon; HUDMSG_PLAIN, SBARCUAMMO, CR_UNTRANSLATED, 340.6, 535.1, 0.0);\n}\n\nScript \"DRAWARMOR\" (void)\n{\n\tstr armoricon;\n\tSetHudSize (800, 600, 1);\n\tSetFont (\"PSXFONTB\");\n\tIf (GetArmorType (\"JacketArmorGiver\", PlayerNumber()) || GetArmorType (\"ArmorShard\", PlayerNumber()))\n\t\tarmoricon = \"C\";\n\tElse If (GetArmorType (\"CombatArmorGiver\", PlayerNumber()))\n\t\tarmoricon = \"B\";\n\tElse If (GetArmorType (\"BodyArmorGiver\", PlayerNumber()))\n\t\tarmoricon = \"A\";\n\tElse\n\t\tarmoricon = \"K\";\n\tif (CheckInventory (\"BasicArmor\") <= 0)\n\t\tHudMessage (s:\"\"; HUDMSG_PLAIN, SBARCARMOR, CR_UNTRANSLATED, 300.6, 565.1, 0.0);\n\telse\n\t\tHudMessage (d:CheckInventory(\"BasicArmor\"), s:armoricon; HUDMSG_PLAIN, SBARCARMOR, CR_UNTRANSLATED, 565.6, 535.1, 0.0);\n}\n\nScript \"DRAWFRAGS\" (void)\n{\n\tint currentfrags = PlayerFrags();\n\tSetHudSize (800, 600, 1);\n\tif (currentfrags >= 0)\n\t\tSetFont (\"PSXFONTB\");\n\telse\n\t\tSetFont (\"PSXFONTR\");\n\tHudMessage (d:currentfrags; HUDMSG_PLAIN, SBARFRAGCT, CR_UNTRANSLATED, 750.6, 535.1, 0.0);\n}\n\nScript \"DRAWKEYS\" (void)\n{\n\tSetHudSize (800, 600, 1);\n\tIf (CheckInventory(\"YellowCard\") > 0)\n\t{\n\t\tSetFont (\"YKEYB0\");\n\t\tHudMessage (s:\"A\"; HUDMSG_PLAIN, SBARCARDYL, CR_UNTRANSLATED, 712.1, 542.1, 0.0);\n\t}\n\tElse\n\t\tHudMessage (s:\"\"; HUDMSG_PLAIN, SBARCARDYL, CR_UNTRANSLATED, 0.1, 0.1, 0.0);\n\tIf (CheckInventory(\"YellowSkull\") > 0)\n\t{\n\t\tSetFont (\"YSKUA0\");\n\t\tHudMessage (s:\"A\"; HUDMSG_PLAIN, SBARSKULYL, CR_UNTRANSLATED, 730.1, 542.1, 0.0);\n\t}\n\tElse\n\t\tHudMessage (s:\"\"; HUDMSG_PLAIN, SBARSKULYL, CR_UNTRANSLATED, 0.1, 0.1, 0.0);\n\tIf (CheckInventory(\"RedCard\") > 0)\n\t{\n\t\tSetFont (\"RKEYB0\");\n\t\tHudMessage (s:\"A\"; HUDMSG_PLAIN, SBARCARDRD, CR_UNTRANSLATED, 712.1, 561.1, 0.0);\n\t}\n\tElse\n\t\tHudMessage (s:\"\"; HUDMSG_PLAIN, SBARCARDRD, CR_UNTRANSLATED, 0.1, 0.1, 0.0);\n\tIf (CheckInventory(\"RedSkull\") > 0)\n\t{\n\t\tSetFont (\"RSKUA0\");\n\t\tHudMessage (s:\"A\"; HUDMSG_PLAIN, SBARSKULRD, CR_UNTRANSLATED, 730.1, 561.1, 0.0);\n\t}\n\tElse\n\t\tHudMessage (s:\"\"; HUDMSG_PLAIN, SBARSKULRD, CR_UNTRANSLATED, 0.1, 0.1, 0.0);\n\tIf (CheckInventory(\"BlueCard\") > 0)\n\t{\n\t\tSetFont (\"BKEYB0\");\n\t\tHudMessage (s:\"A\"; HUDMSG_PLAIN, SBARCARDBL, CR_UNTRANSLATED, 712.1, 580.1, 0.0);\n\t}\n\tElse\n\t\tHudMessage (s:\"\"; HUDMSG_PLAIN, SBARCARDBL, CR_UNTRANSLATED, 0.1, 0.1, 0.0);\n\tIf (CheckInventory(\"BlueSkull\") > 0)\n\t{\n\t\tSetFont (\"BSKUA0\");\n\t\tHudMessage (s:\"A\"; HUDMSG_PLAIN, SBARSKULBL, CR_UNTRANSLATED, 730.1, 580.1, 0.0);\n\t}\n\tElse\n\t\tHudMessage (s:\"\"; HUDMSG_PLAIN, SBARSKULBL, CR_UNTRANSLATED, 0.1, 0.1, 0.0);\n}\n\nScript \"BACKPACK\" (void)\n{\n\tif (CheckInventory (\"BackpackCounter\") == 0 || CheckInventory (\"BackPack\") == 1)\n\t{\n\t\tGiveInventory (\"BackpackCounter\", 1);\n\t\tGiveInventory (\"BandolierCounter\", 1);\n\t}\n\telse\n\t\tTerminate;\n\tPlayerBackpack[PlayerNumber()] = TRUE;\n\tPlayerBandolier[PlayerNumber()] = TRUE;\n\tSetAmmoCapacity (\"Clip\", 300);\n\tSetAmmoCapacity (\"Shell\", 200);\n\tSetAmmoCapacity (\"Cell\", 300);\n\tSetAmmoCapacity (\"Slug\", 100);\n\tSetAmmoCapacity (\"RocketAmmo\", 100);\n\tSetAmmoCapacity (\"Grens\", 100);\n}\n\nScript \"BANDOLIER\" (void)\n{\n\tif (CheckInventory (\"BandolierCounter\") == 0 || PlayerBandolier[PlayerNumber()] == FALSE)\n\t\tGiveInventory (\"BandolierCounter\", 1);\n\telse\n\t\tTerminate;\n\tPlayerBandolier[PlayerNumber()] = TRUE;\n\tif (GetAmmoCapacity (\"Clip\") == 200)\n\t{\n\t\tSetAmmoCapacity (\"Clip\", 250);\n\t\tSetAmmoCapacity (\"Shell\", 150);\n\t\tSetAmmoCapacity (\"Cell\", 250);\n\t\tSetAmmoCapacity (\"Slug\", 75);\n\t}\n}\n\nscript \"EXTRAAMMOCHECKER\" ENTER\n{\n\tif (CheckInventory(\"BackpackCounter\") == 0)\n\t\tPlayerbackpack[PlayerNumber()] = FALSE;\n\tif (CheckInventory(\"BandolierCounter\") == 0)\n\t\tPlayerbandolier[PlayerNumber()] = FALSE;\n}\n\nscript \"EXTRAAMMOCANCEL\" RESPAWN\n{\n\tplayerbackpack[PlayerNumber()] = FALSE;\n\tplayerbandolier[PlayerNumber()] = FALSE;\n\tThing_ChangeTID (0, 0);\n}\n\n// Scripts by AFADoomer to create moving platforms:\n\nFunction int abs (int x)\n{\n\tIf (x < 0)\n\t\treturn -x;\n\treturn x;\n}\n\nScript \"W_MovePlatform\" (int TID, int Angle)\n{\n\tint PlatTID;\n\n\tAngle = (Angle % 360) * 1.0 / 360;\n\n\tIf (TID == 0)\n\t{\n\t\tPlatTID = UniqueTID();\n\t\tThing_ChangeTID(0, PlatTID);\n\t}\n\tElse\n\t\tPlatTID = TID;\n\n\tint Speed = GetActorProperty(PlatTID, APROP_Speed) / 1.0;\n\n\tint PlatX = GetActorX(PlatTID);\n\tint PlatY = GetActorY(PlatTID);\n\n\tint DestX = PlatX + (cos(Angle) * Speed);\n\tint DestY = PlatY + (sin(Angle) * Speed);\n\n\tIf (!SetActorPosition(PlatTID, DestX, DestY, GetActorZ(PlatTID), 0))\n\t{\n\t\tSetActorState(PlatTID, \"Reverse\");\n\t}\n}\n\nint PlatThingCoords[64][99];\t//TID, offsetX, offsetY, offsetZ\n\nFunction int SetPlatThing(int TID)\n{\n\tFor (int t = 0; t < 64; t++)\n\t{\n\t\tIf (PlatThingCoords[t][0] == 0)\n\t\t{\n\t\t\tPlatThingCoords[t][0] = TID;\n\t\t\treturn t;\n\t\t}\n\t}\n\tLog(s:\"ERROR: Too many Things on moving platforms!\");\n\treturn -1;\n}\n\nFunction int ClearPlatThing(int TID)\n{\n\tFor (int t = 0; t < 64; t++)\n\t{\n\t\tIf (PlatThingCoords[t][0] == TID)\n\t\t{\n\t\t\tPlatThingCoords[t][0] = 0;\n\t\t\treturn t;\n\t\t}\n\t}\n\treturn -1;\n}\n\nFunction int FindPlatThing(int TID)\n{\n\tFor (int t = 0; t < 64; t++)\n\t{\n\t\tIf (PlatThingCoords[t][0] == TID)\n\t\t\treturn t;\n\t}\n\treturn -1;\n}\n\nScript \"W_DoPlatform\" (int TID, int PlatWidth, int PlatHeight)\n{\n\tint NotMoving = True;\n\tint OnPlatform = True;\n\n\tint PlatDepth = GetActorProperty(TID, APROP_Height);\n\n\tSetActivatorToTarget (TID);\n\n\tIf (ActivatorTID() == 0)\n\t{\n\t\tThing_ChangeTID(0, UniqueTID());\n\t}\n\n\tint PlatThing = FindPlatThing(ActivatorTID());\n\n\tIf (PlatThing == -1)\n\t{\n\t\tPlatThing = SetPlatThing(ActivatorTID());\n\n\t\tPlatThingCoords[PlatThing][1] = GetActorX(0) - GetActorX(TID);\n\t\tPlatThingCoords[PlatThing][2] = GetActorY(0) - GetActorY(TID);\n\t\tPlatThingCoords[PlatThing][3] = GetActorZ(0) - GetActorZ(TID);\n\n\t\tint intActorRadius = GetActorProperty(0, APROP_Radius);\n\n\t\tint maxOffsetX = ((PlatWidth / 2) - (intActorRadius / 2.0)) * 1.0;\n\t\tint minOffsetX = -1 * maxOffsetX;\n\n\t\tint maxOffsetY = ((PlatHeight / 2) - (intActorRadius / 2.0)) * 1.0;\n\t\tint minOffsetY = -1 * maxOffsetY;\n\n\t\tWhile (OnPlatform)\n\t\t{\n\t\t\tWhile (NotMoving)\n\t\t\t{\n\t\t\t\tif (GetActorProperty (ActivatorTID(), APROP_HEALTH) > 0)\n\t\t\t\t{\n\n\t\t\t\tSetActorPosition(0, GetActorX(TID) + PlatThingCoords[PlatThing][1], GetActorY(TID) + PlatThingCoords[PlatThing][2], GetActorZ(TID) + PlatThingCoords[PlatThing][3], 0);\n\n\t\t\t\tint ActorX = GetActorX(0);\n\t\t\t\tint ActorY = GetActorY(0);\n\t\t\t\tint ActorZ = GetActorZ(0);\n\n\t\t\t\tdelay (1);\n\n\t\t\t\tIf (PlayerNumber() == -1 || GetPlayerInput(-1, INPUT_BUTTONS) & (BT_FORWARD + BT_BACK + BT_MOVELEFT + BT_MOVERIGHT + BT_JUMP))\n\t\t\t\t\tNotMoving = False;\n\n\t\t\t\tPlatThingCoords[PlatThing][3] = PlatThingCoords[PlatThing][3] - (ActorZ - GetActorZ(0));\n\n\t\t\t\tIf (PlatThingCoords[PlatThing][3] != PlatDepth)\n\t\t\t\t\tOnPlatform = False;\n\n\t\t\t\t}\n\t\t\t\telse terminate;\n\t\t\t}\n\n\t\t\tIf ((abs(PlatThingCoords[PlatThing][1] * 2 / 1.0) > PlatWidth) || (abs(PlatThingCoords[PlatThing][2] * 2 / 1.0) > PlatHeight) || (PlatThingCoords[PlatThing][3] != PlatDepth))\n\t\t\t\tOnPlatform = False;\n\n\t\t\tPlatThingCoords[PlatThing][1] = PlatThingCoords[PlatThing][1] - (ActorX - GetActorX(0));\n\t\t\tPlatThingCoords[PlatThing][2] = PlatThingCoords[PlatThing][2] - (ActorY - GetActorY(0));\n\n\t\t\tNotMoving = True;\n\n\t\t\tIf (PlayerNumber() == -1)\n\t\t\t{\n\t\t\t\tIf (PlatThingCoords[PlatThing][1] > maxOffsetX)\n\t\t\t\t\tPlatThingCoords[PlatThing][1] = maxOffsetX;\n\t\t\t\tElse If (PlatThingCoords[PlatThing][1] < minOffsetX)\n\t\t\t\t\tPlatThingCoords[PlatThing][1] = minOffsetX;\n\n\t\t\t\tIf (PlatThingCoords[PlatThing][2] > maxOffsetY)\n\t\t\t\t\tPlatThingCoords[PlatThing][2] = maxOffsetY;\n\t\t\t\tElse If (PlatThingCoords[PlatThing][2] < minOffsetY)\n\t\t\t\t\tPlatThingCoords[PlatThing][2] = minOffsetY;\n\n\t\t\t\tIf (abs(PlatThingCoords[PlatThing][1]) == maxOffsetX || abs(PlatThingCoords[PlatThing][2]) == maxOffsetY)\n\t\t\t\t{\n\t\t\t\t\t//HACK: Need to find a better way to make the monster treat the\n\t\t\t\t\t// edge boundaries as walls, and not keep trying to walk through\n\t\t\t\t\t// them. Setting angle doesn't work, and there's not a good way\n\t\t\t\t\t// in ACS to make them forget their target and wander...\n\t\t\t\t\tSetActorProperty(0, APROP_Frightened, !GetActorProperty(0, APROP_Frightened));\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\tPlatThingCoords[PlatThing][0] = 0;\n\t}\n}"
},
{
"source": "pk3",
"name": "althudcf.txt",
"contents": "Clip \"AMMOA0\"\nShell \"SBOXA0\""
},
{
"source": "pk3",
"name": "animdefs.txt",
"contents": "flat fan1\n\tpic fan1 tics 1\n\tpic fan2 tics 1\n\tpic fan3 tics 1\n\tpic fan4 tics 1\n\ntexture vent1\n\tpic vent1 tics 3\n\tpic vent2 tics 3\n\tpic vent3 tics 3\n\nWARP flat LAVA\n\nWARP flat NUKEQ2\n\nWARP2 flat WATER7\n\nswitch SW1FORG\non sound \"q2switch\"\npic SW2FORG tics 0\n\noff sound \"menu/invalid\"\npic SW1FORG tics 0"
},
{
"source": "pk3",
"name": "decaldef.txt",
"contents": "decal BFGLightning3\n{\n\tpic BFGLITE1\n\tshade \"6C ff 3C\"\n\tfullbright\n\trandomflipx\n\tanimator GoAway2\n\tlowerdecal BFGScorch\n}\n\ndecal BFGLightning4\n{\n\tpic BFGLITE2\n\tshade \"6C ff 3C\"\n\tfullbright\n\trandomflipy\n\tanimator GoAway2\n\tlowerdecal BFGScorch\n}\n\ndecalgroup BFG10kShit\n{\n\tBFGLightning3\t1\n\tBFGLightning4\t1\n}"
},
{
"source": "pk3",
"name": "decorate.txt",
"contents": "#include Decorate/Internal/NewAmmo.txt\n#include Decorate/Internal/BFGStuff.txt\n#include Decorate/Internal/Particles.txt\n#include Decorate/Internal/Missiles.txt\n#include Decorate/Internal/Toxicar.txt\n#include Decorate/Internal/Q2Player.txt\n#include Decorate/Internal/GrenadeST.txt\n#include Decorate/Internal/Items.txt\n#include Decorate/Internal/Spawners.txt\n#include Decorate/Internal/LensFlare.txt\n\n#include Decorate/Misc/ArmorTypes.txt\n#include Decorate/Misc/Powerups.txt\n#include Decorate/Misc/Justforthelooks.txt\n\n#include Decorate/Weapons/Blaster.txt\n#include Decorate/Weapons/Shotgun.txt\n#include Decorate/Weapons/SSG.txt\n#include Decorate/Weapons/Machinegun.txt\n#include Decorate/Weapons/Chaingun.txt\n#include Decorate/Weapons/Grenades.txt\n#include Decorate/Weapons/GLauncher.txt\n#include Decorate/Weapons/RLauncher.txt\n#include Decorate/Weapons/Hyperblaster.txt\n#include Decorate/Weapons/Railgun.txt\n#include Decorate/Weapons/BFG.txt\n#include Decorate/Weapons/Fist2.txt\n#include Decorate/Weapons/CSaw2.txt"
},
{
"source": "pk3",
"name": "decorate/Internal/BFGStuff.txt",
