Raw model (for completeness)
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{
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"name": "ACS/TXT/BBSPLASH.txt",
"contents": "// Blood dripping on screen by Sergeant_Mark_IV\n// Dripping blood graphics can be found inside Bleed.wad\n\n#include \"zcommon.acs\"\n#library \"greenbloodsplash\"\n\nscript 560 (void)\n{\nSetHudSize(400,250,1);\n\n\tdelay(1);\n\tsetfont(\"GBLD1\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 73.1, 71.1, 0.3);\n\tdelay(4);\n\tsetfont(\"GBLD2\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 73.1, 71.1, 0.3);\n\tdelay(4);\n\tsetfont(\"GBLD3\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 73.1, 71.1, 0.3);\n\tdelay(4);\n\tsetfont(\"GBLD4\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 73.1, 71.1, 0.3);\n\tdelay(4);\n\tsetfont(\"GBLD5\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 73.1, 71.1, 0.3);\n\tdelay(4);\n\tsetfont(\"GBLD6\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 73.1, 71.1, 0.3);\n\tdelay(4);\n\tsetfont(\"GBLD7\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 73.1, 71.1, 0.3);\n\tdelay(4);\n\tsetfont(\"GBLD8\");\n\thudmessage(s:\"A\"; 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HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 263.1, 81.1, 0.3);\n\tdelay(4);\n\tsetfont(\"GBLD5\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 263.1, 81.1, 0.3);\n\tdelay(4);\n\tsetfont(\"GBLD6\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 263.1, 81.1, 0.3);\n\tdelay(4);\n\tsetfont(\"GBLD7\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 263.9, 81.9, 0.3);\n\tdelay(4);\n\tsetfont(\"GBLD8\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 263.9, 81.9, 0.3);\n\tdelay(4);\n\tsetfont(\"GBLD9\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 263.9, 81.9, 0.3);\n\tdelay(4);\n\tsetfont(\"GBLD10\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 263.9, 81.9, 0.3);\n\tdelay(4);\n\tsetfont(\"GBLD11\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 263.9, 81.9, 0.3);\n\tdelay(4);\n}\n\nscript 563 (void)\n{\nSetHudSize(400,250,1);\n\n\tdelay(4);\n\tsetfont(\"GBLD1\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 123.1, -11.1, 0.2);\n\tdelay(4);\n\tsetfont(\"GBLD2\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 123.1, -11.1, 0.3);\n\tdelay(4);\n\tsetfont(\"GBLD3\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 123.1, -11.1, 0.3);\n\tdelay(4);\n\tsetfont(\"GBLD4\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 123.1, -11.1, 0.3);\n\tdelay(4);\n\tsetfont(\"GBLD5\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 123.1, -11.1, 0.3);\n\tdelay(4);\n\tsetfont(\"GBLD6\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 123.1, -11.1, 0.3);\n\tdelay(4);\n\tsetfont(\"GBLD7\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 123.9, -11.9, 0.3);\n\tdelay(4);\n\tsetfont(\"GBLD8\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 123.9, -11.9, 0.3);\n\tdelay(4);\n\tsetfont(\"GBLD9\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 123.9, -11.9, 0.3);\n\tdelay(4);\n\tsetfont(\"GBLD10\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 123.9, -11.9, 0.3);\n\tdelay(4);\n\tsetfont(\"GBLD11\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 123.9, -11.9, 0.3);\n\tdelay(4);\n}\n\nscript 564 (void)\n{\nSetHudSize(400,250,1);\n\n\tdelay(4);\n\tsetfont(\"GBLD1\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 213.1, 101.1, 0.2);\n\tdelay(4);\n\tsetfont(\"GBLD2\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 213.1, 101.1, 0.3);\n\tdelay(4);\n\tsetfont(\"GBLD3\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 213.1, 101.1, 0.3);\n\tdelay(4);\n\tsetfont(\"GBLD4\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 213.1, 101.1, 0.3);\n\tdelay(4);\n\tsetfont(\"GBLD5\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 213.1, 101.1, 0.3);\n\tdelay(4);\n\tsetfont(\"GBLD6\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 213.1, 101.1, 0.3);\n\tdelay(4);\n\tsetfont(\"GBLD7\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 213.9, 101.9, 0.3);\n\tdelay(4);\n\tsetfont(\"GBLD8\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 213.9, 101.9, 0.3);\n\tdelay(4);\n\tsetfont(\"GBLD9\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 213.9, 101.9, 0.3);\n\tdelay(4);\n\tsetfont(\"GBLD10\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 213.9, 101.9, 0.3);\n\tdelay(4);\n\tsetfont(\"GBLD11\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 