"contents": "ACTOR BFGblaster\n{\n\tProjectile\n\t+SEEKERMISSILE\n\tRadius 2\n\tHeight 2\n\tSpeed 1\n\t+LOOKALLAROUND\n\tReactionTime 2\n\t+NOCLIP\n\t+NOBLOCKMAP\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 A_SeekerMissile (90, 90, SMF_LOOK|SMF_PRECISE, 256)\n\t\tTNT1 A 0 A_JumpIfTracerCloser (256, \"Chasing\")\n\t\tTNT1 A 0 A_CountDown\n\t\tLoop\n\tChasing:\n\t\tTNT1 A 1 A_SpawnItemEx (\"BFGLaser\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERPOINTERS)\n\t\tTNT1 A 0 A_CountDown\n\t\tWait\n\tDeath:\n\t\tTNT1 A 0\n\t\tStop\n\t}\n}\n\nACTOR BFGLaser : MinotaurFriend\n{\n\tRenderStyle none\n\tSpeed 0\n\tRadius 2\n\tHeight 2\n\tObituary \"$OB_BFGLASER\"\n\t+NOTELEPORT\n\t+NEVERTARGET\n\t+LOOKALLAROUND\n\t+NOCLIP\n\t+NOBLOCKMAP\n\t+NOTAUTOAIMED\n\t+SEEINVISIBLE\n\t+NOFEAR\n\t+NOTIMEFREEZE\n\t+DONTDRAIN\n\t-CANBLAST\n\t-ACTIVATEMCROSS\n\tStates\n\t{\n\tSpawn:\n\t\tTROO A 0\n\t\tTROO A 0 A_TransferPointer (AAPTR_DEFAULT, AAPTR_DEFAULT, AAPTR_TARGET, AAPTR_MASTER)\n\t\tTROO A 0 A_TransferPointer (AAPTR_DEFAULT, AAPTR_DEFAULT, AAPTR_TRACER, AAPTR_TARGET)\n\t\tTROO A 0 A_TransferPointer (AAPTR_DEFAULT, AAPTR_DEFAULT, AAPTR_MASTER, AAPTR_TRACER)\n\t\tTROO A 0 A_JumpIfCloser (256, \"Missile\")\n\t\tTROO A 1\n\t\tStop\n\tMissile:\n\t\tTNT1 A 0 A_Jump (112, 2)\n\t\tTROO A 1 A_CustomRailgun (5, 0, none, \"00FF00\", RGF_SILENT|RGF_FULLBRIGHT, TRUE, 0, \"BulletPuff\", 0, 0, 480, 1, 0.1)\n\t\tStop\n\t\tTROO A 1 A_CustomRailgun (5, 0, none, \"00FF00\", RGF_SILENT|RGF_FULLBRIGHT, TRUE, 0, \"EXTREMEBFGPuff\", 0, 0, 480, 1, 0.1)\n\t\tStop\n\tDeath:\n\t\tTROO A 0\n\t\tStop\n\tRoam:\n\tMelee:\n\tHammer:\n\tHammerLoop:\n\tCharge:\n\tFadeOut:\n\tIdle:\n\t\tStop\n\t}\n}\n\nACTOR NewSpray : BFGExtra\n{\n\tRenderstyle Translucent\n\tAlpha 0.25\n\tDamageType \"BFGSplash\"\n\tObituary \"$OB_MPBFG_SPLASH\"\n\tStates\n\t{\n\tSpawn:\n\t\tB2SP ABCD 4 Bright\n\t\tStop\n\t}\n}\n\nACTOR EXTREMEBFGPuff : BulletPuff\n{\n\t+EXTREMEDEATH\n}"
},
{
"source": "pk3",
"name": "decorate/Internal/GrenadeST.txt",
"contents": "actor GrenadeFail\n{\n\tRadius 7\n\tHeight 7\n\tSpeed 0\n\tReactionTime 1\n\tMass 0\n\t+DEHEXPLOSION\n\tProjectile\n\tObituary \"%o didn't know that %k wanted to commit suicide.\"\n\tdeathsound \"grenade/explode\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 A_CountDown\n\t\tWait\n\tDeath:\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_JumpIfInTargetInventory (\"PowerWeaponLevel2\", 1, \"Quad\")\n\t\tTNT1 A 0 A_Explode(80,165)\n\t\tGXPL AB 2 Bright Light (ROCKET_X1)\n\t\tGXPL CD 2 Bright Light (ROCKET_X2)\n\t\tGXPL EF 2 Bright Light (ROCKET_X3)\n\t\tGXPL GH 2\n\t\tStop\n\tQuad:\n\t\tTNT1 A 0 A_PlaySoundEx(\"quad/fire\",SoundSlot6)\n\t\tTNT1 A 0 Bright A_Explode(320,165)\n\t\tGoto Death+4\n\t}\n}\n\nactor Grenade16 : HandGrenDef\n{\n\tspeed 16\n\tReactionTime 110\n}\n\nactor Grenade17 : HandGrenDef\n{\n\tspeed 17\n\tReactionTime 102\n}\n\nactor Grenade18 : HandGrenDef\n{\n\tspeed 18\n\tReactionTime 94\n}\n\nactor Grenade19 : HandGrenDef\n{\n\tspeed 19\n\tReactionTime 88\n}\n\nactor Grenade20 : HandGrenDef\n{\n\tspeed 20\n\tReactionTime 82\n}\n\nactor Grenade21 : HandGrenDef\n{\n\tspeed 21\n\tReactionTime 76\n}\n\nactor Grenade22 : HandGrenDef\n{\n\tspeed 22\n\tReactionTime 70\n}\n\nactor Grenade23 : HandGrenDef\n{\n\tspeed 23\n\tReactionTime 64\n}\n\nactor Grenade24 : HandGrenDef\n{\n\tspeed 24\n\tReactionTime 58\n}\n\nactor Grenade25 : HandGrenDef\n{\n\tspeed 25\n\tReactionTime 52\n}\n\nactor Grenade26 : HandGrenDef\n{\n\tspeed 26\n\tReactionTime 46\n}\n\nactor Grenade27 : HandGrenDef\n{\n\tspeed 27\n\tReactionTime 40\n}\n\nactor Grenade28 : HandGrenDef\n{\n\tspeed 28\n\tReactionTime 34\n}\n\nactor Grenade29 : HandGrenDef\n{\n\tspeed 29\n\tReactionTime 28\n}\n\nactor Grenade30 : HandGrenDef\n{\n\tspeed 30\n\tReactionTime 22\n}\n\nactor Grenade31 : HandGrenDef\n{\n\tspeed 31\n\tReactionTime 16\n}\n\nactor Grenade32 : HandGrenDef\n{\n\tspeed 32\n\tReactionTime 10\n}\n\nactor Grenade33 : HandGrenDef\n{\n\tspeed 33\n\tReactionTime 4\n}\n\nactor 2Grenade16 : HandGrenDef2\n{\n\tspeed 16\n\tReactionTime 110\n}\n\nactor 2Grenade17 : HandGrenDef2\n{\n\tspeed 17\n\tReactionTime 102\n}\n\nactor 2Grenade18 : HandGrenDef2\n{\n\tspeed 18\n\tReactionTime 94\n}\n\nactor 2Grenade19 : HandGrenDef2\n{\n\tspeed 19\n\tReactionTime 88\n}\n\nactor 2Grenade20 : HandGrenDef2\n{\n\tspeed 20\n\tReactionTime 82\n}\n\nactor 2Grenade21 : HandGrenDef2\n{\n\tspeed 21\n\tReactionTime 76\n}\n\nactor 2Grenade22 : HandGrenDef2\n{\n\tspeed 22\n\tReactionTime 70\n}\n\nactor 2Grenade23 : HandGrenDef2\n{\n\tspeed 23\n\tReactionTime 64\n}\n\nactor 2Grenade24 : HandGrenDef2\n{\n\tspeed 24\n\tReactionTime 58\n}\n\nactor 2Grenade25 : HandGrenDef2\n{\n\tspeed 25\n\tReactionTime 52\n}\n\nactor 2Grenade26 : HandGrenDef2\n{\n\tspeed 26\n\tReactionTime 46\n}\n\nactor 2Grenade27 : HandGrenDef2\n{\n\tspeed 27\n\tReactionTime 40\n}\n\nactor 2Grenade28 : HandGrenDef2\n{\n\tspeed 28\n\tReactionTime 34\n}\n\nactor 2Grenade29 : HandGrenDef2\n{\n\tspeed 29\n\tReactionTime 28\n}\n\nactor 2Grenade30 : HandGrenDef2\n{\n\tspeed 30\n\tReactionTime 22\n}\n\nactor 2Grenade31 : HandGrenDef2\n{\n\tspeed 31\n\tReactionTime 16\n}\n\nactor 2Grenade32 : HandGrenDef2\n{\n\tspeed 32\n\tReactionTime 10\n}\n\nactor 2Grenade33 : HandGrenDef2\n{\n\tspeed 33\n\tReactionTime 4\n}"
},
{
"source": "pk3",
"name": "decorate/Internal/Items.txt",
"contents": "ACTOR ArmorShard : ArmorBonus replaces ArmorBonus\n{\n\tInventory.PickupSound \"q2/shard\"\n\tInventory.PickupMessage \"$GOTQ2SHARD\"\n\tArmor.SavePercent 30.0\n\tArmor.SaveAmount 2\n\tArmor.MaxSaveAmount 1000\n\tInventory.Icon \"ARM3A0\"\n}\n\nACTOR Adrenaline1 : UpgradeStamina 5090\n{\n\t+DONTGIB\n\tInventory.Amount 1\n\tInventory.MaxAmount 900\n\tInventory.PickupMessage \"$GOTADRENAL\"\n\tInventory.PickupSound \"misc/i_pkup\"\n\t+INVENTORY.ALWAYSPICKUP\n\t+COUNTITEM\n\tStates\n\t{\n\tSpawn:\n\t\tBON3 ABCDCB 6\n\t\tLoop\n\t}\n}\n\nACTOR QStimpak : Stimpack replaces Stimpack\n{\n\tInventory.PickupSound \"q2/stimpak\"\n}\n\nACTOR QMedikit : Medikit replaces Medikit\n{\n\tInventory.PickupSound \"q2/medkit\"\n}\n\nACTOR Q2HealthBonus : HealthBonus replaces HealthBonus\n{\n\tInventory.PickupSound \"q2/hbonus\"\n\tInventory.Amount 2\n\tInventory.MaxAmount 1000\n}\n\nACTOR Bpak : CustomInventory\n{\n\tInventory.PickupSound \"misc/i_pkup\"\n\tinventory.pickupmessage \"$GOTBACKPACK\"\n\t+INVENTORY.ALWAYSPICKUP\n\t+DONTGIB\n\tStates\n\t{\n\tSpawn:\n\t\tBPAK A -1\n\t\tStop\n\tPickup:\n\t\tTNT1 A 0 ACS_NamedExecute (\"BACKPACK\", 0, 0, 0, 0)\n\t\tTNT1 A 0 A_GiveInventory (\"Clip\", 50)\n\t\tTNT1 A 0 A_GiveInventory (\"Shell\", 10)\n\t\tTNT1 A 0 A_GiveInventory (\"RocketAmmo\", 5)\n\t\tTNT1 A 0 A_GiveInventory (\"Cell\", 50)\n\t\tTNT1 A 0 A_GiveInventory (\"Slug\", 10)\n\t\tTNT1 A 0 A_GiveInventory (\"Grens\", 5)\n\t\tStop\n\t}\n}\n\nACTOR Bandolier : Bpak\n{\n\t+DONTGIB\n\tInventory.PickupMessage \"$GOTBANDOLIER\"\n\tStates\n\t{\n\tSpawn:\n\t\tBNDL A -1\n\t\tStop\n\tPickup:\n\t\tTNT1 A 0 ACS_NamedExecute (\"BANDOLIER\", 0, 0, 0, 0)\n\t\tTNT1 A 0 A_GiveInventory (\"Clip\", 50)\n\t\tTNT1 A 0 A_GiveInventory (\"Cell\", 10)\n\t\tStop\n\t}\n}"
},
{
"source": "pk3",
"name": "decorate/Internal/LensFlare.txt",
"contents": "ACTOR LensFlare 32014\n{\n\t+NOGRAVITY\n\t+NOBLOCKMAP\n\t+FORCEXYBILLBOARD\n\tHeight 4\n\tRadius 2\n\tScale 0.2\n\tStates\n\t{\n\tVisible:\n\tSpawn:\n\t\tLENS A 1 A_CheckSight (\"Invisible\")\n\t\tLoop\n\tInvisible:\n\t\tTNT1 A 1\n\t\tGoto Visible\n\t}\n}"
},
{
"source": "pk3",
"name": "decorate/Internal/missiles.txt",
"contents": "//------------------------------------------------------------------------------------\n//\n// Blaster\n//\n//------------------------------------------------------------------------------------\n\nACTOR BlasterFir\n{\n\tDecal RailScorchLower\n\tRadius 2\n\tHeight 2\n\tSpeed 40\n\tDamage (10)\n\tDamageType \"BPistol\"\n\tProjectile\n\t+FORCEXYBILLBOARD\n\t+NOEXTREMEDEATH\n\t+NODAMAGETHRUST\n\t+CANNOTPUSH\n\t+BLOODSPLATTER\n\t+SPAWNSOUNDSOURCE\n\tSeeSound \"blaster/fire\"\n\tDeathSound \"blaster/die\"\n\tObituary \"$OB_Q2PISTOL\"\n\tStates\n\t{\n\tSpawn:\n\t\tBLST A 0 Bright A_CustomMissile(\"BlasterParticle\",0+random(2,-2),0+random(2,-2),180,0,0)\n\t\tBLST A 0 Bright A_CustomMissile(\"YellowParticle\",0+random(2,-2),0+random(2,-2),180,0,0)\n\t\tBLST A 0 Bright A_CustomMissile(\"BlasterParticle\",0+random(2,-2),0+random(2,-2),180,0,0)\n\t\tBLST A 0 Bright A_CustomMissile(\"YellowParticle\",0+random(2,-2),0+random(2,-2),180,0,0)\n\t\tBLST A 1 Bright Light (PLASMA)\n\t\tloop\n\tDeath:\n\t\tHBLE A 2 Bright Light (PLASMA_X1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"BlasterParticle\",0,0,0,4,4,0+random(-4,4),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"BlasterParticle\",0,0,0,4,4,0+random(-4,4),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"BlasterParticle\",0,0,0,4,4,0+random(-4,4),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"BlasterParticle\",0,0,0,4,4,0+random(-4,4),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"BlasterParticle\",0,0,0,4,4,0+random(-4,4),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"BlasterParticle\",0,0,0,4,4,0+random(-4,4),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"BlasterParticle\",0,0,0,4,4,0+random(-4,4),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"BlasterParticle\",0,0,0,4,4,0+random(-4,4),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"BlasterParticle\",0,0,0,4,4,0+random(-4,4),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"YellowParticle\",0,0,0,4,4,0+random(-4,4),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"YellowParticle\",0,0,0,4,4,0+random(-4,4),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"YellowParticle\",0,0,0,4,4,0+random(-4,4),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"YellowParticle\",0,0,0,4,4,0+random(-4,4),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"YellowParticle\",0,0,0,4,4,0+random(-4,4),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"YellowParticle\",0,0,0,4,4,0+random(-4,4),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"YellowParticle\",0,0,0,4,4,0+random(-4,4),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"YellowParticle\",0,0,0,4,4,0+random(-4,4),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"YellowParticle\",0,0,0,4,4,0+random(-4,4),0+random(0,360))\n\t\tTNT1 A 6 Light (PLASMA_X1)\n\t\tStop\n\t}\n}\n\nACTOR BlasterSup : BlasterFir\n{\n\t-NOEXTREMEDEATH\n\tDamage (40)\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInTargetInventory (\"PowerWeaponLevel2\", 1, 1)\n\t\tGoto NoQuad\n\t\tBLST A 0 Bright A_CustomMissile(\"BlasterParticle\",0+random(2,-2),0+random(2,-2),180,0,0)\n\t\tBLST A 0 Bright A_CustomMissile(\"YellowParticle\",0+random(2,-2),0+random(2,-2),180,0,0)\n\t\tBLST A 0 Bright A_CustomMissile(\"BlasterParticle\",0+random(2,-2),0+random(2,-2),180,0,0)\n\t\tBLST A 0 Bright A_CustomMissile(\"YellowParticle\",0+random(2,-2),0+random(2,-2),180,0,0)\n\t\tBLST A 1 Bright Light (PLASMA)\n\t\tloop\n\tNoQuad:\n\t\tTNT1 A 0 A_SpawnItemEx (\"BlasterFir\", 0, 0, 0, velx, vely, velz, angle, SXF_TRANSFERPOINTERS)\n\t\tStop\n\t}\n}\n\n//----------------------------------------------------------------------------------\n//\n// Grenades\n//\n//----------------------------------------------------------------------------------\n\nactor HandGrenDef // Hand Grenade Default Speed (15). It never shows actually...\n{\n\tRadius 6\n\tHeight 7\n\tSpeed 15\n\tDamage 0\n\tProjectile\n\tDamageType \"RocketExplosion\"\n\tMass 300\n\tBounceFactor 0.6\n\tWallBounceFactor 0.7\n\t-NOGRAVITY\n\t+DEHEXPLOSION\n\t+FORCEXYBILLBOARD\n\t+FORCERADIUSDMG\n\tScale 0.05\n\tReactionTime 127\n\tBounceType Doom\n\t+MBFBOUNCER\n\t+GRENADETRAIL\n\tBounceSound \"grenade/hbounc\"\n\tDeathSound \"grenade/explode\"\n\tObituary \"$OB_GRENS\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 A_Jump (128, \"Spin1\")\n\t\tTNT1 A 0 A_Jump (128, \"Spin2\")\n\t\tLoop\n\tSpin1:\n\t\tHAND B 1 A_CountDown\n\t\tTNT1 A 0 A_SetAngle (angle + 10)\n\t\tTNT1 A 0 A_JumpIf (velz == 0, \"OnFloor\")\n\t\tLoop\n\tSpin2:\n\t\tHAND B 1 A_CountDown\n\t\tTNT1 A 0 A_SetAngle (angle - 10)\n\t\tTNT1 A 0 A_JumpIf (velz == 0, \"OnFloor\")\n\t\tLoop\n\tOnFloor:\n\t\tTNT1 A 0 A_Stop\n\t\tTNT1 A 0 A_ChangeFlag (GRENADETRAIL, 0)\n\t\tTNT1 A 0 A_ChangeFlag (NOBLOCKMAP, 0)\n\t\tGoto Resting\n\tResting:\n\t\tHAND A 1 A_CountDown\n\t\tWait\n\tDeath:\n\t\tTNT1 A 0 A_GiveToTarget (\"DummyOwnExplossionHalver\", 1)\n\t\tTNT1 A 0 A_Explode(125,165)\n\t\tTNT1 A 0 A_TakeFromTarget (\"PowerExplosionHalver\", 999)\n\t\tTNT1 A 0 A_JumpIf ((z - floorz) == 0, 5)\n\t\tTNT1 A 0 A_SpawnItemEx (\"GrenXAir\")\n\t\tTNT1 A 0 A_Stop\n\t\tTNT1 A 0 A_NoGravity\n\t\tTNT1 A 0 A_Scream\n\t\tStop\n\t\tTNT1 A 0 A_SpawnItemEx (\"GrenX\")\n\t\tTNT1 A 0 A_Stop\n\t\tTNT1 A 0 A_NoGravity\n\t\tTNT1 A 0 A_Scream\n\t\tStop\n\t}\n}\n\nactor HandGrenDef2 : HandGrenDef\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory (\"PowerWeaponLevel2\", 1, 1)\n\t\tGoto Super::Death\n\t\tTNT1 A 0 A_GiveToTarget (\"DummyOwnExplossionHalver\", 1)\n\t\tTNT1 A 0 A_Explode(125*4,165)\n\t\tTNT1 A 0 A_TakeFromTarget (\"PowerExplosionHalver\", 999)\n\t\tGoto Super::Death+3\n\t}\n}\n\nactor FlyGren : HandGrenDef\n{\n\tRadius 4\n\tHeight 8\n\tSpeed 23\n\tReactionTime 105\n\t+SPAWNSOUNDSOURCE\n\tSeeSound \"grenade/launcher\"\n\tBounceSound \"grenade/bounce\"\n\tScale 0.05\n\tBounceFactor 0.65\n\tObituary \"$OB_Q2LAUNCHER\"\n\tStates\n\t{\n\tSpin1:\n\t\tGRAN B 1 Bright A_CountDown\n\t\tTNT1 A 0 A_SetAngle (angle + 10)\n\t\tTNT1 A 0 A_JumpIf (velz == 0, \"OnFloor\")\n\t\tLoop\n\tSpin2:\n\t\tGRAN B 1 Bright A_CountDown\n\t\tTNT1 A 0 A_SetAngle (angle - 10)\n\t\tTNT1 A 0 A_JumpIf (velz == 0, \"OnFloor\")\n\t\tLoop\n\tOnFloor:\n\t\tTNT1 A 0 A_Stop\n\t\tTNT1 A 0 A_ChangeFlag (GRENADETRAIL, 0)\n\t\tTNT1 A 0 A_ChangeFlag (NOBLOCKMAP, 0)\n\t\tGoto Resting\n\tResting:\n\t\tGRAN A 1 Bright A_CountDown\n\t\tWait\n\tDeath:\n\t\tTNT1 A 0 A_GiveToTarget (\"DummyOwnExplossionHalver\", 1)\n\t\tTNT1 A 0 A_Explode(120, 160)\n\t\tTNT1 A 0 A_TakeFromTarget (\"PowerExplosionHalver\", 999)\n\t\tTNT1 A 0\n\t\tGoto Super::Death+2\n\t}\n}\n\nactor FlyBomb : FlyGren\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory (\"PowerWeaponLevel2\", 1, 1)\n\t\tGoto Super::Death\n\t\tTNT1 A 0 A_GiveToTarget (\"DummyOwnExplossionHalver\", 1)\n\t\tTNT1 A 0 A_Explode(120*4, 160)\n\t\tTNT1 A 0 A_TakeFromTarget (\"PowerExplosionHalver\", 999)\n\t\tGoto Super::Death+3\n\t}\n}\n\nACTOR Explz\n{\n\t+NOGRAVITY\n\t+NOBLOCKMAP\n\t+DEHEXPLOSION\n\tRadius 1\n\tHeight 1\n\tProjectile\n\tReactionTime 1\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 A_CountDown\n\t\tWait\n\tDeath:\n\t\tPYXP ABCDEFGHIJKLMNOPQ 1 Bright\n\t\tPYXP RSTU 1\n\t\tStop\n\t}\n}\n\nACTOR GrenX : Explz\n{\n\tStates\n\t{\n\tDeath:\n\t\tGEXP ABCDEFGHIJKLMN 2 Bright\n\t\tStop\n\t}\n}\n\nACTOR GrenXAir : GrenX\n{\n\t+FORCEXYBILLBOARD\n\tStates\n\t{\n\tDeath:\n\t\tGXPL ABCDEF 2 Bright\n\t\tGXPL GH 2\n\t\tStop\n\t}\n}\n\n//------------------------------------------------------------------------------------\n//\n// Q2 Rocket Launcher\n//\n//------------------------------------------------------------------------------------\n\nACTOR QRocket\n{\n\tDecal Scorch\n\tDamageType \"RocketExplosion\"\n\tRadius 8\n\tHeight 5\n\tSpeed 30\n\tDamage 0\n\tScale 0.11\n\tProjectile\n\t+DEHEXPLOSION\n\t+ROCKETTRAIL\n\t+FORCEXYBILLBOARD\n\t+FORCERADIUSDMG\n\t+SPAWNSOUNDSOURCE\n\tSeeSound \"q2rckt/fire\"\n\tDeathSound \"q2rckt/explode\"\n\tObituary \"$OB_MPROCKET\"\n\tStates\n\t{\n\tSpawn:\n\t\tMISS A 1 Bright light (ROCKET) A_PlaySoundEx(\"q2rckt/fly\",SoundSlot5,1)\n\t\tLoop\n\tDeath:\n\t\tPYXP A 0 A_SpawnItemEx (\"Explz\")\n\t\tTNT1 A 0 A_GiveToTarget (\"DummyOwnExplossionHalver\", 1)\n\t\tTNT1 A 0 A_Explode(100+random(0,20),120,1,0,30)\n\t\tTNT1 A 0 A_TakeFromTarget (\"PowerExplosionHalver\", 999)\n\t\tTNT1 ABC 1 Bright\n\t\tTNT1 DEFGHIJ 1 Bright\n\t\tTNT1 KLMNO 1 Bright\n\t\tTNT1 PQ 1 Bright\n\t\tTNT1 RSTU 1\n\t\tStop\n\t}\n}\n\nACTOR SupaRocket : QRocket\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory (\"PowerWeaponLevel2\", 1, 1)\n\t\tGoto Super::Death\n\t\tPYXP A 0 A_SpawnItemEx (\"Explz\")\n\t\tTNT1 A 0 A_GiveToTarget (\"DummyOwnExplossionHalver\", 1)\n\t\tTNT1 A 0 A_Explode((100+random(0,20))*4,120,1,0,30)\n\t\tTNT1 A 0 A_TakeFromTarget (\"PowerExplosionHalver\", 999)\n\t\tGoto Super::Death+4\n\t}\n}\n\n//------------------------------------------------------------------------------------\n//\n// HyperBlaster\n//\n//------------------------------------------------------------------------------------\n\nACTOR Hyperblast : BlasterFir\n{\n\tDamage (20)\n\tRenderStyle Add\n\tScale 0.05\n\tAlpha 0.75\n\t-NOEXTREMEDEATH\n\t-NODAMAGETHRUST\n\t-CANNOTPUSH\n\tDamageType HBlaster\n\tSeeSound \"blaster/hyper\"\n\tObituary \"$OB_Q2PLASMA\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tHBLA A 1 Bright Light (PLASMA) A_PlaySound (\"blaster/fly\", CHAN_BODY|CHAN_NOPAUSE, 0.5, 1)\n\t\tLoop\n\t}\n}\n\nACTOR Maxblast : Hyperblast\n{\n\tDamage (80)\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInTargetInventory (\"PowerWeaponLevel2\", 1, 1)\n\t\tGoto NoQuad\n\t\tHBLA A 1 Bright Light (PLASMA) A_PlaySound (\"blaster/fly\", CHAN_BODY|CHAN_NOPAUSE, 0.5, 1)\n\t\tLoop\n\tNoQuad:\n\t\tTNT1 A 0 A_SpawnItemEx (\"Hyperblast\", 0, 0, 0, velx, vely, velz, angle, SXF_TRANSFERPOINTERS)\n\t\tStop\n\t}\n}\n\n//-------------------------------------------------------------------------------------\n//\n// BFG\n//\n//-------------------------------------------------------------------------------------\n\nACTOR BFGShot : BFGBall\n{\n\tDecal BFG10KShit\n\t+FORCEXYBILLBOARD\n\tSpeed 13\n\tDamageType \"RocketExplosion\"\n\tDamage 0\n\t+FORCERADIUSDMG\n\tRenderStyle Translucent\n\tAlpha 0.28\n\tDeathSound \"bfg10k/die\"\n\tObituary \"$OB_B10K\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\n\t\tB10K A 1 Bright A_SpawnItemEx(\"BFGblaster\",1,0,0,0,0,0,0,SXF_TRANSFERPOINTERS)\n\n\t\tB10K A 1 Bright A_PlaySoundEx(\"bfg10k/fly\",SoundSlot7,1)\n\t\tB10K A 0 Bright A_CustomMissile(\"GreenParticle\",0+random(96,-96),0+random(96,-96),0+random(0,360),1,0+random(0,360))\n\t\tB10K A 0 Bright A_CustomMissile(\"GreenParticle\",0+random(88,-88),0+random(88,-88),0+random(0,360),1,0+random(0,360))\n\t\tB10K A 0 Bright A_CustomMissile(\"GreenParticle\",0+random(80,-80),0+random(80,-80),0+random(0,360),1,0+random(0,360))\n\t\tB10K A 0 Bright A_CustomMissile(\"GreenParticle\",0+random(72,-72),0+random(72,-72),0+random(0,360),1,0+random(0,360))\n\t\tB10K A 0 Bright A_CustomMissile(\"GreenParticle\",0+random(64,-64),0+random(64,-64),0+random(0,360),1,0+random(0,360))\n\t\tB10K A 0 Bright A_CustomMissile(\"GreenParticle\",0+random(56,-56),0+random(56,-56),0+random(0,360),1,0+random(0,360))\n\t\tB10K A 0 Bright A_CustomMissile(\"YellowParticle\",0+random(56,-56),0+random(56,-56),0+random(0,360),1,0+random(0,360))\n\t\tB10K A 0 Bright A_CustomMissile(\"WhiteParticle\",0+random(48,-48),0+random(48,-48),0+random(0,360),1,0+random(0,360))\n\t\tB10K A 0 Bright A_CustomMissile(\"GreenParticle\",0+random(96,-96),0+random(96,-96),0+random(0,360),1,0+random(0,360))\n\t\tB10K A 0 Bright A_CustomMissile(\"GreenParticle\",0+random(88,-88),0+random(88,-88),0+random(0,360),1,0+random(0,360))\n\t\tB10K A 0 Bright A_CustomMissile(\"GreenParticle\",0+random(80,-80),0+random(80,-80),0+random(0,360),1,0+random(0,360))\n\t\tB10K A 0 Bright A_CustomMissile(\"GreenParticle\",0+random(72,-72),0+random(72,-72),0+random(0,360),1,0+random(0,360))\n\t\tB10K A 0 Bright A_CustomMissile(\"GreenParticle\",0+random(64,-64),0+random(64,-64),0+random(0,360),1,0+random(0,360))\n\t\tB10K A 0 Bright A_CustomMissile(\"GreenParticle\",0+random(56,-56),0+random(56,-56),0+random(0,360),1,0+random(0,360))\n\t\tB10K A 0 Bright A_CustomMissile(\"YellowParticle\",0+random(56,-56),0+random(56,-56),0+random(0,360),1,0+random(0,360))\n\t\tB10K A 0 Bright A_CustomMissile(\"WhiteParticle\",0+random(48,-48),0+random(48,-48),0+random(0,360),1,0+random(0,360))\n\n\t\tB10K A 2 Bright A_SpawnItemEx(\"BFGblaster\",1,0,0,0,0,0,0,SXF_TRANSFERPOINTERS)\n\n\t\tB10K B 0 Bright A_CustomMissile(\"GreenParticle\",0+random(96,-96),0+random(96,-96),0+random(0,360),1,0+random(0,360))\n\t\tB10K B 0 Bright A_CustomMissile(\"GreenParticle\",0+random(88,-88),0+random(88,-88),0+random(0,360),1,0+random(0,360))\n\t\tB10K B 0 Bright A_CustomMissile(\"GreenParticle\",0+random(80,-80),0+random(80,-80),0+random(0,360),1,0+random(0,360))\n\t\tB10K B 0 Bright A_CustomMissile(\"GreenParticle\",0+random(72,-72),0+random(72,-72),0+random(0,360),1,0+random(0,360))\n\t\tB10K B 0 Bright A_CustomMissile(\"GreenParticle\",0+random(64,-64),0+random(64,-64),0+random(0,360),1,0+random(0,360))\n\t\tB10K B 0 Bright A_CustomMissile(\"GreenParticle\",0+random(56,-56),0+random(56,-56),0+random(0,360),1,0+random(0,360))\n\t\tB10K B 0 Bright A_CustomMissile(\"YellowParticle\",0+random(56,-56),0+random(56,-56),0+random(0,360),1,0+random(0,360))\n\t\tB10K B 0 Bright A_CustomMissile(\"WhiteParticle\",0+random(48,-48),0+random(48,-48),0+random(0,360),1,0+random(0,360))\n\t\tB10K A 0 Bright A_CustomMissile(\"GreenParticle\",0+random(96,-96),0+random(96,-96),0+random(0,360),1,0+random(0,360))\n\t\tB10K A 0 Bright A_CustomMissile(\"GreenParticle\",0+random(88,-88),0+random(88,-88),0+random(0,360),1,0+random(0,360))\n\t\tB10K A 0 Bright A_CustomMissile(\"GreenParticle\",0+random(80,-80),0+random(80,-80),0+random(0,360),1,0+random(0,360))\n\t\tB10K A 0 Bright A_CustomMissile(\"GreenParticle\",0+random(72,-72),0+random(72,-72),0+random(0,360),1,0+random(0,360))\n\t\tB10K A 0 Bright A_CustomMissile(\"GreenParticle\",0+random(64,-64),0+random(64,-64),0+random(0,360),1,0+random(0,360))\n\t\tB10K A 0 Bright A_CustomMissile(\"GreenParticle\",0+random(56,-56),0+random(56,-56),0+random(0,360),1,0+random(0,360))\n\t\tB10K A 0 Bright A_CustomMissile(\"YellowParticle\",0+random(56,-56),0+random(56,-56),0+random(0,360),1,0+random(0,360))\n\t\tB10K A 0 Bright A_CustomMissile(\"WhiteParticle\",0+random(48,-48),0+random(48,-48),0+random(0,360),1,0+random(0,360))\n\n\t\tB10K B 2 Bright A_SpawnItemEx(\"BFGblaster\",1,0,0,0,0,0,0,SXF_TRANSFERPOINTERS)\n\n\t\tB10K B 0 Bright A_CustomMissile(\"GreenParticle\",0+random(96,-96),0+random(96,-96),0+random(0,360),1,0+random(0,360))\n\t\tB10K B 0 Bright A_CustomMissile(\"GreenParticle\",0+random(88,-88),0+random(88,-88),0+random(0,360),1,0+random(0,360))\n\t\tB10K B 0 Bright A_CustomMissile(\"GreenParticle\",0+random(80,-80),0+random(80,-80),0+random(0,360),1,0+random(0,360))\n\t\tB10K B 0 Bright A_CustomMissile(\"GreenParticle\",0+random(72,-72),0+random(72,-72),0+random(0,360),1,0+random(0,360))\n\t\tB10K B 0 Bright A_CustomMissile(\"GreenParticle\",0+random(64,-64),0+random(64,-64),0+random(0,360),1,0+random(0,360))\n\t\tB10K B 0 Bright A_CustomMissile(\"GreenParticle\",0+random(56,-56),0+random(56,-56),0+random(0,360),1,0+random(0,360))\n\t\tB10K B 0 Bright A_CustomMissile(\"YellowParticle\",0+random(56,-56),0+random(56,-56),0+random(0,360),1,0+random(0,360))\n\t\tB10K B 0 Bright A_CustomMissile(\"WhiteParticle\",0+random(48,-48),0+random(48,-48),0+random(0,360),1,0+random(0,360))\n\t\tB10K A 0 Bright A_CustomMissile(\"GreenParticle\",0+random(96,-96),0+random(96,-96),0+random(0,360),1,0+random(0,360))\n\t\tB10K A 0 Bright A_CustomMissile(\"GreenParticle\",0+random(88,-88),0+random(88,-88),0+random(0,360),1,0+random(0,360))\n\t\tB10K A 0 Bright A_CustomMissile(\"GreenParticle\",0+random(80,-80),0+random(80,-80),0+random(0,360),1,0+random(0,360))\n\t\tB10K A 0 Bright A_CustomMissile(\"GreenParticle\",0+random(72,-72),0+random(72,-72),0+random(0,360),1,0+random(0,360))\n\t\tB10K A 0 Bright A_CustomMissile(\"GreenParticle\",0+random(64,-64),0+random(64,-64),0+random(0,360),1,0+random(0,360))\n\t\tB10K A 0 Bright A_CustomMissile(\"GreenParticle\",0+random(56,-56),0+random(56,-56),0+random(0,360),1,0+random(0,360))\n\t\tB10K A 0 Bright A_CustomMissile(\"YellowParticle\",0+random(56,-56),0+random(56,-56),0+random(0,360),1,0+random(0,360))\n\t\tB10K A 0 Bright A_CustomMissile(\"WhiteParticle\",0+random(48,-48),0+random(48,-48),0+random(0,360),1,0+random(0,360))\n\n\t\tB10K B 2 Bright A_SpawnItemEx(\"BFGblaster\",1,0,0,0,0,0,0,SXF_TRANSFERPOINTERS)\n\n\t\tB10K B 0 Bright A_CustomMissile(\"GreenParticle\",0+random(96,-96),0+random(96,-96),0+random(0,360),1,0+random(0,360))\n\t\tB10K B 0 Bright A_CustomMissile(\"GreenParticle\",0+random(88,-88),0+random(88,-88),0+random(0,360),1,0+random(0,360))\n\t\tB10K B 0 Bright A_CustomMissile(\"GreenParticle\",0+random(80,-80),0+random(80,-80),0+random(0,360),1,0+random(0,360))\n\t\tB10K