213.9, 101.9, 0.3);\n\tdelay(4);\n}\n\nscript 565 (void)\n{\nSetHudSize(400,250,1);\n\n\tdelay(4);\n\tsetfont(\"GBLD1\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 213.1, 11.1, 0.2);\n\tdelay(4);\n\tsetfont(\"GBLD2\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 213.1, 11.1, 0.3);\n\tdelay(4);\n\tsetfont(\"GBLD3\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 213.1, 11.1, 0.3);\n\tdelay(4);\n\tsetfont(\"GBLD4\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 213.1, 11.1, 0.3);\n\tdelay(4);\n\tsetfont(\"GBLD5\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 213.1, 11.1, 0.3);\n\tdelay(4);\n\tsetfont(\"GBLD6\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 213.1, 11.1, 0.3);\n\tdelay(4);\n\tsetfont(\"GBLD7\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 213.9, 11.9, 0.3);\n\tdelay(4);\n\tsetfont(\"GBLD8\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 213.9, 11.9, 0.3);\n\tdelay(4);\n\tsetfont(\"GBLD9\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 213.9, 11.9, 0.3);\n\tdelay(4);\n\tsetfont(\"GBLD10\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 213.9, 11.9, 0.3);\n\tdelay(4);\n\tsetfont(\"GBLD11\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 213.9, 11.9, 0.3);\n\tdelay(4);\n}"
},
{
"source": "pk3",
"name": "ACS/TXT/BSPLASH.txt",
"contents": "// Blood dripping on screen by Sergeant_Mark_IV\n// Dripping blood graphics can be found inside Bleed.wad\n\n#include \"zcommon.acs\"\n#library \"bloodsplash\"\n\nscript 580 (void)\n{\nSetHudSize(400,250,1);\n\n\tdelay(1);\n\tsetfont(\"RBLD1\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 63.1, 61.1, 0.3);\n\tdelay(4);\n\tsetfont(\"RBLD2\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 63.1, 61.1, 0.3);\n\tdelay(4);\n\tsetfont(\"RBLD3\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 63.1, 61.1, 0.3);\n\tdelay(4);\n\tsetfont(\"RBLD4\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 63.1, 61.1, 0.3);\n\tdelay(4);\n\tsetfont(\"RBLD5\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 63.1, 61.1, 0.3);\n\tdelay(4);\n\tsetfont(\"RBLD6\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 63.1, 61.1, 0.3);\n\tdelay(4);\n\tsetfont(\"RBLD7\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 63.9, 61.9, 0.3);\n\tdelay(4);\n\tsetfont(\"RBLD8\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 63.9, 61.9, 0.3);\n\tdelay(4);\n\tsetfont(\"RBLD9\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 63.9, 61.9, 0.3);\n\tdelay(4);\n\tsetfont(\"RBLD10\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 63.9, 61.9, 0.3);\n\tdelay(4);\n\tsetfont(\"RBLD11\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 63.9, 61.9, 0.3);\n\tdelay(4);\n}\n\nscript 581 (void)\n{\nSetHudSize(400,250,1);\n\n\tdelay(2);\n\tsetfont(\"RBLD1\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 0.9, 30.9, 0.3);\n\tdelay(4);\n\tsetfont(\"RBLD2\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 0.9, 30.9, 0.3);\n\tdelay(4);\n\tsetfont(\"RBLD3\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 0.9, 30.9, 0.3);\n\tdelay(4);\n\tsetfont(\"RBLD4\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 0.9, 30.9, 0.3);\n\tdelay(4);\n\tsetfont(\"RBLD5\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 0.9, 30.9, 0.3);\n\tdelay(4);\n\tsetfont(\"RBLD6\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 0.9, 30.9, 0.3);\n\tdelay(4);\n\tsetfont(\"RBLD7\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 0.9, 30.9, 0.3);\n\tdelay(4);\n\tsetfont(\"RBLD8\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 0.9, 30.9, 0.3);\n\tdelay(4);\n\tsetfont(\"RBLD9\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 0.9, 30.9, 0.3);\n\tdelay(4);\n\tsetfont(\"RBLD10\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 0.9, 30.9, 0.3);\n\tdelay(4);\n\tsetfont(\"RBLD11\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 0.9, 30.9, 0.3);\n\tdelay(4);\n}\n\nscript 582 (void)\n{\nSetHudSize(400,250,1);\n\n\tdelay(3);\n\tsetfont(\"RBLD1\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 263.1, 81.1, 0.2);\n\tdelay(4);\n\tsetfont(\"RBLD2\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 263.1, 81.1, 0.3);\n\tdelay(4);\n\tsetfont(\"RBLD3\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 263.1, 81.1, 0.3);\n\tdelay(4);\n\tsetfont(\"RBLD4\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 263.1, 81.1, 0.3);\n\tdelay(4);\n\tsetfont(\"RBLD5\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 263.1, 81.1, 0.3);\n\tdelay(4);\n\tsetfont(\"RBLD6\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 263.1, 81.1, 0.3);\n\tdelay(4);\n\tsetfont(\"RBLD7\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 263.9, 81.9, 0.3);\n\tdelay(4);\n\tsetfont(\"RBLD8\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 263.9, 81.9, 0.3);\n\tdelay(4);\n\tsetfont(\"RBLD9\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 263.9, 81.9, 0.3);\n\tdelay(4);\n\tsetfont(\"RBLD10\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 263.9, 81.9, 0.3);\n\tdelay(4);\n\tsetfont(\"RBLD11\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 263.9, 81.9, 0.3);\n\tdelay(4);\n}\n\nscript 583 (void)\n{\nSetHudSize(400,250,1);\n\n\tdelay(4);\n\tsetfont(\"RBLD1\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 123.1, -11.1, 0.2);\n\tdelay(4);\n\tsetfont(\"RBLD2\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 123.1, -11.1, 0.3);\n\tdelay(4);\n\tsetfont(\"RBLD3\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 123.1, -11.1, 0.3);\n\tdelay(4);\n\tsetfont(\"RBLD4\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 123.1, -11.1, 0.3);\n\tdelay(4);\n\tsetfont(\"RBLD5\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 123.1, -11.1, 0.3);\n\tdelay(4);\n\tsetfont(\"RBLD6\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 123.1, -11.1, 0.3);\n\tdelay(4);\n\tsetfont(\"RBLD7\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 123.9, -11.9, 0.3);\n\tdelay(4);\n\tsetfont(\"RBLD8\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 123.9, -11.9, 0.3);\n\tdelay(4);\n\tsetfont(\"RBLD9\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 123.9, -11.9, 0.3);\n\tdelay(4);\n\tsetfont(\"RBLD10\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 123.9, -11.9, 0.3);\n\tdelay(4);\n\tsetfont(\"RBLD11\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 123.9, -11.9, 0.3);\n\tdelay(4);\n}\n\nscript 584 (void)\n{\nSetHudSize(400,250,1);\n\n\tdelay(4);\n\tsetfont(\"RBLD1\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 213.1, 101.1, 0.2);\n\tdelay(4);\n\tsetfont(\"RBLD2\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 213.1, 101.1, 0.3);\n\tdelay(4);\n\tsetfont(\"RBLD3\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 213.1, 101.1, 0.3);\n\tdelay(4);\n\tsetfont(\"RBLD4\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 213.1, 101.1, 0.3);\n\tdelay(4);\n\tsetfont(\"RBLD5\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 213.1, 101.1, 0.3);\n\tdelay(4);\n\tsetfont(\"RBLD6\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 213.1, 101.1, 0.3);\n\tdelay(4);\n\tsetfont(\"RBLD7\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 213.9, 101.9, 0.3);\n\tdelay(4);\n\tsetfont(\"RBLD8\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 213.9, 101.9, 0.3);\n\tdelay(4);\n\tsetfont(\"RBLD9\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 213.9, 101.9, 0.3);\n\tdelay(4);\n\tsetfont(\"RBLD10\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 213.9, 101.9, 0.3);\n\tdelay(4);\n\tsetfont(\"RBLD11\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 213.9, 101.9, 0.3);\n\tdelay(4);\n}\n\nscript 585 (void)\n{\nSetHudSize(400,250,1);\n\n\tdelay(4);\n\tsetfont(\"RBLD1\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 213.1, 11.1, 0.2);\n\tdelay(4);\n\tsetfont(\"RBLD2\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 213.1, 11.1, 0.3);\n\tdelay(4);\n\tsetfont(\"RBLD3\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 213.1, 11.1, 0.3);\n\tdelay(4);\n\tsetfont(\"RBLD4\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 213.1, 11.1, 0.3);\n\tdelay(4);\n\tsetfont(\"RBLD5\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 213.1, 11.1, 0.3);\n\tdelay(4);\n\tsetfont(\"RBLD6\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 213.1, 11.1, 0.3);\n\tdelay(4);\n\tsetfont(\"RBLD7\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 213.9, 11.9, 0.3);\n\tdelay(4);\n\tsetfont(\"RBLD8\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 213.9, 11.9, 0.3);\n\tdelay(4);\n\tsetfont(\"RBLD9\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 213.9, 11.9, 0.3);\n\tdelay(4);\n\tsetfont(\"RBLD10\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 213.9, 11.9, 0.3);\n\tdelay(4);\n\tsetfont(\"RBLD11\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 213.9, 11.9, 0.3);\n\tdelay(4);\n}"
},
{
"source": "pk3",
"name": "ACS/TXT/GBSPLASH.txt",