B 0 Bright A_CustomMissile(\"GreenParticle\",0+random(72,-72),0+random(72,-72),0+random(0,360),1,0+random(0,360))\n\t\tB10K B 0 Bright A_CustomMissile(\"GreenParticle\",0+random(64,-64),0+random(64,-64),0+random(0,360),1,0+random(0,360))\n\t\tB10K B 0 Bright A_CustomMissile(\"GreenParticle\",0+random(56,-56),0+random(56,-56),0+random(0,360),1,0+random(0,360))\n\t\tB10K B 0 Bright A_CustomMissile(\"YellowParticle\",0+random(56,-56),0+random(56,-56),0+random(0,360),1,0+random(0,360))\n\t\tB10K B 0 Bright A_CustomMissile(\"WhiteParticle\",0+random(48,-48),0+random(48,-48),0+random(0,360),1,0+random(0,360))\n\t\tB10K A 0 Bright A_CustomMissile(\"GreenParticle\",0+random(96,-96),0+random(96,-96),0+random(0,360),1,0+random(0,360))\n\t\tB10K A 0 Bright A_CustomMissile(\"GreenParticle\",0+random(88,-88),0+random(88,-88),0+random(0,360),1,0+random(0,360))\n\t\tB10K A 0 Bright A_CustomMissile(\"GreenParticle\",0+random(80,-80),0+random(80,-80),0+random(0,360),1,0+random(0,360))\n\t\tB10K A 0 Bright A_CustomMissile(\"GreenParticle\",0+random(72,-72),0+random(72,-72),0+random(0,360),1,0+random(0,360))\n\t\tB10K A 0 Bright A_CustomMissile(\"GreenParticle\",0+random(64,-64),0+random(64,-64),0+random(0,360),1,0+random(0,360))\n\t\tB10K A 0 Bright A_CustomMissile(\"GreenParticle\",0+random(56,-56),0+random(56,-56),0+random(0,360),1,0+random(0,360))\n\t\tB10K A 0 Bright A_CustomMissile(\"YellowParticle\",0+random(56,-56),0+random(56,-56),0+random(0,360),1,0+random(0,360))\n\t\tB10K A 0 Bright A_CustomMissile(\"WhiteParticle\",0+random(48,-48),0+random(48,-48),0+random(0,360),1,0+random(0,360))\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\n\t\tTNT1 A 0 A_SpawnItemEx(\"WhiteParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"WhiteParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"WhiteParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"WhiteParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"WhiteParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"WhiteParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"WhiteParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"WhiteParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"WhiteParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\n\t\tTNT1 A 0 A_SpawnItemEx(\"YellowParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"YellowParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"YellowParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"YellowParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"YellowParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"YellowParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"YellowParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"YellowParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"YellowParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\n\t\tTNT1 A 0 A_GiveToTarget (\"DummyOwnExplossionHalver\", 1)\n\t\tB10K C 0 A_Explode(200,120)\n\t\tTNT1 A 0 A_TakeFromTarget (\"PowerExplosionHalver\", 999)\n\t\tB10K C 4 Bright\n\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\n\t\tTNT1 A 0 A_SpawnItemEx(\"WhiteParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"WhiteParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"WhiteParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"WhiteParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"WhiteParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"WhiteParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"WhiteParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"WhiteParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"WhiteParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\n\t\tTNT1 A 0 A_SpawnItemEx(\"YellowParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"YellowParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"YellowParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"YellowParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"YellowParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"YellowParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"YellowParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"YellowParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"YellowParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\n\t\tTNT1 A 0 A_BFGSpray(\"NewSpray\")\n\t\tB10K D 4 Bright\n\t\tB10K E 2 Bright\n\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\n\t\tTNT1 A 0 A_SpawnItemEx(\"WhiteParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"WhiteParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"WhiteParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"WhiteParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"WhiteParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"WhiteParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"WhiteParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"WhiteParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"WhiteParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\n\t\tTNT1 A 0 A_SpawnItemEx(\"YellowParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"YellowParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"YellowParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"YellowParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"YellowParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"YellowParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"YellowParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"YellowParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"YellowParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tB10K E 2 Bright\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\n\t\tTNT1 A 0 A_SpawnItemEx(\"WhiteParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"WhiteParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"WhiteParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"WhiteParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"WhiteParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"WhiteParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"WhiteParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"WhiteParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"WhiteParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\n\t\tTNT1 A 0 A_SpawnItemEx(\"YellowParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"YellowParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"YellowParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"YellowParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"YellowParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"YellowParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"YellowParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"YellowParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"YellowParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tB10K F 2 Bright\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\n\t\tTNT1 A 0 A_SpawnItemEx(\"WhiteParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"WhiteParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"WhiteParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"WhiteParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"WhiteParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"WhiteParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"WhiteParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"WhiteParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"WhiteParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\n\t\tTNT1 A 0 A_SpawnItemEx(\"YellowParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"YellowParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"YellowParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"YellowParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"YellowParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"YellowParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"YellowParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"YellowParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"YellowParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tB10K F 2 Bright\n\t\tB10K GH 4 Bright\n\t\tStop\n\t}\n}\n\nACTOR MaxShot : BFGShot\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory (\"PowerWeaponLevel2\", 1, 1)\n\t\tGoto Super::Death\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\n\t\tTNT1 A 0 A_SpawnItemEx(\"WhiteParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"WhiteParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"WhiteParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"WhiteParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"WhiteParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"WhiteParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"WhiteParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"WhiteParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"WhiteParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\n\t\tTNT1 A 0 A_SpawnItemEx(\"YellowParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"YellowParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"YellowParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"YellowParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"YellowParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"YellowParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"YellowParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"YellowParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"YellowParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\n\t\tTNT1 A 0 A_GiveToTarget (\"DummyOwnExplossionHalver\", 1)\n\t\tB10K C 0 A_Explode(200,120)\n\t\tTNT1 A 0 A_TakeFromTarget (\"PowerExplosionHalver\", 999)\n\t\tB10K C 4 Bright\n\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\n\t\tTNT1 A 0 A_SpawnItemEx(\"WhiteParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"WhiteParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"WhiteParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"WhiteParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"WhiteParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"WhiteParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"WhiteParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"WhiteParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"WhiteParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\n\t\tTNT1 A 0 A_SpawnItemEx(\"YellowParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"YellowParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"YellowParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"YellowParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"YellowParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"YellowParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"YellowParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"YellowParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"YellowParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\n\t\tTNT1 A 0 A_BFGSpray(\"NewSpray\", 40, 60)\n\t\tB10K D 4 Bright\n\t\tB10K E 2 Bright\n\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\n\t\tTNT1 A 0 A_SpawnItemEx(\"WhiteParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"WhiteParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"WhiteParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"WhiteParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"WhiteParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"WhiteParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"WhiteParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"WhiteParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"WhiteParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\n\t\tTNT1 A 0 