"contents": "// Blood dripping on screen by Sergeant_Mark_IV\n// Dripping blood graphics can be found inside Bleed.wad\n\n#include \"zcommon.acs\"\n#library \"bluebloodsplash\"\n\nscript 570 (void)\n{\nSetHudSize(400,250,1);\n\n\tdelay(1);\n\tsetfont(\"BBLD1\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 73.1, 71.1, 0.3);\n\tdelay(4);\n\tsetfont(\"BBLD2\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 73.1, 71.1, 0.3);\n\tdelay(4);\n\tsetfont(\"BBLD3\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 73.1, 71.1, 0.3);\n\tdelay(4);\n\tsetfont(\"BBLD4\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 73.1, 71.1, 0.3);\n\tdelay(4);\n\tsetfont(\"BBLD5\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 73.1, 71.1, 0.3);\n\tdelay(4);\n\tsetfont(\"BBLD6\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 73.1, 71.1, 0.3);\n\tdelay(4);\n\tsetfont(\"BBLD7\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 73.1, 71.1, 0.3);\n\tdelay(4);\n\tsetfont(\"BBLD8\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 73.1, 71.1, 0.3);\n\tdelay(4);\n\tsetfont(\"BBLD9\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 73.1, 71.1, 0.3);\n\tdelay(4);\n\tsetfont(\"BBLD10\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 73.1, 71.1, 0.3);\n\tdelay(4);\n\tsetfont(\"BBLD11\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 73.1, 71.1, 0.3);\n\tdelay(4);\n}\n\nscript 571 (void)\n{\nSetHudSize(400,250,1);\n\n\tdelay(2);\n\tsetfont(\"BBLD1\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 0.9, 30.9, 0.3);\n\tdelay(4);\n\tsetfont(\"BBLD2\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 0.9, 30.9, 0.3);\n\tdelay(4);\n\tsetfont(\"BBLD3\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 0.9, 30.9, 0.3);\n\tdelay(4);\n\tsetfont(\"BBLD4\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 0.9, 30.9, 0.3);\n\tdelay(4);\n\tsetfont(\"BBLD5\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 0.9, 30.9, 0.3);\n\tdelay(4);\n\tsetfont(\"BBLD6\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 0.9, 30.9, 0.3);\n\tdelay(4);\n\tsetfont(\"BBLD7\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 0.9, 30.9, 0.3);\n\tdelay(4);\n\tsetfont(\"BBLD8\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 0.9, 30.9, 0.3);\n\tdelay(4);\n\tsetfont(\"BBLD9\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 0.9, 30.9, 0.3);\n\tdelay(4);\n\tsetfont(\"BBLD10\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 0.9, 30.9, 0.3);\n\tdelay(4);\n\tsetfont(\"BBLD11\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 0.9, 30.9, 0.3);\n\tdelay(4);\n}\n\nscript 572 (void)\n{\nSetHudSize(400,250,1);\n\n\tdelay(3);\n\tsetfont(\"BBLD1\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 263.1, 81.1, 0.2);\n\tdelay(4);\n\tsetfont(\"BBLD2\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 263.1, 81.1, 0.3);\n\tdelay(4);\n\tsetfont(\"BBLD3\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 263.1, 81.1, 0.3);\n\tdelay(4);\n\tsetfont(\"BBLD4\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 263.1, 81.1, 0.3);\n\tdelay(4);\n\tsetfont(\"BBLD5\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 263.1, 81.1, 0.3);\n\tdelay(4);\n\tsetfont(\"BBLD6\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 263.1, 81.1, 0.3);\n\tdelay(4);\n\tsetfont(\"BBLD7\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 263.9, 81.9, 0.3);\n\tdelay(4);\n\tsetfont(\"BBLD8\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 263.9, 81.9, 0.3);\n\tdelay(4);\n\tsetfont(\"BBLD9\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 263.9, 81.9, 0.3);\n\tdelay(4);\n\tsetfont(\"BBLD10\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 263.9, 81.9, 0.3);\n\tdelay(4);\n\tsetfont(\"BBLD11\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 263.9, 81.9, 0.3);\n\tdelay(4);\n}\n\nscript 573 (void)\n{\nSetHudSize(400,250,1);\n\n\tdelay(4);\n\tsetfont(\"BBLD1\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 123.1, -11.1, 0.2);\n\tdelay(4);\n\tsetfont(\"BBLD2\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 123.1, -11.1, 0.3);\n\tdelay(4);\n\tsetfont(\"BBLD3\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 123.1, -11.1, 0.3);\n\tdelay(4);\n\tsetfont(\"BBLD4\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 123.1, -11.1, 0.3);\n\tdelay(4);\n\tsetfont(\"BBLD5\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 123.1, -11.1, 0.3);\n\tdelay(4);\n\tsetfont(\"BBLD6\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 123.1, -11.1, 0.3);\n\tdelay(4);\n\tsetfont(\"BBLD7\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 123.9, -11.9, 0.3);\n\tdelay(4);\n\tsetfont(\"BBLD8\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 123.9, -11.9, 0.3);\n\tdelay(4);\n\tsetfont(\"BBLD9\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 123.9, -11.9, 0.3);\n\tdelay(4);\n\tsetfont(\"BBLD10\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 123.9, -11.9, 0.3);\n\tdelay(4);\n\tsetfont(\"BBLD11\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 123.9, -11.9, 0.3);\n\tdelay(4);\n}\n\nscript 574 (void)\n{\nSetHudSize(400,250,1);\n\n\tdelay(4);\n\tsetfont(\"BBLD1\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 213.1, 101.1, 0.2);\n\tdelay(4);\n\tsetfont(\"BBLD2\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 213.1, 101.1, 0.3);\n\tdelay(4);\n\tsetfont(\"BBLD3\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 213.1, 101.1, 0.3);\n\tdelay(4);\n\tsetfont(\"BBLD4\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 213.1, 101.1, 0.3);\n\tdelay(4);\n\tsetfont(\"BBLD5\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 213.1, 101.1, 0.3);\n\tdelay(4);\n\tsetfont(\"BBLD6\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 213.1, 101.1, 0.3);\n\tdelay(4);\n\tsetfont(\"BBLD7\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 213.9, 101.9, 0.3);\n\tdelay(4);\n\tsetfont(\"BBLD8\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 213.9, 101.9, 0.3);\n\tdelay(4);\n\tsetfont(\"BBLD9\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 213.9, 101.9, 0.3);\n\tdelay(4);\n\tsetfont(\"BBLD10\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 213.9, 101.9, 0.3);\n\tdelay(4);\n\tsetfont(\"BBLD11\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 213.9, 101.9, 0.3);\n\tdelay(4);\n}\n\nscript 575 (void)\n{\nSetHudSize(400,250,1);\n\n\tdelay(4);\n\tsetfont(\"BBLD1\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 213.1, 11.1, 0.2);\n\tdelay(4);\n\tsetfont(\"BBLD2\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 213.1, 11.1, 0.3);\n\tdelay(4);\n\tsetfont(\"BBLD3\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 213.1, 11.1, 0.3);\n\tdelay(4);\n\tsetfont(\"BBLD4\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 213.1, 11.1, 0.3);\n\tdelay(4);\n\tsetfont(\"BBLD5\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 213.1, 11.1, 0.3);\n\tdelay(4);\n\tsetfont(\"BBLD6\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 213.1, 11.1, 0.3);\n\tdelay(4);\n\tsetfont(\"BBLD7\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 213.9, 11.9, 0.3);\n\tdelay(4);\n\tsetfont(\"BBLD8\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 213.9, 11.9, 0.3);\n\tdelay(4);\n\tsetfont(\"BBLD9\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 213.9, 11.9, 0.3);\n\tdelay(4);\n\tsetfont(\"BBLD10\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 213.9, 11.9, 0.3);\n\tdelay(4);\n\tsetfont(\"BBLD11\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 213.9, 11.9, 0.3);\n\tdelay(4);\n}"
},
{
"source": "pk3",
"name": "ACS/TXT/PAIN.txt",
"contents": "// Pain effects by Sergeant_Mark_IV\n// Graphics can be found inside Bleed.wad\n\n#include \"zcommon.acs\"\n#library \"paineffect\"\n\nscript 530 (void)\n{\nSetHudSize(320,200,1);\n\n\tdelay(1);\n\tsetfont(\"PAIN1\");\n\thudmessage(s:\"A\"; HUDMSG_FADEOUT, 0, CR_UNTRANSLATED, 150.0, 100.0, 0.5);\n\tdelay(4);\n}\n\nscript 531 (void)\n{\n\nSetHudSize(320,200,1);\n\n\tdelay(1);\n\tsetfont(\"BREAK1\");\n\thudmessage(s:\"A\"; HUDMSG_FADEOUT, 0, CR_UNTRANSLATED, 150.0, 100.0, 0.6);\n\tdelay(8);\n\tsetfont(\"BREAK2\");\n\thudmessage(s:\"A\"; HUDMSG_FADEOUT, 0, CR_UNTRANSLATED, 150.0, 100.0, 0.5);\n\tdelay(3);\n}\n\nscript 532 (void)\n{\n\nSetHudSize(320,200,1);\n\n\tdelay(1);\n\tsetfont(\"BREAKS\");\n\thudmessage(s:\"A\"; HUDMSG_FADEOUT, 0, CR_UNTRANSLATED, 150.0, 100.0, 1.0);\n\tdelay(10);\n}\n\nscript 533 (void)\n{\n\nSetHudSize(320,200,1);\n\n\tdelay(1);\n\tsetfont(\"XBREAK\");\n\thudmessage(s:\"A\"; HUDMSG_FADEOUT, 0, CR_UNTRANSLATED, 150.0, 100.0, 4.0);\n\tdelay(50);\n}\n\nscript 611 (void)\n{\n\nSetHudSize(480,300,1);\n\n\tdelay(1);\n\tsetfont(\"PBULA1\");\n\thudmessage(s:\"A\"; HUDMSG_FADEOUT, 0, CR_UNTRANSLATED, 200.0, 100.0, 0.5);\n\tdelay(8);\n\tsetfont(\"PBULA2\");\n\thudmessage(s:\"A\"; HUDMSG_FADEOUT, 0, CR_UNTRANSLATED, 200.0, 100.0, 0.5);\n\tdelay(8);\n\tsetfont(\"PBULA3\");\n\thudmessage(s:\"A\"; HUDMSG_FADEOUT, 0, CR_UNTRANSLATED, 200.0, 100.0, 0.5);\n\tdelay(8);\n}\n\nscript 612 (void)\n{\n\nSetHudSize(480,300,1);\n\n\tdelay(1);\n\tsetfont(\"PBULB1\");\n\thudmessage(s:\"A\"; HUDMSG_FADEOUT, 