A_SpawnItemEx(\"YellowParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"YellowParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"YellowParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"YellowParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"YellowParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"YellowParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"YellowParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"YellowParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"YellowParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tB10K E 2 Bright\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\n\t\tTNT1 A 0 A_SpawnItemEx(\"WhiteParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"WhiteParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"WhiteParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"WhiteParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"WhiteParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"WhiteParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"WhiteParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"WhiteParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"WhiteParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\n\t\tTNT1 A 0 A_SpawnItemEx(\"YellowParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"YellowParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"YellowParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"YellowParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"YellowParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"YellowParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"YellowParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"YellowParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"YellowParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tB10K F 2 Bright\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\n\t\tTNT1 A 0 A_SpawnItemEx(\"WhiteParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"WhiteParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"WhiteParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"WhiteParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"WhiteParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"WhiteParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"WhiteParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"WhiteParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"WhiteParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\n\t\tTNT1 A 0 A_SpawnItemEx(\"YellowParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"YellowParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"YellowParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"YellowParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"YellowParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"YellowParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"YellowParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"YellowParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"YellowParticle2\",0,0,0,0+random(5,10),0+random(5,10),0+random(-10,10),0+random(0,360))\n\t\tB10K F 2 Bright\n\t\tB10K GH 4 Bright\n\t\tStop\n\t}\n}"
},
{
"source": "pk3",
"name": "decorate/Internal/NewAmmo.txt",
"contents": "ACTOR QShell : Shell replaces Shell\n{\n\tInventory.PickupSound \"q2/item\"\n}\n\nACTOR BoxOfShells : ShellBox replaces ShellBox\n{\n\tInventory.PickupSound \"q2/item\"\n\tInventory.Amount 10\n}\n\nACTOR QClip : Clip replaces Clip\n{\n\tInventory.PickupSound \"q2/item\"\n}\n\nACTOR QBox : ClipBox replaces ClipBox\n{\n\tInventory.PickupSound \"q2/item\"\n}\n\nactor Grens : Ammo 32004\n{\n\tInventory.Amount 10\n\tInventory.Maxamount 50\n\tInventory.icon \"GRENA0\"\n\tAmmo.Backpackamount 5\n\tScale 0.2\n\tAmmo.Backpackmaxamount 100\n\tInventory.PickupMessage \"$GOTGRENS\"\n\tInventory.PickUpSound \"q2/item\"\n\tStates\n\t{\n\tSpawn:\n\t\tGREN B -1\n\t\tStop\n\t}\n}\n\nACTOR Roketto : RocketAmmo replaces RocketAmmo\n{\n\tInventory.PickupSound \"q2/item\"\n}\n\nACTOR QRoketBox : RocketBox replaces RocketBox\n{\n\tInventory.Amount 10\n\tInventory.PickupSound \"q2/item\"\n\tInventory.PickupMessage \"$GOTROCKETCAN\"\n}\n\nactor Slug : Ammo 32002\n{\n\tInventory.Amount 10\n\tInventory.Maxamount 50\n\tInventory.icon \"SLUGB0\"\n\tAmmo.Backpackamount 2\n\tScale 0.2\n\tAmmo.Backpackmaxamount 100\n\tInventory.PickupMessage \"$GOTSLUGS\"\n\tInventory.PickupSound \"q2/item\"\n\tStates\n\t{\n\tSpawn:\n\t\tSLUG A -1\n\t\tStop\n }\n}\n\nACTOR QCell : Cell replaces Cell\n{\n\tInventory.PickupSound \"q2/item\"\n}\n\nACTOR QCellPack : CellPack replaces CellPack\n{\n\tInventory.PickupSound \"q2/item\"\n}\n\nACTOR Values1 : Inventory\n{\n\t+INVENTORY.UNDROPPABLE\n\t+INVENTORY.QUIET\n\tInventory.Amount 0\n\tInventory.MaxAmount 999\n}\n\nACTOR GrenSpeed : Values1\n{\n\tInventory.Maxamount 19\n}\n\nACTOR HBValue : Values1\n{\n\tInventory.MaxAmount 6\n}\n\nACTOR MGValue : Values1\n{\n\tInventory.MaxAmount 2\n}\n\nACTOR BackpackCounter : Values1\n{\n\tInventory.MaxAmount 1\n}\n\nACTOR BandolierCounter : BackpackCounter\n{}\n\nACTOR FistChecker : BackpackCounter\n{}\n\nACTOR GrenChecker : BackpackCounter\n{}\n\nACTOR CSawChecker : BackpackCounter\n{}\n\nACTOR PISGChecker : BackpackCounter\n{}\n\nACTOR QSGNChecker : BackpackCounter\n{}\n\nACTOR QSSGChecker : BackpackCounter\n{}\n\nACTOR MACHChecker : BackpackCounter\n{}\n\nACTOR CGunChecker : BackpackCounter\n{}\n\nACTOR GLAUChecker : BackpackCounter\n{}\n\nACTOR LAUNChecker : BackpackCounter\n{}\n\nACTOR PLASChecker : BackpackCounter\n{}\n\nACTOR RLGGChecker : BackpackCounter\n{}\n\nACTOR BFGGChecker : BackpackCounter\n{}"
},
{
"source": "pk3",
"name": "decorate/Internal/particles.txt",
"contents": "ACTOR BaseParticle\n{\n\tRadius 2\n\tHeight 2\n\tMass 25\n\tGravity 0.125\n\tScale 0.05\n\tRenderStyle Add\n\tAlpha 1.0\n\t+NOBLOCKMAP\n\t+NOTELEPORT\n\t+DONTSPLASH\n\t+FORCEXYBILLBOARD\n\t+NOTONAUTOMAP\n}\n\nACTOR BlasterParticle : BaseParticle\n{\n\tStates\n\t{\n\tSpawn:\n\t\tPRT4 A 3 Bright A_FadeOut(0.3)\n\t\tLoop\n\t}\n}\n\nACTOR WhiteParticle : BaseParticle\n{\n\tAlpha 0.8\n\tGravity 0.25\n\tStates\n\t{\n\tSpawn:\n\t\tPRT1 A 4 Bright A_FadeOut(0.3)\n\t\tLoop\n\t}\n}\n\nACTOR YellowParticle : BaseParticle\n{\n\tRenderStyle Translucent\n\tStates\n\t{\n\tSpawn:\n\t\tPRT3 A 3 Bright A_FadeOut(0.3)\n\t\tLoop\n\t}\n}\n\nACTOR GreenParticle : BaseParticle\n{\n\tAlpha 0.5\n\tStates\n\t{\n\tSpawn:\n\t\tPRT2 A 4 Bright A_FadeOut(0.2)\n\t\tLoop\n\t}\n}\n\nACTOR GreenParticle2 : BaseParticle\n{\n\tProjectile\n\t-ACTIVATEIMPACT\n\t-ACTIVATEPCROSS\n\tAlpha 1.0\n\tStates\n\t{\n\tSpawn:\n\t\tPRT2 A 4 Bright A_FadeOut(0.1)\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 0\n\t\tStop\n\t}\n}\n\nACTOR WhiteParticle2 : GreenParticle2\n{\n\tStates\n\t{\n\tSpawn:\n\t\tPRT1 A 4 Bright A_FadeOut(0.1)\n\t\tLoop\n\t}\n}\n\nACTOR YellowParticle2 : GreenParticle2\n{\n\tRenderStyle Translucent\n\tStates\n\t{\n\tSpawn:\n\t\tPRT3 A 4 Bright A_FadeOut(0.1)\n\t\tLoop\n\t}\n}"
},
{
"source": "pk3",
"name": "decorate/Internal/Q2Player.txt",
"contents": "ACTOR Quake2 : DoomPlayer replaces DoomPlayer\n{\n\t+NOSKIN\n\t+DONTSPLASH\n\tPlayer.StartItem \"BlasterPistol\"\n\tPlayer.StartItem \"GrenadePack\"\n\tPlayer.WeaponSlot 1, Q2Fist, CSaw2, BlasterPistol\n\tPlayer.WeaponSlot 2, Q2Shotgun\n\tPlayer.WeaponSlot 3, Q2SuperShotgun\n\tPlayer.WeaponSlot 4, Q2Machinegun\n\tPlayer.WeaponSlot 5, Q2Chaingun\n\tPlayer.WeaponSlot 6, GrenLauncher\n\tPlayer.WeaponSlot 7, QuakeRocketL\n\tPlayer.WeaponSlot 8, HyperBlaster\n\tPlayer.WeaponSlot 9, Q2Railgun\n\tPlayer.WeaponSlot 0, BFGQ2\n\tDamageFactor BPistol, 1.5 // Blaster does 10 damage to monsters, 15 to players\n\tDamageFactor Chaingun, 0.75 // 8 per bullet to monsters, 6 to players\n\tDamageFactor Q2Rail, 0.6667 // 150 to monsters, 100 to players\n\tGibHealth 75\n\tStates\n\t{\n\tSpawn:\n\t\t\"####\" A 1\n\t\tTNT1 A 0 A_JumpIf (CallACS (\"WEAPONCHECKER\") == 1, \"Spawn.Blaster\")\n\t\tTNT1 A 0 A_JumpIf (CallACS (\"WEAPONCHECKER\") == 11, \"Spawn.Chainsaw\")\n\t\tTNT1 A 0 A_JumpIf (CallACS (\"WEAPONCHECKER\") == 111, \"Spawn.Fist\")\n\t\tTNT1 A 0 A_JumpIf (CallACS (\"WEAPONCHECKER\") == 2, \"Spawn.Shotgun\")\n\t\tTNT1 A 0 A_JumpIf (CallACS (\"WEAPONCHECKER\") == 3, \"Spawn.SSG\")\n\t\tTNT1 A 0 A_JumpIf (CallACS (\"WEAPONCHECKER\") == 4, \"Spawn.Machinegun\")\n\t\tTNT1 A 0 A_JumpIf (CallACS (\"WEAPONCHECKER\") == 5, \"Spawn.Chaingun\")\n\t\tTNT1 A 0 A_JumpIf (CallACS (\"WEAPONCHECKER\") == 6, \"Spawn.GLauncher\")\n\t\tTNT1 A 0 A_JumpIf (CallACS (\"WEAPONCHECKER\") == 66, \"Spawn.Grenade\")\n\t\tTNT1 A 0 A_JumpIf (CallACS (\"WEAPONCHECKER\") == 7, \"Spawn.RLauncher\")\n\t\tTNT1 A 0 A_JumpIf (CallACS (\"WEAPONCHECKER\") == 8, \"Spawn.Hyperblaster\")\n\t\tTNT1 A 0 A_JumpIf (CallACS (\"WEAPONCHECKER\") == 9, \"Spawn.Railgun\")\n\t\tTNT1 A 0 A_JumpIf (CallACS (\"WEAPONCHECKER\") == 10, \"Spawn.BFG\")\n\t\tPLA2 A 1\n\t\tLoop\n\tSpawn.Grenade:\n\tSpawn.Fist:\n\t\tTNT1 A 0 A_JumpIfInventory (\"PowerWeaponLevel2\", 1, 3)\n\t\tTNT1 A 0 A_JumpIfInventory (\"PowerInvulnerable\", 1, 3)\n\t\tPLA1 A 1\n\t\tGoto Spawn\n\t\tPLQ1 A 1\n\t\tGoto Spawn\n\t\tPLI1 A 1\n\t\tGoto Spawn\n\tSpawn.Chainsaw:\n\t\tTNT1 A 0 A_JumpIfInventory (\"PowerWeaponLevel2\", 1, 3)\n\t\tTNT1 A 0 A_JumpIfInventory (\"PowerInvulnerable\", 1, 3)\n\t\tPLA8 A 1\n\t\tGoto Spawn\n\t\tPLQ8 A 1\n\t\tGoto Spawn\n\t\tPLI8 A 1\n\t\tGoto Spawn\n\tSpawn.Blaster:\n\t\tTNT1 A 0 A_JumpIfInventory (\"PowerWeaponLevel2\", 1, 3)\n\t\tTNT1 A 0 A_JumpIfInventory (\"PowerInvulnerable\", 1, 3)\n\t\tPLA2 A 1\n\t\tGoto Spawn\n\t\tPLQ2 A 1\n\t\tGoto Spawn\n\t\tPLI2 A 1\n\t\tGoto Spawn\n\tSpawn.Shotgun:\n\t\tTNT1 A 0 A_JumpIfInventory (\"PowerWeaponLevel2\", 1, 3)\n\t\tTNT1 A 0 A_JumpIfInventory (\"PowerInvulnerable\", 1, 3)\n\t\tPLA3 A 1\n\t\tGoto Spawn\n\t\tPLQ3 A 1\n\t\tGoto Spawn\n\t\tPLI3 A 1\n\t\tGoto Spawn\n\tSpawn.SSG:\n\t\tTNT1 A 0 A_JumpIfInventory (\"PowerWeaponLevel2\", 1, 3)\n\t\tTNT1 A 0 A_JumpIfInventory (\"PowerInvulnerable\", 1, 3)\n\t\tPLA9 A 1\n\t\tGoto Spawn\n\t\tPLQ9 A 1\n\t\tGoto Spawn\n\t\tPLI9 A 1\n\t\tGoto Spawn\n\tSpawn.Machinegun:\n\t\tTNT1 A 0 A_JumpIfInventory (\"PowerWeaponLevel2\", 1, 3)\n\t\tTNT1 A 0 A_JumpIfInventory (\"PowerInvulnerable\", 1, 3)\n\t\tPSMG A 1\n\t\tGoto Spawn\n\t\tPSMQ A 1\n\t\tGoto Spawn\n\t\tPSMI A 1\n\t\tGoto Spawn\n\tSpawn.Chaingun:\n\t\tTNT1 A 0 A_JumpIfInventory (\"PowerWeaponLevel2\", 1, 3)\n\t\tTNT1 A 0 A_JumpIfInventory (\"PowerInvulnerable\", 1, 3)\n\t\tPMIN A 1\n\t\tGoto Spawn\n\t\tPMIQ A 1\n\t\tGoto Spawn\n\t\tPMII A 1\n\t\tGoto Spawn\n\tSpawn.GLauncher:\n\t\tTNT1 A 0 A_JumpIfInventory (\"PowerWeaponLevel2\", 1, 3)\n\t\tTNT1 A 0 A_JumpIfInventory (\"PowerInvulnerable\", 1, 3)\n\t\tPGRN A 1\n\t\tGoto Spawn\n\t\tPGRQ A 1\n\t\tGoto Spawn\n\t\tPGRI A 1\n\t\tGoto Spawn\n\tSpawn.RLauncher:\n\t\tTNT1 A 0 A_JumpIfInventory (\"PowerWeaponLevel2\", 1, 3)\n\t\tTNT1 A 0 A_JumpIfInventory (\"PowerInvulnerable\", 1, 3)\n\t\tPLA5 A 1\n\t\tGoto Spawn\n\t\tPLQ5 A 1\n\t\tGoto Spawn\n\t\tPLI5 A 1\n\t\tGoto Spawn\n\tSpawn.HyperBlaster:\n\t\tTNT1 A 0 A_JumpIfInventory (\"PowerWeaponLevel2\", 1, 3)\n\t\tTNT1 A 0 A_JumpIfInventory (\"PowerInvulnerable\", 1, 3)\n\t\tPLA6 A 1\n\t\tGoto Spawn\n\t\tPLQ6 A 1\n\t\tGoto Spawn\n\t\tPLI6 A 1\n\t\tGoto Spawn\n\tSpawn.Railgun:\n\t\tTNT1 A 0 A_JumpIfInventory (\"PowerWeaponLevel2\", 1, 3)\n\t\tTNT1 A 0 A_JumpIfInventory (\"PowerInvulnerable\", 1, 3)\n\t\tPRAI A 1\n\t\tGoto Spawn\n\t\tPQAI A 1\n\t\tGoto Spawn\n\t\tPIAI A 1\n\t\tGoto Spawn\n\tSpawn.BFG:\n\t\tTNT1 A 0 A_JumpIfInventory (\"PowerWeaponLevel2\", 1, 3)\n\t\tTNT1 A 0 A_JumpIfInventory (\"PowerInvulnerable\", 1, 3)\n\t\tPLA7 A 1\n\t\tGoto Spawn\n\t\tPLQ7 A 1\n\t\tGoto Spawn\n\t\tPLI7 A 1\n\t\tGoto Spawn\n\n\tSee:\n\t\tTNT1 A 0 A_JumpIf (CallACS (\"WEAPONCHECKER\") == 1, \"See.Blaster\")\n\t\tTNT1 A 0 A_JumpIf (CallACS (\"WEAPONCHECKER\") == 11, \"See.Chainsaw\")\n\t\tTNT1 A 0 A_JumpIf (CallACS (\"WEAPONCHECKER\") == 111, \"See.Fist\")\n\t\tTNT1 A 0 A_JumpIf (CallACS (\"WEAPONCHECKER\") == 2, \"See.Shotgun\")\n\t\tTNT1 A 0 A_JumpIf (CallACS (\"WEAPONCHECKER\") == 3, \"See.SSG\")\n\t\tTNT1 A 0 A_JumpIf (CallACS (\"WEAPONCHECKER\") == 4, \"See.Machinegun\")\n\t\tTNT1 A 0 A_JumpIf (CallACS (\"WEAPONCHECKER\") == 5, \"See.Chaingun\")\n\t\tTNT1 A 0 A_JumpIf (CallACS (\"WEAPONCHECKER\") == 6, \"See.GLauncher\")\n\t\tTNT1 A 0 A_JumpIf (CallACS (\"WEAPONCHECKER\") == 66, \"See.Grenade\")\n\t\tTNT1 A 0 A_JumpIf (CallACS (\"WEAPONCHECKER\") == 7, \"See.RLauncher\")\n\t\tTNT1 A 0 A_JumpIf (CallACS (\"WEAPONCHECKER\") == 8, \"See.Hyperblaster\")\n\t\tTNT1 A 0 A_JumpIf (CallACS (\"WEAPONCHECKER\") == 9, \"See.Railgun\")\n\t\tTNT1 A 0 A_JumpIf (CallACS (\"WEAPONCHECKER\") == 10, \"See.BFG\")\n\t\tPLA2 ABCD 4\n\t\tLoop\n\tSee.Grenade:\n\tSee.Fist:\n\t\tTNT1 A 0 A_JumpIfInventory (\"PowerWeaponLevel2\", 1, 6)\n\t\tTNT1 A 0 A_JumpIfInventory (\"PowerInvulnerable\", 1, 9)\n\t\tPLA1 ABCD 4\n\t\tGoto Spawn\n\t\tPLQ1 ABCD 4\n\t\tGoto Spawn\n\t\tPLI1 ABCD 4\n\t\tGoto Spawn\n\tSee.Chainsaw:\n\t\tTNT1 A 0 A_JumpIfInventory (\"PowerWeaponLevel2\", 1, 6)\n\t\tTNT1 A 0 A_JumpIfInventory (\"PowerInvulnerable\", 1, 9)\n\t\tPLA8 ABCD 4\n\t\tGoto Spawn\n\t\tPLQ8 ABCD 4\n\t\tGoto Spawn\n\t\tPLI8 ABCD 4\n\t\tGoto Spawn\n\tSee.Blaster:\n\t\tTNT1 A 0 A_JumpIfInventory (\"PowerWeaponLevel2\", 1, 6)\n\t\tTNT1 A 0 A_JumpIfInventory (\"PowerInvulnerable\", 1, 9)\n\t\tPLA2 ABCD 4\n\t\tGoto Spawn\n\t\tPLQ2 ABCD 4\n\t\tGoto Spawn\n\t\tPLI2 ABCD 4\n\t\tGoto Spawn\n\tSee.Shotgun:\n\t\tTNT1 A 0 A_JumpIfInventory (\"PowerWeaponLevel2\", 1, 6)\n\t\tTNT1 A 0 A_JumpIfInventory (\"PowerInvulnerable\", 1, 9)\n\t\tPLA3 ABCD 4\n\t\tGoto Spawn\n\t\tPLQ3 ABCD 4\n\t\tGoto Spawn\n\t\tPLI3 ABCD 4\n\t\tGoto Spawn\n\tSee.SSG:\n\t\tTNT1 A 0 A_JumpIfInventory (\"PowerWeaponLevel2\", 1, 6)\n\t\tTNT1 A 0 A_JumpIfInventory (\"PowerInvulnerable\", 1, 9)\n\t\tPLA9 ABCD 4\n\t\tGoto Spawn\n\t\tPLQ9 ABCD 4\n\t\tGoto Spawn\n\t\tPLI9 ABCD 4\n\t\tGoto Spawn\n\tSee.Machinegun:\n\t\tTNT1 A 0 A_JumpIfInventory (\"PowerWeaponLevel2\", 1, 6)\n\t\tTNT1 A 0 A_JumpIfInventory (\"PowerInvulnerable\", 1, 9)\n\t\tPSMG ABCD 4\n\t\tGoto Spawn\n\t\tPSMQ ABCD 4\n\t\tGoto Spawn\n\t\tPSMI ABCD 4\n\t\tGoto Spawn\n\tSee.Chaingun:\n\t\tTNT1 A 0 A_JumpIfInventory (\"PowerWeaponLevel2\", 1, 6)\n\t\tTNT1 A 0 A_JumpIfInventory (\"PowerInvulnerable\", 1, 9)\n\t\tPMIN ABCD 4\n\t\tGoto Spawn\n\t\tPMIQ ABCD 4\n\t\tGoto Spawn\n\t\tPMII ABCD 4\n\t\tGoto Spawn\n\tSee.GLauncher:\n\t\tTNT1 A 0 A_JumpIfInventory (\"PowerWeaponLevel2\", 1, 6)\n\t\tTNT1 A 0 A_JumpIfInventory (\"PowerInvulnerable\", 1, 9)\n\t\tPGRN ABCD 4\n\t\tGoto Spawn\n\t\tPGRQ ABCD 4\n\t\tGoto Spawn\n\t\tPGRI ABCD 4\n\t\tGoto Spawn\n\tSee.RLauncher:\n\t\tTNT1 A 0 A_JumpIfInventory (\"PowerWeaponLevel2\", 1, 6)\n\t\tTNT1 A 0 A_JumpIfInventory (\"PowerInvulnerable\", 1, 9)\n\t\tPLA5 ABCD 4\n\t\tGoto Spawn\n\t\tPLQ5 ABCD 4\n\t\tGoto Spawn\n\t\tPLI5 ABCD 4\n\t\tGoto Spawn\n\tSee.HyperBlaster:\n\t\tTNT1 A 0 A_JumpIfInventory (\"PowerWeaponLevel2\", 1, 6)\n\t\tTNT1 A 0 A_JumpIfInventory (\"PowerInvulnerable\", 1, 9)\n\t\tPLA6 ABCD 4\n\t\tGoto Spawn\n\t\tPLQ6 ABCD 4\n\t\tGoto Spawn\n\t\tPLI6 ABCD 4\n\t\tGoto Spawn\n\tSee.Railgun:\n\t\tTNT1 A 0 A_JumpIfInventory (\"PowerWeaponLevel2\", 1, 6)\n\t\tTNT1 A 0 A_JumpIfInventory (\"PowerInvulnerable\", 1, 9)\n\t\tPRAI ABCD 4\n\t\tGoto Spawn\n\t\tPQAI ABCD 4\n\t\tGoto Spawn\n\t\tPIAI ABCD 4\n\t\tGoto Spawn\n\tSee.BFG:\n\t\tTNT1 A 0 A_JumpIfInventory (\"PowerWeaponLevel2\", 1, 6)\n\t\tTNT1 A 0 A_JumpIfInventory (\"PowerInvulnerable\", 1, 9)\n\t\tPLA7 ABCD 4\n\t\tGoto Spawn\n\t\tPLQ7 ABCD 4\n\t\tGoto Spawn\n\t\tPLI7 ABCD 4\n\t\tGoto Spawn\n\n\tMissile:\n\t\tTNT1 A 0 A_JumpIf (CallACS (\"WEAPONCHECKER\") == 1, \"Missile.Blaster\")\n\t\tTNT1 A 0 A_JumpIf (CallACS (\"WEAPONCHECKER\") == 11, \"Missile.Chainsaw\")\n\t\tTNT1 A 0 A_JumpIf (CallACS (\"WEAPONCHECKER\") == 111, \"Missile.Fist\")\n\t\tTNT1 A 0 A_JumpIf (CallACS (\"WEAPONCHECKER\") == 2, \"Missile.Shotgun\")\n\t\tTNT1 A 0 A_JumpIf (CallACS (\"WEAPONCHECKER\") == 3, \"Missile.SSG\")\n\t\tTNT1 A 0 A_JumpIf (CallACS (\"WEAPONCHECKER\") == 4, \"Missile.Machinegun\")\n\t\tTNT1 A 0 A_JumpIf (CallACS (\"WEAPONCHECKER\") == 5, \"Missile.Chaingun\")\n\t\tTNT1 A 0 A_JumpIf (CallACS (\"WEAPONCHECKER\") == 6, \"Missile.GLauncher\")\n\t\tTNT1 A 0 A_JumpIf (CallACS (\"WEAPONCHECKER\") == 66, \"Missile.Grenade\")\n\t\tTNT1 A 0 A_JumpIf (CallACS (\"WEAPONCHECKER\") == 7, \"Missile.RLauncher\")\n\t\tTNT1 A 0 A_JumpIf (CallACS (\"WEAPONCHECKER\") == 8, \"Missile.Hyperblaster\")\n\t\tTNT1 A 0 A_JumpIf (CallACS (\"WEAPONCHECKER\") == 9, \"Missile.Railgun\")\n\t\tTNT1 A 0 A_JumpIf (CallACS (\"WEAPONCHECKER\") == 10, \"Missile.BFG\")\n\t\tPLA2 E 1\n\t\tGoto Spawn\n\tMissile.Grenade:\n\tMissile.Fist:\n\t\tTNT1 A 0 A_JumpIfInventory (\"PowerWeaponLevel2\", 1, 3)\n\t\tTNT1 A 0 A_JumpIfInventory (\"PowerInvulnerable\", 1, 3)\n\t\tPLA1 E 12\n\t\tGoto Spawn\n\t\tPLQ1 E 12\n\t\tGoto Spawn\n\t\tPLI1 E 12\n\t\tGoto Spawn\n\tMissile.Chainsaw:\n\t\tTNT1 A 0 A_JumpIfInventory (\"PowerWeaponLevel2\", 1, 3)\n\t\tTNT1 A 0 A_JumpIfInventory (\"PowerInvulnerable\", 1, 3)\n\t\tPLA8 E 12\n\t\tGoto Spawn\n\t\tPLQ8 E 12\n\t\tGoto Spawn\n\t\tPLI8 E 12\n\t\tGoto Spawn\n\tMissile.Blaster:\n\t\tTNT1 A 0 A_JumpIfInventory (\"PowerWeaponLevel2\", 1, 3)\n\t\tTNT1 A 0 A_JumpIfInventory (\"PowerInvulnerable\", 1, 3)\n\t\tPLA2 E 12\n\t\tGoto Spawn\n\t\tPLQ2 E 12\n\t\tGoto Spawn\n\t\tPLI2 E 12\n\t\tGoto Spawn\n\tMissile.Shotgun:\n\t\tTNT1 A 0 A_JumpIfInventory (\"PowerWeaponLevel2\", 1, 3)\n\t\tTNT1 A 0 A_JumpIfInventory (\"PowerInvulnerable\", 1, 3)\n\t\tPLA3 E 12\n\t\tGoto Spawn\n\t\tPLQ3 E 12\n\t\tGoto Spawn\n\t\tPLI3 E 12\n\t\tGoto Spawn\n\tMissile.SSG:\n\t\tTNT1 A 0 A_JumpIfInventory (\"PowerWeaponLevel2\", 1, 3)\n\t\tTNT1 A 0 A_JumpIfInventory (\"PowerInvulnerable\", 1, 3)\n\t\tPLA9 E 12\n\t\tGoto Spawn\n\t\tPLQ9 E 12\n\t\tGoto Spawn\n\t\tPLI9 E 12\n\t\tGoto Spawn\n\tMissile.Machinegun:\n\t\tTNT1 A 0 A_JumpIfInventory (\"PowerWeaponLevel2\", 1, 3)\n\t\tTNT1 A 0 A_JumpIfInventory (\"PowerInvulnerable\", 1, 3)\n\t\tPSMG E 12\n\t\tGoto Spawn\n\t\tPSMQ E 12\n\t\tGoto Spawn\n\t\tPSMI E 12\n\t\tGoto Spawn\n\tMissile.Chaingun:\n\t\tTNT1 A 0 A_JumpIfInventory (\"PowerWeaponLevel2\", 1, 3)\n\t\tTNT1 A 0 A_JumpIfInventory (\"PowerInvulnerable\", 1, 3)\n\t\tPMIN E 12\n\t\tGoto Spawn\n\t\tPMIQ E 12\n\t\tGoto Spawn\n\t\tPMII E 12\n\t\tGoto Spawn\n\tMissile.GLauncher:\n\t\tTNT1 A 0 A_JumpIfInventory (\"PowerWeaponLevel2\", 1, 3)\n\t\tTNT1 A 0 A_JumpIfInventory (\"PowerInvulnerable\", 1, 3)\n\t\tPGRN E 12\n\t\tGoto Spawn\n\t\tPGRQ E 12\n\t\tGoto Spawn\n\t\tPGRI E 12\n\t\tGoto Spawn\n\tMissile.RLauncher:\n\t\tTNT1 A 0 A_JumpIfInventory (\"PowerWeaponLevel2\", 1, 3)\n\t\tTNT1 A 0 A_JumpIfInventory (\"PowerInvulnerable\", 1, 3)\n\t\tPLA5 E 12\n\t\tGoto Spawn\n\t\tPLQ5 E 12\n\t\tGoto Spawn\n\t\tPLI5 E 12\n\t\tGoto Spawn\n\tMissile.HyperBlaster:\n\t\tTNT1 A 0 A_JumpIfInventory (\"PowerWeaponLevel2\", 1, 3)\n\t\tTNT1 A 0 A_JumpIfInventory (\"PowerInvulnerable\", 1, 3)\n\t\tPLA6 E 12\n\t\tGoto Spawn\n\t\tPLQ6 E 12\n\t\tGoto Spawn\n\t\tPLI6 E 12\n\t\tGoto Spawn\n\tMissile.Railgun:\n\t\tTNT1 A 0 A_JumpIfInventory (\"PowerWeaponLevel2\", 1, 3)\n\t\tTNT1 A 0 A_JumpIfInventory (\"PowerInvulnerable\", 1, 3)\n\t\tPRAI E 12\n\t\tGoto Spawn\n\t\tPQAI E 12\n\t\tGoto Spawn\n\t\tPIAI E 12\n\t\tGoto Spawn\n\tMissile.BFG:\n\t\tTNT1 A 0 A_JumpIfInventory (\"PowerWeaponLevel2\", 1, 3)\n\t\tTNT1 A 0 A_JumpIfInventory (\"PowerInvulnerable\", 1, 3)\n\t\tPLA7 E 40\n\t\tGoto Spawn\n\t\tPLQ7 E 40\n\t\tGoto Spawn\n\t\tPLI7 E 40\n\t\tGoto Spawn\n\tMelee:\n\t\tTNT1 A 0 A_JumpIf (CallACS (\"WEAPONCHECKER\") == 1, \"Melee.Blaster\")\n\t\tTNT1 A 0 A_JumpIf (CallACS (\"WEAPONCHECKER\") == 11, \"Melee.Chainsaw\")\n\t\tTNT1 A 0 A_JumpIf (CallACS (\"WEAPONCHECKER\") == 111, \"Melee.Fist\")\n\t\tTNT1 A 0 A_JumpIf (CallACS (\"WEAPONCHECKER\") == 2, \"Melee.Shotgun\")\n\t\tTNT1 A 0 A_JumpIf (CallACS (\"WEAPONCHECKER\") == 3, \"Melee.SSG\")\n\t\tTNT1 A 0 A_JumpIf (CallACS (\"WEAPONCHECKER\") == 4, \"Melee.Machinegun\")\n\t\tTNT1 A 0 A_JumpIf (CallACS (\"WEAPONCHECKER\") == 5, \"Melee.Chaingun\")\n\t\tTNT1 A 0 A_JumpIf (CallACS (\"WEAPONCHECKER\") == 6, \"Melee.GLauncher\")\n\t\tTNT1 A 0 A_JumpIf (CallACS (\"WEAPONCHECKER\") == 66, \"Melee.Grenade\")\n\t\tTNT1 A 0 A_JumpIf (CallACS (\"WEAPONCHECKER\") == 7, \"Melee.RLauncher\")\n\t\tTNT1 A 0 A_JumpIf (CallACS (\"WEAPONCHECKER\") == 8, \"Melee.Hyperblaster\")\n\t\tTNT1 A 0 A_JumpIf (CallACS (\"WEAPONCHECKER\") == 9, \"Melee.Railgun\")\n\t\tTNT1 A 0 A_JumpIf (CallACS (\"WEAPONCHECKER\") == 10, \"Melee.BFG\")\n\t\tPLA2 F 1\n\t\tGoto Spawn\n\tMelee.Grenade:\n\tMelee.Fist:\n\t\tTNT1 A 0 A_JumpIfInventory (\"PowerWeaponLevel2\", 1, 3)\n\t\tTNT1 A 0 A_JumpIfInventory (\"PowerInvulnerable\", 1, 3)\n\t\tPLA1 F 6\n\t\tGoto Missile\n\t\tPLQ1 F 6\n\t\tGoto Missile\n\t\tPLI1 F 6\n\t\tGoto Missile\n\tMelee.Chainsaw:\n\t\tTNT1 A 0 A_JumpIfInventory (\"PowerWeaponLevel2\", 1, 3)\n\t\tTNT1 A 0 A_JumpIfInventory (\"PowerInvulnerable\", 1, 3)\n\t\tPLA8 F 6\n\t\tGoto Missile\n\t\tPLQ8 F 6\n\t\tGoto Missile\n\t\tPLI8 F 6\n\t\tGoto Missile\n\tMelee.Blaster:\n\t\tTNT1 A 0 A_JumpIfInventory (\"PowerWeaponLevel2\", 1, 3)\n\t\tTNT1 A 0 A_JumpIfInventory (\"PowerInvulnerable\", 1, 3)\n\t\tPLA2 F 6\n\t\tGoto Missile\n\t\tPLQ2 F 6\n\t\tGoto Missile\n\t\tPLI2 F 6\n\t\tGoto Missile\n\tMelee.Shotgun:\n\t\tTNT1 A 0 A_JumpIfInventory (\"PowerWeaponLevel2\", 1, 3)\n\t\tTNT1 A 0 A_JumpIfInventory (\"PowerInvulnerable\", 1, 3)\n\t\tPLA3 F 6\n\t\tGoto Missile\n\t\tPLQ3 F 6\n\t\tGoto Missile\n\t\tPLI3 F 6\n\t\tGoto Missile\n\tMelee.SSG:\n\t\tTNT1 A 0 A_JumpIfInventory (\"PowerWeaponLevel2\", 1, 3)\n\t\tTNT1 A 0 A_JumpIfInventory (\"PowerInvulnerable\", 1, 3)\n\t\tPLA9 F 6\n\t\tGoto Missile\n\t\tPLQ9 F 6\n\t\tGoto Missile\n\t\tPLI9 F 6\n\t\tGoto Missile\n\tMelee.Machinegun:\n\t\tTNT1 A 0 A_JumpIfInventory (\"PowerWeaponLevel2\", 1, 3)\n\t\tTNT1 A 0 A_JumpIfInventory (\"PowerInvulnerable\", 1, 3)\n\t\tPSMG F 6\n\t\tGoto Missile\n\t\tPSMQ F 6\n\t\tGoto Missile\n\t\tPSMI F 6\n\t\tGoto Missile\n\tMelee.Chaingun:\n\t\tTNT1 A 0 A_JumpIfInventory (\"PowerWeaponLevel2\", 1, 3)\n\t\tTNT1 A 0 A_JumpIfInventory (\"PowerInvulnerable\", 1, 3)\n\t\tPMIN F 6\n\t\tGoto Missile\n\t\tPMIQ F 6\n\t\tGoto Missile\n\t\tPMII F 6\n\t\tGoto Missile\n\tMelee.GLauncher:\n\t\tTNT1 A 0 A_JumpIfInventory (\"PowerWeaponLevel2\", 1, 3)\n\t\tTNT1 A 0 A_JumpIfInventory (\"PowerInvulnerable\", 1, 3)\n\t\tPGRN F 6\n\t\tGoto Missile\n\t\tPGRQ F 6\n\t\tGoto Missile\n\t\tPGRI F 6\n\t\tGoto Missile\n\tMelee.RLauncher:\n\t\tTNT1 A 0 A_JumpIfInventory (\"PowerWeaponLevel2\", 1, 3)\n\t\tTNT1 A 0 A_JumpIfInventory (\"PowerInvulnerable\", 1, 3)\n\t\tPLA5 F 6\n\t\tGoto Missile\n\t\tPLQ5 F 6\n\t\tGoto Missile\n\t\tPLI5 F 6\n\t\tGoto Missile\n\tMelee.HyperBlaster:\n\t\tTNT1 A 0 A_JumpIfInventory (\"PowerWeaponLevel2\", 1, 3)\n\t\tTNT1 A 0 A_JumpIfInventory (\"PowerInvulnerable\", 1, 3)\n\t\tPLA6 F 6\n\t\tGoto Missile\n\t\tPLQ6 F 6\n\t\tGoto Missile\n\t\tPLI6 F 6\n\t\tGoto Missile\n\tMelee.Railgun:\n\t\tTNT1 A 0 A_JumpIfInventory (\"PowerWeaponLevel2\", 1, 3)\n\t\tTNT1 A 0 A_JumpIfInventory (\"PowerInvulnerable\", 1, 3)\n\t\tPRAI F 6\n\t\tGoto Missile\n\t\tPQAI F 6\n\t\tGoto Missile\n\t\tPIAI F 6\n\t\tGoto Missile\n\tMelee.BFG:\n\t\tTNT1 A 0 A_JumpIfInventory (\"PowerWeaponLevel2\", 1, 3)\n\t\tTNT1 A 0 A_JumpIfInventory (\"PowerInvulnerable\", 1, 3)\n\t\tPLA7 F 20\n\t\tGoto Missile\n\t\tPLQ7 F 20\n\t\tGoto Missile\n\t\tPLI7 F 20\n\t\tGoto Missile\n\n\tPain:\n\t\tTNT1 A 0 A_JumpIf (CallACS (\"WEAPONCHECKER\") == 1, \"P.Blaster\")\n\t\tTNT1 A 0 A_JumpIf (CallACS (\"WEAPONCHECKER\") == 11, \"P.Chainsaw\")\n\t\tTNT1 A 0 A_JumpIf (CallACS (\"WEAPONCHECKER\") == 111, \"P.Fist\")\n\t\tTNT1 A 0 A_JumpIf (CallACS (\"WEAPONCHECKER\") == 2, \"P.Shotgun\")\n\t\tTNT1 A 0 A_JumpIf (CallACS (\"WEAPONCHECKER\") == 3, \"P.SSG\")\n\t\tTNT1 A 0 A_JumpIf (CallACS (\"WEAPONCHECKER\") == 4, \"P.Machinegun\")\n\t\tTNT1 A 0 A_JumpIf (CallACS (\"WEAPONCHECKER\") == 5, \"P.Chaingun\")\n\t\tTNT1 A 0 A_JumpIf (CallACS (\"WEAPONCHECKER\") == 6, \"P.GLauncher\")\n\t\tTNT1 A 0 A_JumpIf (CallACS (\"WEAPONCHECKER\") == 66, \"P.Grenade\")\n\t\tTNT1 A 0 A_JumpIf (CallACS (\"WEAPONCHECKER\") == 7, \"P.RLauncher\")\n\t\tTNT1 A 0 A_JumpIf (CallACS (\"WEAPONCHECKER\") == 8, \"P.Hyperblaster\")\n\t\tTNT1 A 0 A_JumpIf (CallACS (\"WEAPONCHECKER\") == 9, \"P.Railgun\")\n\t\tTNT1 A 0 A_JumpIf (CallACS (\"WEAPONCHECKER\") == 10, \"P.BFG\")\n\t\tPLA2 G 1\n\t\tGoto Spawn\n\tP.Grenade:\n\tP.Fist:\n\t\tTNT1 A 0 A_JumpIfInventory (\"PowerWeaponLevel2\", 1, 2)\n\t\tPLA1 G 4\n\t\tGoto EndPain\n\t\tPLQ1 G 4\n\t\tGoto EndPain\n\tP.Chainsaw:\n\t\tTNT1 A 0 A_JumpIfInventory (\"PowerWeaponLevel2\", 1, 2)\n\t\tPLA8 G 4\n\t\tGoto EndPain\n\t\tPLQ8 G 4\n\t\tGoto EndPain\n\tP.Blaster:\n\t\tTNT1 A 0 A_JumpIfInventory (\"PowerWeaponLevel2\", 1, 2)\n\t\tPLA2 G 4\n\t\tGoto EndPain\n\t\tPLQ2 G 4\n\t\tGoto EndPain\n\tP.Shotgun:\n\t\tTNT1 A 0 A_JumpIfInventory (\"PowerWeaponLevel2\", 1, 2)\n\t\tPLA3 G 4\n\t\tGoto EndPain\n\t\tPLQ3 G 4\n\t\tGoto EndPain\n\tP.SSG:\n\t\tTNT1 A 0 A_JumpIfInventory (\"PowerWeaponLevel2\", 1, 2)\n\t\tPLA9 G 4\n\t\tGoto EndPain\n\t\tPLQ9 G 4\n\t\tGoto EndPain\n\tP.Machinegun:\n\t\tTNT1 A 0 A_JumpIfInventory (\"PowerWeaponLevel2\", 1, 2)\n\t\tPSMG G 4\n\t\tGoto EndPain\n\t\tPSMQ G 4\n\t\tGoto EndPain\n\tP.Chaingun:\n\t\tTNT1 A 0 A_JumpIfInventory (\"PowerWeaponLevel2\", 1, 2)\n\t\tPMIN G 4\n\t\tGoto EndPain\n\t\tPMIQ G 4\n\t\tGoto EndPain\n\tP.GLauncher:\n\t\tTNT1 A 0 A_JumpIfInventory (\"PowerWeaponLevel2\", 1, 2)\n\t\tPGRN G 4\n\t\tGoto EndPain\n\t\tPGRQ G 4\n\t\tGoto EndPain\n\tP.RLauncher:\n\t\tTNT1 A 0 A_JumpIfInventory (\"PowerWeaponLevel2\", 1, 2)\n\t\tPLA5 G 4\n\t\tGoto EndPain\n\t\tPLQ5 G 4\n\t\tGoto EndPain\n\tP.HyperBlaster:\n\t\tTNT1 A 0 A_JumpIfInventory (\"PowerWeaponLevel2\", 1, 2)\n\t\tPLA6 G 4\n\t\tGoto EndPain\n\t\tPLQ6 G 4\n\t\tGoto EndPain\n\tP.Railgun:\n\t\tTNT1 A 0 A_JumpIfInventory (\"PowerWeaponLevel2\", 1, 2)\n\t\tPRAI G 4\n\t\tGoto EndPain\n\t\tPQAI G 4\n\t\tGoto EndPain\n\tP.BFG:\n\t\tTNT1 A 0 A_JumpIfInventory (\"PowerWeaponLevel2\", 1, 2)\n\t\tPLA7 G 4\n\t\tGoto EndPain\n\t\tPLQ7 G 4\n\tEndPain:\n\t\t\"####\" G 4 A_Pain\n\t\tGoto Spawn\n\n\tDeath:\n\t\tTNT1 A 0 A_JumpIf (CallACS (\"WEAPONCHECKER\") == 1, \"D.Blaster\")\n\t\tTNT1 A 0 A_JumpIf (CallACS (\"WEAPONCHECKER\") == 11, \"D.Chainsaw\")\n\t\tTNT1 A 0 A_JumpIf (CallACS (\"WEAPONCHECKER\") == 111, \"D.Fist\")\n\t\tTNT1 A 0 A_JumpIf (CallACS (\"WEAPONCHECKER\") == 2, \"D.Shotgun\")\n\t\tTNT1 A 0 A_JumpIf (CallACS (\"WEAPONCHECKER\") == 3, \"D.SSG\")\n\t\tTNT1 A 0 A_JumpIf (CallACS (\"WEAPONCHECKER\") == 4, \"D.Machinegun\")\n\t\tTNT1 A 0 A_JumpIf (CallACS (\"WEAPONCHECKER\") == 5, \"D.Chaingun\")\n\t\tTNT1 A 0 A_JumpIf (CallACS (\"WEAPONCHECKER\") == 6, \"D.GLauncher\")\n\t\tTNT1 A 0 A_JumpIf (CallACS (\"WEAPONCHECKER\") == 66, \"D.Grenade\")\n\t\tTNT1 A 0 A_JumpIf (CallACS (\"WEAPONCHECKER\") == 7, \"D.RLauncher\")\n\t\tTNT1 A 0 A_JumpIf (CallACS (\"WEAPONCHECKER\") == 8, \"D.Hyperblaster\")\n\t\tTNT1 A 0 A_JumpIf (CallACS (\"WEAPONCHECKER\") == 9, \"D.Railgun\")\n\t\tTNT1 A 0 A_JumpIf (CallACS (\"WEAPONCHECKER\") == 10, \"D.BFG\")\n\t\tPLA2 H 1\n\t\tGoto Death1\n\tD.Grenade:\n\tD.Fist:\n\t\tPLA1 H 1\n\t\tGoto Death1\n\tD.Chainsaw:\n\t\tPLA8 H 1\n\t\tGoto Death1\n\tD.Blaster:\n\t\tPLA2 H 1\n\t\tGoto Death1\n\tD.Shotgun:\n\t\tPLA3 H 1\n\t\tGoto Death1\n\tD.SSG:\n\t\tPLA9 H 1\n\t\tGoto Death1\n\tD.Machinegun:\n\t\tPSMG H 1\n\t\tGoto Death1\n\tD.Chaingun:\n\t\tPMIN H 1\n\t\tGoto Death1\n\tD.GLauncher:\n\t\tPGRN H 1\n\t\tGoto Death1\n\tD.RLauncher:\n\t\tPLA5 H 1\n\t\tGoto Death1\n\tD.HyperBlaster:\n\t\tPLA6 H 1\n\t\tGoto Death1\n\tD.Railgun:\n\t\tPRAI H 1\n\t\tGoto Death1\n\tD.BFG:\n\t\tPLA7 H 1\n\tDeath1:\n\t\t\"####\" H 9\n\t\t\"####\" I 10 A_PlayerScream\n\t\t\"####\" J 10 A_NoBlocking\n\t\t\"####\" KLM 10\n\t\t\"####\" N 140\n\t\t\"####\" N 0 A_SetTranslucent (1.0, 1)\n\t\t\"####\" NNNNNNNNNNNNNNNNNNNN 2 A_FadeOut (0.05, FALSE)\n\t\t\"####\" N 1 A_CheckPlayerDone\n\t\tWait\n\n\tXDeath:\n\t\tTNT1 A 0 A_JumpIf (CallACS (\"WEAPONCHECKER\") == 1, \"XD.Blaster\")\n\t\tTNT1 A 0 A_JumpIf (CallACS (\"WEAPONCHECKER\") == 11, \"XD.Chainsaw\")\n\t\tTNT1 A 0 A_JumpIf (CallACS (\"WEAPONCHECKER\") == 111, \"XD.Fist\")\n\t\tTNT1 A 0 A_JumpIf (CallACS (\"WEAPONCHECKER\") == 2, \"XD.Shotgun\")\n\t\tTNT1 A 0 A_JumpIf (CallACS (\"WEAPONCHECKER\") == 3, \"XD.SSG\")\n\t\tTNT1 A 0 A_JumpIf (CallACS (\"WEAPONCHECKER\") == 4, \"XD.Machinegun\")\n\t\tTNT1 A 0 A_JumpIf (CallACS (\"WEAPONCHECKER\") == 5, \"XD.Chaingun\")\n\t\tTNT1 A 0 A_JumpIf (CallACS (\"WEAPONCHECKER\") == 6, \"XD.GLauncher\")\n\t\tTNT1 A 0 A_JumpIf (CallACS (\"WEAPONCHECKER\") == 66, \"XD.Grenade\")\n\t\tTNT1 A 0 A_JumpIf (CallACS (\"WEAPONCHECKER\") == 7, \"XD.RLauncher\")\n\t\tTNT1 A 0 A_JumpIf (CallACS (\"WEAPONCHECKER\") == 8, \"XD.Hyperblaster\")\n\t\tTNT1 A 0 A_JumpIf (CallACS (\"WEAPONCHECKER\") == 9, \"XD.Railgun\")\n\t\tTNT1 A 0 A_JumpIf (CallACS (\"WEAPONCHECKER\") == 10, \"XD.BFG\")\n\t\tPLA2 H 1\n\t\tGoto XDeath1\n\tXD.Grenade:\n\tXD.Fist:\n\t\tPLA1 H 1\n\t\tGoto XDeath1\n\tXD.Chainsaw:\n\t\tPLA8 H 1\n\t\tGoto XDeath1\n\tXD.Blaster:\n\t\tPLA2 H 1\n\t\tGoto XDeath1\n\tXD.Shotgun:\n\t\tPLA3 H 1\n\t\tGoto XDeath1\n\tXD.SSG:\n\t\tPLA9 H 1\n\t\tGoto XDeath1\n\tXD.Machinegun:\n\t\tPSMG H 1\n\t\tGoto XDeath1\n\tXD.Chaingun:\n\t\tPMIN H 1\n\t\tGoto XDeath1\n\tXD.GLauncher:\n\t\tPGRN H 1\n\t\tGoto XDeath1\n\tXD.RLauncher:\n\t\tPLA5 H 1\n\t\tGoto XDeath1\n\tXD.HyperBlaster:\n\t\tPLA6 H 1\n\t\tGoto XDeath1\n\tXD.Railgun:\n\t\tPRAI H 1\n\t\tGoto XDeath1\n\tXD.BFG:\n\t\tPLA7 H 1\n\tXDeath1:\n\t\t\"####\" O 4\n\t\t\"####\" P 5 A_XScream\n\t\t\"####\" Q 5 A_NoBlocking\n\t\t\"####\" RSTUV 5\n\t\t\"####\" W 140\n\t\t\"####\" W 0 A_SetTranslucent (1.0, 1)\n\t\t\"####\" WWWWWWWWWWWWWWWWWWWW 2 A_FadeOut (0.05, FALSE)\n\t\t\"####\" W 1 A_CheckPlayerDone\n\t\tWait\n\t}\n}\n\nACTOR GunLightFlash\n{\n\tRadius 0\n\tHeight 0\n\tSpeed 0\n\t+NOBLOCKMAP\n\t+NOCLIP\n\t+THRUACTORS\n\tProjectile\n\tReactionTime 1\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 1 Light (WeaponFlash)\n\t\tTNT1 A 0 A_CountDown\n\t\tWait\n\tDeath:\n\t\tTNT1 A 0\n\t\tStop\n\t}\n}\n\nACTOR GunLightFlash2 : GunLightFlash\n{\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 2 Light (WeaponFlash)\n\t\tTNT1 A 0 A_CountDown\n\t\tWait\n\t}\n}\n\nACTOR RailgunLightFlash : GunLightFlash\n{\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 1 Light (RailgunFlash)\n\t\tTNT1 A 0 A_CountDown\n\t\tWait\n\t}\n}\n\nACTOR BFGLightFlash : GunLightFlash\n{\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 2 Light (BFGBALL)\n\t\tTNT1 A 0 A_CountDown\n\t\tWait\n\t}\n}"
},
{
"source": "pk3",
"name": "decorate/Internal/Spawners.txt",
"contents": "// Because normal Doom 2 maps don't have Railgun, Machinegun nor Grenade Launcher, these are needed for a nice DeathMatch fest LOL.\n\nACTOR RapidSpawn : RandomSpawner replaces Chaingun\n{\n\tDropItem \"Q2Machinegun\" 255 3\n\tDropItem \"Q2Chaingun\" 255 2\n}\n\nACTOR ExplosiveSpawn : RandomSpawner replaces RocketLauncher\n{\n\tDropItem \"GrenLauncher\" 255 1\n\tDropItem \"QuakeRocketL\" 255 2\n}\n\nACTOR BigSpawn : RandomSpawner replaces BFG9000\n{\n\tDropItem \"BFGQ2\" 255 1\n\tDropItem \"Q2Railgun\" 255 1\n}\n\nACTOR ItemRandomizer : Health\n{\n\tInventory.Amount 0\n\tInventory.MaxAmount 999\n\t+INVENTORY.QUIET\n\t-COUNTITEM\n}\n\nACTOR BigPowerSpawner : ItemRandomizer replaces Megasphere\n{\n\tInventory.RespawnTics 2100\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_Jump(50,2)\n\t\t\tTNT1 A -1 A_SpawnItemEx(\"Megasfere\")\n\t\t\tStop\n\t\t\tTNT1 A -1 A_SpawnItemEx(\"QuadDamage\")\n\t\t\tStop\n\t}\n}\n\nACTOR HealthPowerSpawner : ItemRandomizer replaces Berserk\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_Jump(50,2)\n\t\t\tTNT1 A -1 A_SpawnItemEx(\"BerserkPack\")\n\t\t\tStop\n\t\t\tTNT1 A -1 A_SpawnItemEx(\"Adrenaline1\")\n\t\t\tStop\n\t}\n}\n\nACTOR BandolierSpawner : ItemRandomizer replaces Backpack\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_Jump(85,2)\n\t\t\tTNT1 A -1 A_SpawnItemEx(\"Bandolier\")\n\t\t\tStop\n\t\t\tTNT1 A -1 A_SpawnItemEx(\"Bpak\")\n\t\t\tStop\n\t}\n}\n\nACTOR ExplosiveAmmoSpawner : RandomSpawner replaces RocketAmmo\n{\n\tDropItem \"Roketto\" 255 1\n\tDropItem \"Grens\" 255 1\n}\n\nACTOR SpecialAmmoSpawner : RandomSpawner replaces Cell\n{\n\tDropItem \"QCell\" 255 2\n\tDropItem \"Slug\" 255 1\n}\n\nACTOR ArmorSpawn1 : RandomSpawner replaces GreenArmor\n{\n\tDropItem \"JacketArmor\" 255 3\n\tDropItem \"CombatArmor\" 255 1\n}\n\nACTOR ArmorSpawn2 : RandomSpawner replaces BlueArmor\n{\n\tDropItem \"CombatArmor\" 255 2\n\tDropItem \"BodyArmor\" 255 1\n}"
},
{
"source": "pk3",
"name": "decorate/Internal/ToxiCar.txt",
"contents": "ACTOR Platform : SwitchableDecoration\n{\n\tvar int user_moveangle;\n\n\tHeight 12\n\tRadius 32\n\tSpeed 3\n\t+SOLID\n\t+ACTLIKEBRIDGE\n\t+CANPASS\n\t+BUMPSPECIAL\n\t+NOGRAVITY\n\t+NOBLOCKMONST\n\tActivation THINGSPEC_ThingTargets | THINGSPEC_ThingActs | THINGSPEC_Switch | THINGSPEC_MonsterTrigger\n\tStates\n\t{\n\tSpawn:\n\t\tTOXI A 0\n\t\t\"####\" A 0 A_SetUserVar(\"user_moveangle\", angle)\n\tMove:\n\t\t\"####\" A 1 ACS_NamedExecuteAlways(\"W_MovePlatform\", 0, tid, user_moveangle)\n\t\tLoop\n\tReverse:\n\t\t\"####\" A 35 A_SetUserVar(\"user_moveangle\", (user_moveangle + 180) % 360)\n\t\t\"####\" A 0 A_JumpIf(256, \"Move\")\n\tInactive:\n\tActive:\n\t\t\"####\" A 0 ACS_NamedExecuteAlways(\"W_DoPlatform\", 0, tid, Radius * 2, Radius * 2)\n\t\t\"####\" A 0 A_JumpIf(256, \"Move\")\n\t}\n}\n\nACTOR Toxicar : Platform 32006\n{\n\tRadius 64\n\tHeight 16\n\tSpeed 5\n}\n\nACTOR SectorSoundPlaceholder 32007\n{\n\tRadius 3\n\tHeight 6\n\t-SOLID\n\t-SHOOTABLE\n\tRenderStyle None\n\tStates\n\t{\n\tSpawn:\n\t\tUNKN A -1\n\t\tStop\n\t}\n}"
},
{
"source": "pk3",
"name": "decorate/Misc/ArmorTypes.txt",
"contents": "ACTOR JacketArmor : CustomInventory 32011\n{\n\tRadius 20\n\tHeight 16\n\tInventory.Pickupmessage \"$GOTJACKET\"\n\tInventory.PickupSound \"q2/armor1\"\n\t-INVENTORY.ALWAYSPICKUP\n\tStates\n\t{\n\tSpawn:\n\t\tARM3 A 6\n\t\tloop\n\tPickUp:\n\t\tTNT1 A 0 A_JumpIfInventory (\"BasicArmor\", 1, 3)\n\t\tTNT1 A 0 A_GiveInventory (\"JacketArmorGiver\",1)\n\t\tTNT1 A 0 A_TakeInventory (\"BasicArmor\", 25)\n\t\tStop\n\t\tTNT1 A 0 ACS_NamedExecuteWithResult (\"JACKETARMORPICKUP\",0,0,0)\n\t\tStop\n\t}\n}\n\nACTOR JacketArmorGiver : BasicArmorPickup\n{\n\tInventory.Icon \"ARM3A0\"\n\tArmor.Savepercent 30.0\n\tArmor.SaveAmount 50\n}\n\nACTOR JacketIfJacket : BasicArmorBonus\n{\n\tInventory.Icon \"ARM3A0\"\n\tArmor.SavePercent 30.0\n\tArmor.MaxSaveAmount 50\n\tArmor.SaveAmount 25\n}\n\nACTOR JacketIfCombat : JacketIfJacket\n{\n\tArmor.MaxSaveAmount 100\n\tArmor.SaveAmount 12\n}\n\nACTOR JacketIfBody : JacketIfJacket\n{\n\tArmor.MaxSaveAmount 200\n\tArmor.SaveAmount 9\n}\n\nACTOR CombatArmor : JacketArmor 32012\n{\n\tInventory.Pickupmessage \"$GOTCOMBATA\"\n\tInventory.RespawnTics 1575\n\tStates\n\t{\n\tSpawn:\n\t\tARM4 A 6\n\t\tloop\n\tPickUp:\n\t\tTNT1 A 0 A_JumpIfInventory (\"BasicArmor\", 1, 3)\n\t\tTNT1 A 0 A_GiveInventory (\"CombatArmorGiver\",1)\n\t\tTNT1 A 0 A_TakeInventory (\"BasicArmor\", 50)\n\t\tStop\n\t\tTNT1 A 0 ACS_NamedExecuteWithResult (\"COMBATARMORPICKUP\",0,0,0)\n\t\tStop\n\t}\n}\n\nACTOR CombatArmorGiver : BasicArmorPickup\n{\n\tInventory.Icon \"ARM4A0\"\n\tArmor.Savepercent 60.0\n\tArmor.SaveAmount 100\n}\n\nACTOR CombatIfCombat : BasicArmorBonus\n{\n\tInventory.Icon \"ARM4A0\"\n\tArmor.SavePercent 60.0\n\tArmor.MaxSaveAmount 100\n\tArmor.SaveAmount 50\n}\n\nACTOR CombatIfBody : CombatIfCombat\n{\n\tArmor.MaxSaveAmount 200\n\tArmor.SaveAmount 37\n}\n\nACTOR BodyArmor : CombatArmor 32013\n{\n\tInventory.Pickupmessage \"$GOTBODYARM\"\n\tInventory.RespawnTics 2100\n\tStates\n\t{\n\tSpawn:\n\t\tARM5 A 6\n\t\tloop\n\tPickUp:\n\t\tTNT1 A 0 A_JumpIfInventory (\"BasicArmor\", 1, 3)\n\t\tTNT1 A 0 A_GiveInventory (\"BodyArmorGiver\",1)\n\t\tTNT1 A 0 A_TakeInventory (\"BasicArmor\", 100)\n\t\tStop\n\t\tTNT1 A 0 ACS_NamedExecuteWithResult (\"BODYARMORPICKUP\",0,0,0)\n\t\tStop\n\t}\n}\n\nActor BodyArmorGiver : BasicArmorPickup\n{\n\tInventory.Icon \"ARM5A0\"\n\tArmor.Savepercent 80.0\n\tArmor.SaveAmount 200\n}"