0, CR_UNTRANSLATED, 200.0, 100.0, 0.5);\n\tdelay(8);\n\tsetfont(\"PBULB2\");\n\thudmessage(s:\"A\"; HUDMSG_FADEOUT, 0, CR_UNTRANSLATED, 200.0, 100.0, 0.5);\n\tdelay(8);\n\tsetfont(\"PBULB3\");\n\thudmessage(s:\"A\"; HUDMSG_FADEOUT, 0, CR_UNTRANSLATED, 200.0, 100.0, 0.5);\n\tdelay(8);\n}\n\nscript 613 (void)\n{\n\nSetHudSize(480,300,1);\n\n\tdelay(1);\n\tsetfont(\"PBULC1\");\n\thudmessage(s:\"A\"; HUDMSG_FADEOUT, 0, CR_UNTRANSLATED, 200.0, 100.0, 0.5);\n\tdelay(8);\n\tsetfont(\"PBULC2\");\n\thudmessage(s:\"A\"; HUDMSG_FADEOUT, 0, CR_UNTRANSLATED, 200.0, 100.0, 0.5);\n\tdelay(8);\n\tsetfont(\"PBULC3\");\n\thudmessage(s:\"A\"; HUDMSG_FADEOUT, 0, CR_UNTRANSLATED, 200.0, 100.0, 0.5);\n\tdelay(8);\n}\n\nscript 614 (void)\n{\n\nSetHudSize(480,300,1);\n\n\tdelay(1);\n\tsetfont(\"PBULD1\");\n\thudmessage(s:\"A\"; HUDMSG_FADEOUT, 0, CR_UNTRANSLATED, 200.0, 100.0, 0.5);\n\tdelay(8);\n\tsetfont(\"PBULD2\");\n\thudmessage(s:\"A\"; HUDMSG_FADEOUT, 0, CR_UNTRANSLATED, 200.0, 100.0, 0.5);\n\tdelay(8);\n\tsetfont(\"PBULD3\");\n\thudmessage(s:\"A\"; HUDMSG_FADEOUT, 0, CR_UNTRANSLATED, 200.0, 100.0, 0.5);\n\tdelay(8);\n}\n\nscript 615 (void)\n{\n\nSetHudSize(480,300,1);\n\n\tdelay(1);\n\tsetfont(\"PBULE1\");\n\thudmessage(s:\"A\"; HUDMSG_FADEOUT, 0, CR_UNTRANSLATED, 200.0, 100.0, 0.5);\n\tdelay(8);\n\tsetfont(\"PBULE2\");\n\thudmessage(s:\"A\"; HUDMSG_FADEOUT, 0, CR_UNTRANSLATED, 200.0, 100.0, 0.5);\n\tdelay(8);\n\tsetfont(\"PBULE3\");\n\thudmessage(s:\"A\"; HUDMSG_FADEOUT, 0, CR_UNTRANSLATED, 200.0, 100.0, 0.5);\n\tdelay(8);\n}\n\nscript 616 (void)\n{\n\nSetHudSize(480,300,1);\n\n\tdelay(1);\n\tsetfont(\"PBULF1\");\n\thudmessage(s:\"A\"; HUDMSG_FADEOUT, 0, CR_UNTRANSLATED, 200.0, 100.0, 0.5);\n\tdelay(8);\n\tsetfont(\"PBULF2\");\n\thudmessage(s:\"A\"; HUDMSG_FADEOUT, 0, CR_UNTRANSLATED, 200.0, 100.0, 0.5);\n\tdelay(8);\n\tsetfont(\"PBULF3\");\n\thudmessage(s:\"A\"; HUDMSG_FADEOUT, 0, CR_UNTRANSLATED, 200.0, 100.0, 0.5);\n\tdelay(8);\n}\n\nscript 617 (void)\n{\nSetHudSize(400,250,1);\n\n\tdelay(4);\n\tsetfont(\"SCRATCH\");\n\thudmessage(s:\"A\"; HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 113.1, 11.1, 0.2);\n\tdelay(4);\n}"
},
{
"source": "pk3",
"name": "ACS/TXT/SCHASECAM.txt",
"contents": "#include \"zcommon.acs\"\n#library \"chasecam\"\n\n#define C_TID\t\t1000\t//Default camera tid\n#define MAX_R\t\t56\t//Maximum radius (or distance from the player)\n#define ADJUST_R\t8\t//Amount to adjust the camera by\n#define VIEW_HEIGHT\t61.0\t//The approximate hight of the player's view\n\nbool camera_mode[8];\t\t//Variable for turning the camera on or off.\n\nScript 477 (VOID)\n{\n\tcamera_mode[PlayerNumber ()] = ON;\n\tACS_ExecuteAlways (401, 0, PlayerNumber ());\n}\n\nScript 401 (int p_num)\n{\n\tint r = MAX_R;\n\n\twhile (camera_mode[p_num] == ON)\n\t{\n\t\tint a = GetActorAngle (0);\n\t\tint p = GetActorPitch (0);\n\t\tint x = GetActorX (0);\n\t\tint y = GetActorY (0);\n\t\tint z = GetActorZ (0) + VIEW_HEIGHT;\n\t\tint xyr = r * cos (p) >> 16;\n\n\t\tif (!ThingCountName (\"ChaseCam2\", C_TID+p_num))\n\t\t{\n\t\t\twhile (!Spawn (\"ChaseCam2\", x-cos(a)*xyr, y-sin(a)*xyr, z+sin(p)*r, C_TID+p_num, a >> 8) && r > 0)\n\t\t\t{\n\t\t\t\tr -= ADJUST_R;\n\t\t\t\txyr = cos (p) * r >> 16;\n\t\t\t}\n\n\t\t\tif (ThingCountName (\"ChaseCam2\", C_TID + p_num))\n\t\t\t\tChangeCamera (C_TID + p_num, 0, 0);\n\t\t\telse\n\t\t\t{\n\t\t\t\tcamera_mode[p_num] = OFF;\n\t\t\t\tprint (s:\"Camera script failed to initialize.\");\n\t\t\t}\n\t\t}\n\n\t else\n\t\t{\n\t\t\twhile (!SetActorPosition (C_TID+p_num, x-cos(a)*xyr, y-sin(a)*xyr, z+sin(p)*r, 0) && r > 0)\n\t\t\t{\n\t\t\t\tr -= ADJUST_R;\n\t\t\t\txyr = cos (p) * r >> 16;\n\t\t\t}\n\n\t\t\tSetActorAngle (C_TID + p_num, a);\n\t\t\tSetActorPitch (C_TID + p_num, p);\n\n\t\t\tif (r < MAX_R)\n r += ADJUST_R;\n\t\t}\n\n\t\tdelay (1);\n\t}\n}\n\nScript 171 (VOID)\n{\n\tcamera_mode[PlayerNumber ()] = OFF;\n\tThing_Remove (C_TID + PlayerNumber ());\n}\n\nScript 420 (int p_num) DISCONNECT\n{\n camera_mode[p_num] = OFF;\n Thing_Remove (C_TID + p_num);\n}\n\nScript 308 (VOID)\n{\n\tint r = MAX_R;\n\n\twhile (camera_mode[p_num] == ON)\n\t{\n\t\tint a = GetActorAngle (0);\n\t\tint p = GetActorPitch (0);\n\t\tint x = GetActorX (0);\n\t\tint y = GetActorY (0);\n\t\tint z = GetActorZ (0) + VIEW_HEIGHT;\n\t\tint xyr = r * cos (p) >> 16;\n\n\t\tif (!ThingCountName (\"ChaseCam2\", C_TID+p_num))\n\t\t{\n\t\t\twhile (!Spawn (\"ChaseCam2\", x-cos(a)*xyr, y-sin(a)*xyr, z+sin(p)*r, C_TID+p_num, a >> 8) && r > 0)\n\t\t\t{\n\t\t\t\tr -= ADJUST_R;\n\t\t\t\txyr = cos (p) * r >> 16;\n\t\t\t}\n\n\t\t\tif (ThingCountName (\"ChaseCam2\", C_TID + p_num))\n\t\t\t\tChangeCamera (C_TID + p_num, 0, 0);\n\t\t\telse\n\t\t\t{\n\t\t\t\tcamera_mode[p_num] = OFF;\n\t\t\t\tprint (s:\"Camera script failed to initialize.\");\n\t\t\t}\n\t\t}\n\n\t else\n\t\t{\n\t\t\twhile (!SetActorPosition (C_TID+p_num, x-cos(a)*xyr, y-sin(a)*xyr, z+sin(p)*r, 0) && r > 0)\n\t\t\t{\n\t\t\t\tr -= ADJUST_R;\n\t\t\t\txyr = cos (p) * r >> 16;\n\t\t\t}\n\n\t\t\tSetActorAngle (C_TID + p_num, a);\n\t\t\tSetActorPitch (C_TID + p_num, p);\n\n\t\t\tif (r < MAX_R)\n r += ADJUST_R;\n\t\t}\n\n\t\tdelay (300);\n\t\t\tcamera_mode[PlayerNumber ()] = OFF;\n\tThing_Remove (C_TID + PlayerNumber ());\n\n\t}\n}"
},
{
"source": "pk3",
"name": "ACS/TXT/SJOIN.txt",
"contents": "#include \"zcommon.acs\"\n#library \"join\"\n\nscript 725 ENTER\n\n{\nsetfont(\"Confont\");\n\thudmessage(s:\"Wellcome to Brutal Doom. Press F1 to read instructions before playing.\"; HUDMSG_TYPEON | HUDMSG_LOG, 0, CR_WHITE, 0.44, 0.44, 0, 0.05, 3.5);\n}"
},
{
"source": "pk3",
"name": "ACS/TXT/SRecoil.txt",
"contents": "#include \"zcommon.acs\"\n#library \"recoil\"\n\nscript 278 (void) //Rifle Recoil\n{\nint angle;\n angle = GetActorPitch(0);\n\n SetActorPitch(0, (angle-0.002));\n delay (6);\n angle = GetActorPitch(0);\n SetActorPitch(0, (angle+0.001));\n}\n\nscript 279 (void) //Chaingun Recoil\n{\nint angle;\n angle = GetActorPitch(0);\n\n SetActorPitch(0, (angle-0.004));\n delay (4);\n angle = GetActorPitch(0);\n SetActorPitch(0, (angle+0.002));\n}\n\nscript 281 (void) //Shotgun Recoil\n{\nint angle;\n angle = GetActorPitch(0);\n\n SetActorPitch(0, (angle-0.008));\n delay (8);\n angle = GetActorPitch(0);\n SetActorPitch(0, (angle+0.004));\n}\n\nscript 280 (void) //SSG Recoil\n{\nint angle;\n angle = GetActorPitch(0);\n\n SetActorPitch(0, (angle-0.008));\n delay (4);\n angle = GetActorPitch(0);\n SetActorPitch(0, (angle+0.001));\n}\n\nScript 293 (void)\n{\n\t// Make sure on floor\n\tint zDiff = GetActorZ(0) - GetActorFloorZ(0);\n\tSetActorPosition(0, GetActorX(0), GetActorY(0), GetActorZ(0)-zDiff, 0);\n\n\t// Grow\n\tint scaleX = 0.0;\n\tSetActorProperty(0, APROP_ScaleX, scaleX);\n\tWhile (scaleX < 0.5)\n\t{\n\t\tscaleX = scaleX + 0.01;\n\t\tSetActorProperty(0, APROP_ScaleX, scaleX);\n\t\tDelay(1);\n\t}\n\tDelay(35 * 30);\n\tSetActorState(0, \"Fade\");\n}"
},
{
"source": "pk3",
"name": "ACS/TXT/SSCHECKFRIENDS.txt",
"contents": "#include \"zcommon.acs\"\n#library \"CHECKFRIENDS\"\n\nscript 647 enter\n{\n //ClearInventory();\n GiveInventory(\"CheckMarines\", 1);\n\tThing_ChangeTID (0, 264);\n}"
},
{
"source": "pk3",
"name": "ACS/TXT/SSSCHECKFRIENDS.txt",
"contents": "#include \"zcommon.acs\"\n#library \"CHECKFRIENDS\"\n\nscript 647 enter\n{\n //ClearInventory();\n GiveInventory(\"CheckMarines\", 1);\n}"
},
{
"source": "pk3",
"name": "AMMO.txt",
"contents": "// Backpack ---------------------------------------------------------------\n\nACTOR AmmoSuply : BackpackItem Replaces Backpack\n{\n\tGame Doom\n\tSpawnID 144\n\tHeight 26\n\tInventory.PickupMessage \"$GOTBACKPACK\"\n\tStates\n\t{\n\tSpawn:\n\t\tBPAK A -1\n\t\tStop\n Pickup:\n TNT1 A 0 A_GiveInventory(\"ShellBox\", 1)\n TNT1 A 0 A_GiveInventory(\"ClipBox\", 1)\n TNT1 A 0 A_GiveInventory(\"CellPack\", 1)\n TNT1 A 0 A_GiveInventory(\"RocketBox\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"PipebombAmmo\", 1)\n Stop\n\t}\n}\n\nACTOR SmartClipBox : CustomInventory replaces ClipBox\n{\n\tInventory.PickupSound \"\"\n\tStates\n\t{\n\tSpawn:\n\t\tAMMO A 1\n\t\tLoop\n\tPickup:\n\t\tTNT1 A 0 A_JumpIfInventory(\"Clip\",0,\"TakeFail\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Backpack\",1,\"PlayerHasBackpack\")\n\t PlayerHasNoPack:\n\t\tTNT1 A 0\n\t NoPackCheckFor2xAmmo:\n\t\tTNT1 A 0 A_JumpIf(2 == ACS_NamedExecuteWithResult(\"2xAmmoFactorSkillCheck\",0,0,0),\"2xAmmoFactorSkillNoPack\")\n\t\tGoto 1xAmmoFactorSkillNoPack\n\t 2xAmmoFactorSkillNoPack:\n\t\tTNT1 A 0 A_JumpIfInventory(\"Clip\",101,\"SpawnClips\")\n\t\tTNT1 A 0 ACS_NamedExecute(\"GotClipBox\",0,0,0,0)\n\t\tTNT1 A 0 A_PlaySound(\"misc/ammo_pkup\",CHAN_ITEM)\n\t\tTNT1 A 0 A_GiveInventory(\"FullClipBox\",50)\n\t\tStop\n\t 1xAmmoFactorSkillNoPack:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"Clip\",151,\"SpawnClips\")\n\t\tTNT1 A 0 ACS_NamedExecute(\"GotClipBox\",0,0,0,0)\n\t\tTNT1 A 0 A_PlaySound(\"misc/ammo_pkup\",CHAN_ITEM)\n\t\tTNT1 