},
{
"source": "pk3",
"name": "decorate/Misc/Justforthelooks.txt",
"contents": "ACTOR ShotgunZombie : ShotgunGuy replaces ShotgunGuy // This is for balancing gameplay. It's already too hard given how little damage Q2 weapons do, so let's bump up the ammo they give a bit...\n{\tAttackSound \"\"\n\tDropItem \"DroppedShotgun\"\n\tStates\n\t{\n\tMissile:\n\t\tSPOS E 10 A_FaceTarget\n\t\tTNT1 A 0 A_PlaySound (\"q2sgn/fire1\")\n\t\tSPOS F 8 bright A_CustomBulletAttack (22.5, 0, 3, random(1,5)*3, \"BulletPuff\",0,CBAF_NORANDOM)\n\t\tSPOS F 2 bright A_PlaySoundEx (\"q2sgn/reload\", SoundSlot5)\n\t\tSPOS E 10\n\t\tgoto See\n\t}\n}\n\nACTOR HeavyWeaponDude : ChaingunGuy replaces ChaingunGuy\n{\n\tDropItem \"DroppedMachinegun\"\n\tAttackSound \"q2mgun/fire\"\n\tStates\n\t{\n\tMissile:\n\t\tCPOS E 10 A_FaceTarget\n\t\tCPOS FE 4 Bright A_CustomBulletAttack (22.5, 0, 1, random(1,5)*3, \"MachinegunPuff\", 0, CBAF_NORANDOM)\n\t\tCPOS F 1 A_CPosRefire\n\t\tgoto Missile+1\n\t}\n}\n\nACTOR _Cacodemon : Cacodemon replaces Cacodemon\n{\tBloodColor \"Blue\"\t}\n\nACTOR _HellKnight : HellKnight replaces HellKnight\n{\tBloodColor \"7D 9D 59\"\t}\n\nACTOR _BaronOfHell : BaronOfHell replaces BaronOfHell\n{\tBloodColor \"7D 9D 59\"\t}\n\nACTOR SpiderDemon : SpiderMastermind replaces SpiderMastermind\n{\n\tStates\n\t{\n\tMissile:\n\t\tSPID A 20 bright A_FaceTarget\n\t\tSPID GH 4 bright A_CustomBulletAttack (22.5, 0, 3, random(1,5)*3, \"MachinegunPuff\", 0, CBAF_NORANDOM)\n\t\tSPID H 1 bright A_SpidRefire\n\t\tgoto Missile+1\n\t}\n}\n\n/* Alternate weapon pickups, since DropItem cannot modify a weapon's defined ammo amount. Note that dropped weapons give the half of the amount listed. */\n\nACTOR DroppedShotgun : WeaponGiver\n{\n\t+DROPPED\n\tDropItem \"Q2Shotgun\"\n\tScale 0.17\n\tInventory.PickupMessage \"$GOTSHOTGUN\"\n\tWeapon.AmmoGive1 12\n\tStates\n\t{\n\tSpawn:\n\t\tWEAP B -1\n\t\tStop\n\t}\n}\n\nACTOR DroppedMachinegun : DroppedShotgun\n{\n\tDropItem \"Q2Machinegun\"\n\tWeapon.AmmoGive1 40\n\tInventory.PickupMessage \"$GOTQ2MGUN\"\n\tStates\n\t{\n\tSpawn:\n\t\tWEAP D -1\n\t\tStop\n\t}\n}\n\n/* There is a bug asociated with the dynamic lights of barrels... this fixes it */\n\nACTOR Barexp : ExplosiveBarrel replaces ExplosiveBarrel\n{\n\tStates\n\t{\n\tDeath:\n\t\tBEXP A 5 BRIGHT\n\t\tBEXP B 5 BRIGHT A_Scream\n\t\tBEXP C 5 BRIGHT Light (ROCKET_X1)\n\t\tBEXP D 5 BRIGHT Light (ROCKET_X2) A_Explode\n\t\tBEXP E 10 BRIGHT Light (ROCKET_X3)\n\t\tBEXP E 1050 BRIGHT A_BarrelDestroy\n\t\tBEXP E 5 A_Respawn\n\t\tWait\n\t}\n}"
},
{
"source": "pk3",
"name": "decorate/Misc/powerups.txt",
"contents": "ACTOR QuadDamage : CustomInventory 5036\n{\n\tinventory.respawntics 2100\n\tinventory.pickupmessage \"$POWERQUAD\"\n\tInventory.PickupSound \"\"\n\t+INVENTORY.ALWAYSPICKUP\n\t+COUNTITEM\n\t+DONTGIB\n\tstates\n\t{\n\tSpawn:\n\t\tDOOM ABCDEFGHIJKLMNOPQRSTUVWXYZ 3\n\t\tDOO2 ABCDEFGHIJ 3\n\t\tLoop\n\tPickup:\n\t\tTNT1 A 0 A_GiveInventory (\"QuadPower\",1)\n\t\tTNT1 A 0 A_GiveInventory (\"QValue\",1)\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"QUADLITE\",0,0,0,0)\n\t\tStop\n\t}\n}\n\nACTOR ScriptedQuadDamage : FakeInventory 32001\n{\n\tinventory.respawntics 2100\n\tFakeInventory.Respawns\n\tinventory.pickupmessage \"$POWERQUAD\"\n\tInventory.PickupSound \"\"\n\t+INVENTORY.ALWAYSPICKUP\n\t+COUNTITEM\n\t+DONTGIB\n\tstates\n\t{\n\tSpawn:\n\t\tDOOM ABCDEFGHIJKLMNOPQRSTUVWXYZ 3\n\t\tDOO2 ABCDEFGHIJ 3\n\t\tLoop\n\t}\n}\n\nACTOR QuadLight\n{\n\t+NOBLOCKMAP\n\t+NOCLIP\n\t+NOGRAVITY\n\tRenderStyle None\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 2\n\t\tStop\n\t}\n}\n\nactor QuadPower : PowerupGiver\n{\n\tpowerup.color 9F009B 0.25\n\tinventory.maxamount 0\n\tpowerup.type WeaponLevel2\n\tpowerup.duration -30\n\t+INVENTORY.ALWAYSPICKUP\n\t+INVENTORY.AUTOACTIVATE\n}\n\nACTOR QValue : Values1\n{\n\tInventory.Amount 1\n}\n\nACTOR BerserkPack : Berserk\n{\n\t+DONTGIB\n\tStates\n\t{\n\tPickup:\n\t\tTNT1 A 0 A_GiveInventory(\"Q2Fist\")\n\t\tTNT1 A 0 A_GiveInventory(\"PowerStrength\")\n\t\tTNT1 A 0 HealThing(100, 0)\n\t\tTNT1 A 0 A_SelectWeapon(\"Q2Fist\")\n\t\tStop\n\t}\n}\n\nACTOR Inviso : BlurSphere replaces BlurSphere\n{\n\t+DONTGIB\n\t-INVENTORY.BIGPOWERUP\n\tInventory.RespawnTics 6300\n}\n\nACTOR Invuln : CustomInventory replaces InvulnerabilitySphere\n{\n\t+DONTGIB\n\tInventory.RespawnTics 10500\n\tinventory.pickupmessage \"$GOTINVUL\"\n\tInventory.PickupSound \"\"\n\t+INVENTORY.ALWAYSPICKUP\n\tstates\n\t{\n\tSpawn:\n\t\tPINV ABCD 6\n\t\tLoop\n\tPickup:\n\t\tTNT1 A 0 A_GiveInventory (\"Invulnerz\",1)\n\t\tTNT1 A 0 A_GiveInventory (\"IValue\",1)\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"INVULNLITE\",0,0,0,0)\n\t\tStop\n\t}\n}\n\nACTOR Invulnerz : InvulnerabilitySphere\n{\n\t-INVENTORY.BIGPOWERUP\n\tInventory.PickUpSound \"\"\n\tInventory.UseSound \"\"\n\tPowerup.Color 116 87 0 0.5\n}\n\nACTOR InvulnLight : QuadLight\n{ }\n\nACTOR ArmorBonusForMegasfere : ArmorBonus\n{\n\tArmor.Saveamount 200\n}\n\nACTOR MegasfereHealth : MegasphereHealth\n{\n\tInventory.MaxAmount 250\n}\n\nACTOR Megasfere : Megasphere\n{\n\t+DONTGIB\n\tStates\n\t{\n\tPickup:\n\t\tTNT1 A 0 A_GiveInventory(\"CombatArmor\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"ArmorBonusForMegasfere\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"MegasfereHealth\", 1)\n\t\tStop\n\t}\n}\n\nACTOR IValue : Values1\n{\n\tInventory.Amount 1\n}\n\nACTOR MegaHealth : Soulsphere replaces Soulsphere\n{\n\t+DONTGIB\n\tInventory.PickupMessage \"$GOTMHELTH\"\n\tInventory.MaxAmount 250\n\tInventory.RespawnTics 2100\n\tInventory.PickupSound \"megahealth\"\n\tStates //\t\tYES, STATES, SO IT DOESNT APPEAR FULL BRIGHT\n\t{\n\tSpawn:\n\t\tSOUL ABCDCB 6\n\t\tLoop\n\t}\n}\n\nActor PowerExplosionHalver : PowerProtection\n{\n\tDamageFactor \"RocketExplosion\", 0.5\n}\n\nACTOR DummyOwnExplossionHalver : PowerupGiver\n{\n\tInventory.MaxAmount 0\n\tPowerup.Type ExplosionHalver\n\tPowerup.Duration 0x7FFFFFFF\n\t+AUTOACTIVATE\n}"
},
{
"source": "pk3",
"name": "decorate/Weapons/BFG.txt",
"contents": "ACTOR BFGQ2 : BFG9000 32008\n{\n\tWeapon.BobStyle \"InverseSmooth\"\n\tWeapon.BobSpeed 2.0\n\tWeapon.BobRangeX 0.3\n\tWeapon.BobRangeY 0.3\n\n\tweapon.selectionorder 100\n\tWeapon.AmmoUse 50\n\t+WEAPON.NOAUTOAIM\n\t+WEAPON.NOAUTOFIRE\n\tInventory.Icon \"QBFGZ0\"\n\tScale 0.23\n\tInventory.PickupMessage \"$GOTBFGQ2\"\n\tObituary \"$OB_MPBFG_SPLASH\"\n\tTag \"BFG 10K\"\n\tStates\n\t{\n\tReady:\n\t\tBFSL ABCDEFGHIJKLMNOPQ 2 A_WeaponReady (WRF_NOBOB|WRF_NOFIRE|WRF_NOSWITCH)\n\tReady1:\n\t\tRDY0 ABCDEFG 3 A_WeaponReady\n\tIdle1:\n\t\tRDY0 HHH 4 A_WeaponReady (WRF_NOBOB)\n\t\tTNT1 A 0 A_Jump (80, \"Move1\")\n\t\tLoop\n\tMove1:\n\t\tRDY0 IJKLM 3 A_WeaponReady\n\tIdle2:\n\t\tRDY0 NNN 4 A_WeaponReady (WRF_NOBOB)\n\t\tTNT1 A 0 A_Jump (40, \"Move2\")\n\t\tLoop\n\tMove2:\n\t\tRDY0 OPQRSTUVW 3 A_WeaponReady\n\tIdle3:\n\t\tRDY0 AAA 4 A_WeaponReady (WRF_NOBOB)\n\t\tTNT1 A 0 A_Jump (40, \"Ready1\")\n\t\tLoop\n\tDeselect:\n\t\tTNT1 A 0 A_JumpIfHealthLower (1, 11)\n\t\tBFDL ABCDEFGHIJ 2\n\t\tQBFG A 0 A_StopSoundEx(SoundSlot6)\n\t\tTNT1 A 0 A_Lower\n\t\tTNT1 A 0 A_Lower\n\t\tTNT1 A 0 A_Lower\n\t\tTNT1 A 0 A_Lower\n\t\tTNT1 A 0 A_Lower\n\t\tTNT1 A 0 A_Lower\n\t\tHGRN M 1 A_Lower\n\t\tGoto Deselect+12\n\tSelect:\n\t\tTNT1 A 0 A_PlaySoundEx (\"bfg10k/act\", SoundSlot6, 1)\n\t\tTNT1 A 0 A_Raise\n\t\tTNT1 A 0 A_Raise\n\t\tTNT1 A 0 A_Raise\n\t\tTNT1 A 0 A_Raise\n\t\tTNT1 A 0 A_Raise\n\t\tTNT1 A 0 A_Raise\n\t\tHGRN M 1 A_Raise\n\t\tGoto Select+1\n\tFire:\n\t\tTNT1 A 0 A_SpawnItemEx (\"BFGLightFlash\", 0, 0, 0, velx, vely, velz, 0, SXF_TRANSFERPOINTERS)\n\t\tTNT1 A 0 A_JumpIfInventory (\"PowerWeaponLevel2\",1,47)\n\t\tTNT1 A 0 A_Light (20)\n\t\tTNT1 A 0 A_PlaySoundEx(\"bfg10k/fire\",Weapon)\n\t\tQBFG A 2\n\t\tTNT1 A 0 A_Light0\n\t\tQBFG BCBC 3 Bright\n\t\tQBFG B 3 Bright A_GunFlash\n\t\tQBFG C 3 Bright\n\t\tQBFG BC 3 Bright\n\t\tQBFG D 3 Bright A_SetPitch (pitch + 9)\n\t\tTNT1 A 0 A_SetPitch (pitch - 9)\n\t\tTNT1 A 0 A_JumpIfInventory (\"PowerWeaponLevel2\",1,47)\n\t\tTNT1 A 0 A_FireCustomMissile(\"BFGShot\",0,1,0,0,0)\n\t\tQBFG E 3 A_SetPitch (pitch - 40)\n\t\tQBFG FFFGGGHH 1 A_SetPitch (pitch + 2)\n\t\tQBFG HIIIIJ 1 A_SetPitch (pitch + 2)\n\t\tQBFG JJJKK 1 A_SetPitch (pitch + 2)\n\t\tQBFG K 1 A_SetPitch (pitch + 2)\n\t\tQBFG LMN 3\n\t\tQBFG O 3 A_PlaySoundEx (\"bfg10k/reload\", Weapon)\n\t\tQBFG PQAA 4\n\t\tQBFG J 0 A_ReFire\n\t\tgoto Ready1\n\n\t\tTNT1 A 0 A_PlaySoundEx (\"quad/fire\", SoundSlot5)\n\t\tTNT1 A 0 A_Light (20)\n\t\tTNT1 A 0 A_PlaySoundEx(\"bfg10k/fire\",Weapon)\n\t\tQBFG A 2\n\t\tTNT1 A 0 A_Light0\n\t\tQBFG BCBC 3 Bright\n\t\tQBFG B 3 Bright A_GunFlash\n\t\tQBFG C 3 Bright\n\t\tQBFG BC 3 Bright\n\t\tQBFG D 3 Bright A_SetPitch (pitch + 9)\n\t\tTNT1 A 0 A_SetPitch (pitch - 9)\n\t\tTNT1 A 0 A_PlaySoundEx (\"quad/fire\", SoundSlot5)\n\t\tTNT1 A 0 A_FireCustomMissile(\"MaxShot\",0,1,0,0,0)\n\t\tQBFG E 3 A_SetPitch (pitch - 40)\n\t\tQBFG FFFGGGHH 1 A_SetPitch (pitch + 2)\n\t\tQBFG HIIIIJ 1 A_SetPitch (pitch + 2)\n\t\tQBFG JJJKK 1 A_SetPitch (pitch + 2)\n\t\tQBFG K 1 A_SetPitch (pitch + 2)\n\t\tQBFG LMN 3\n\t\tQBFG O 3 A_PlaySoundEx (\"bfg10k/reload\", Weapon)\n\t\tQBFG PQAA 4\n\t\tQBFG J 0 A_ReFire\n\t\tgoto Ready1\n\tFlash:\n\t\tTNT1 A 1 Bright A_Light(2)\n\t\tTNT1 A 1 bright A_Light(4)\n\t\tTNT1 A 1 bright A_Light(6)\n\t\tTNT1 A 1 bright A_Light(8)\n\t\tTNT1 A 1 bright A_Light(10)\n\t\tTNT1 A 1 bright A_Light(12)\n\t\tTNT1 A 1 bright A_Light(14)\n\t\tTNT1 A 1 bright A_Light(16)\n\t\tTNT1 A 1 bright A_Light(18)\n\t\tTNT1 A 1 bright A_Light(20)\n\t\tGoto LightDone\n\tSpawn:\n\t\tWEAP J -1\n\t\tstop\n\t}\n}"
}
]
},
"maps": [
{
"map": "MAP01",
"title": "MAP01",
"format": "unknown",
"stats": {
"things": 0,
"linedefs": 0,
"sidedefs": 0,
"vertices": 0,
"sectors": 0,
"segs": 0,
"ssectors": 0,
"nodes": 0,
"textures": {}
},
"monsters": {
"total": 0,
"by_type": {},
"by_category": null
},
"items": {
"total": 0,
"by_type": {},
"ammo_by_category": null,
"weapons_present": null
},
"mechanics": {
"teleports": false,
"keys": [],
"secret_exit": false
},
"difficulty": {
"uv_monsters": 0,
"hmp_monsters": 0,
"htr_monsters": 0,
"uv_items": 0,
"hmp_items": 0,
"htr_items": 0
},
"compatibility": "unknown",
"metadata": {
"title": null,
"music": null,
"source": "marker"
}
},
{
"map": "MAP02",
"title": "MAP02",
"format": "unknown",
"stats": {
"things": 0,
"linedefs": 0,
"sidedefs": 0,
"vertices": 0,
"sectors": 0,
"segs": 0,
"ssectors": 0,
"nodes": 0,
"textures": {}
},
"monsters": {
"total": 0,
"by_type": {},
"by_category": null
},
"items": {
"total": 0,
"by_type": {},
"ammo_by_category": null,
"weapons_present": null
},
"mechanics": {
"teleports": false,
"keys": [],
"secret_exit": false
},
"difficulty": {
"uv_monsters": 0,
"hmp_monsters": 0,
"htr_monsters": 0,
"uv_items": 0,
"hmp_items": 0,
"htr_items": 0
},
"compatibility": "unknown",
"metadata": {
"title": null,
"music": null,
"source": "marker"
}
},
{
"map": "MAP04",
"title": "MAP04",
"format": "unknown",
"stats": {
"things": 0,
"linedefs": 0,
"sidedefs": 0,
"vertices": 0,
"sectors": 0,
"segs": 0,
"ssectors": 0,
"nodes": 0,
"textures": {}
},
"monsters": {
"total": 0,
"by_type": {},
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