A 0 A_GiveInventory(\"FullClipBox\",50)\n\t\tStop\n\t PlayerHasBackpack:\n\t\tTNT1 A 0\n\t HasPackCheckFor2xAmmo:\n\t\tTNT1 A 0 A_JumpIf(2 == ACS_NamedExecuteWithResult(\"2xAmmoFactorSkillCheck\",0,0,0),\"2xAmmoFactorSkillWithPack\")\n\t\tGoto 1xAmmoFactorSkillWithPack\n\t 2xAmmoFactorSkillWithPack:\n\t\tTNT1 A 0 A_JumpIfInventory(\"Clip\",301,\"SpawnClips\")\n\t\tTNT1 A 0 ACS_NamedExecute(\"GotClipBox\",0,0,0,0)\n\t\tTNT1 A 0 A_PlaySound(\"misc/ammo_pkup\",CHAN_ITEM)\n\t\tTNT1 A 0 A_GiveInventory(\"FullClipBox\",50)\n\t\tStop\n\t 1xAmmoFactorSkillWithPack:\n\t\tTNT1 A 0 A_JumpIfInventory(\"Clip\",351,\"SpawnClips\")\n\t\tTNT1 A 0 ACS_NamedExecute(\"GotClipBox\",0,0,0,0)\n\t\tTNT1 A 0 A_PlaySound(\"misc/ammo_pkup\",CHAN_ITEM)\n\t\tTNT1 A 0 A_GiveInventory(\"FullClipBox\",50)\n\t\tStop\n\t SpawnClips:\n\t\tAMMO A 1 A_SpawnItemEx(\"FakeClipBox\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\t\tStop\n\t TakeFail:\n\t\tAMMO A 1\n\t\tFail\n\t}\n}\n\nACTOR FakeClipBox\n{\n\tStates\n\t{\n\tSpawn:\n\t\tAMMO B 10\n\t\tAMMO CDEFG 5 A_SpawnItemEx(\"Clip\",0,0,0,frandom(-4,4),frandom(-4,4),frandom(1,4),0,SXF_NOCHECKPOSITION)\n\t\tAMMO G 10\n\tFadeLoop:\n\t\tAMMO G 2 A_FadeOut(0.1,1)\n\t\tLoop\n\t}\n}\n\nACTOR FullClipBox : Clip\n{\n\tInventory.Amount 50\n\tStates\n\t{\n\tSpawn:\n\t\tAMMO A 1\n\t\tLoop\n\t}\n}\n\n// Shell Box Replacer //\n\nACTOR SmartShellBox : CustomInventory replaces ShellBox\n{\n\tInventory.PickupSound \"\"\n\tStates\n\t{\n\tSpawn:\n\t\tSBOX A 1\n\t\tLoop\n\tPickup:\n\t\tTNT1 A 0 A_JumpIfInventory(\"Shell\",0,\"TakeFail\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Backpack\",1,\"PlayerHasBackpack\")\n\t PlayerHasNoPack:\n\t\tTNT1 A 0\n\t NoPackCheckFor2xAmmo:\n\t\tTNT1 A 0 A_JumpIf(2 == ACS_NamedExecuteWithResult(\"2xAmmoFactorSkillCheck\",0,0,0),\"2xAmmoFactorSkillNoPack\")\n\t\tGoto 1xAmmoFactorSkillNoPack\n\t 2xAmmoFactorSkillNoPack:\n\t\tTNT1 A 0 A_JumpIfInventory(\"Shell\",11,\"SpawnShells\")\n\t\tTNT1 A 0 ACS_NamedExecute(\"GotShellBox\",0,0,0,0)\n\t\tTNT1 A 0 A_PlaySound(\"misc/ammo_pkup\",CHAN_ITEM)\n\t\tTNT1 A 0 A_GiveInventory(\"FullShellBox\",20)\n\t\tStop\n\t 1xAmmoFactorSkillNoPack:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"Shell\",31,\"SpawnShells\")\n\t\tTNT1 A 0 ACS_NamedExecute(\"GotShellBox\",0,0,0,0)\n\t\tTNT1 A 0 A_PlaySound(\"misc/ammo_pkup\",CHAN_ITEM)\n\t\tTNT1 A 0 A_GiveInventory(\"FullShellBox\",20)\n\t\tStop\n\t PlayerHasBackpack:\n\t\tTNT1 A 0\n\t HasPackCheckFor2xAmmo:\n\t\tTNT1 A 0 A_JumpIf(2 == ACS_NamedExecuteWithResult(\"2xAmmoFactorSkillCheck\",0,0,0),\"2xAmmoFactorSkillWithPack\")\n\t\tGoto 1xAmmoFactorSkillWithPack\n\t 2xAmmoFactorSkillWithPack:\n\t\tTNT1 A 0 A_JumpIfInventory(\"Shell\",61,\"SpawnShells\")\n\t\tTNT1 A 0 ACS_NamedExecute(\"GotShellBox\",0,0,0,0)\n\t\tTNT1 A 0 A_PlaySound(\"misc/ammo_pkup\",CHAN_ITEM)\n\t\tTNT1 A 0 A_GiveInventory(\"FullShellBox\",20)\n\t\tStop\n\t 1xAmmoFactorSkillWithPack:\n\t\tTNT1 A 0 A_JumpIfInventory(\"Shell\",81,\"SpawnShells\")\n\t\tTNT1 A 0 ACS_NamedExecute(\"GotShellBox\",0,0,0,0)\n\t\tTNT1 A 0 A_PlaySound(\"misc/ammo_pkup\",CHAN_ITEM)\n\t\tTNT1 A 0 A_GiveInventory(\"FullShellBox\",20)\n\t\tStop\n\t SpawnShells:\n\t\tSBOX A 1 A_SpawnItemEx(\"FakeShellBox\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\t\tStop\n\t TakeFail:\n\t\tSBOX A 1\n\t\tFail\n\t}\n}\n\nACTOR FakeShellBox\n{\n\tStates\n\t{\n\tSpawn:\n\t\tSBOX B 10\n\t\tSBOX BBBBC 5 A_SpawnItemEx(\"Shell\",0,0,0,frandom(-4,4),frandom(-4,4),frandom(1,4),0,SXF_NOCHECKPOSITION)\n\t\tSBOX C 10\n\tFadeLoop:\n\t\tSBOX C 2 A_FadeOut(0.1,1)\n\t\tLoop\n\t}\n}\n\nACTOR FullShellBox : Shell\n{\n\tInventory.Amount 20\n\tStates\n\t{\n\tSpawn:\n\t\tSBOX A 1\n\t\tLoop\n\t}\n}\n\n// Rocket Box Replacer //\n\nACTOR SmartRocketBox : CustomInventory replaces RocketBox\n{\n\tInventory.PickupSound \"\"\n\tStates\n\t{\n\tSpawn:\n\t\tBROK A 1\n\t\tLoop\n\tPickup:\n\t\tTNT1 A 0 A_JumpIfInventory(\"RocketAmmo\",0,\"TakeFail\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Backpack\",1,\"PlayerHasBackpack\")\n\t PlayerHasNoPack:\n\t\tTNT1 A 0\n\t NoPackCheckFor2xAmmo:\n\t\tTNT1 A 0 A_JumpIf(2 == ACS_NamedExecuteWithResult(\"2xAmmoFactorSkillCheck\",0,0,0),\"2xAmmoFactorSkillNoPack\")\n\t\tGoto 1xAmmoFactorSkillNoPack\n\t 2xAmmoFactorSkillNoPack:\n\t\tTNT1 A 0 A_JumpIfInventory(\"RocketAmmo\",41,\"SpawnRockets\")\n\t\tTNT1 A 0 ACS_NamedExecute(\"GotRocketBox\",0,0,0,0)\n\t\tTNT1 A 0 A_PlaySound(\"misc/ammo_pkup\",CHAN_ITEM)\n\t\tTNT1 A 0 A_GiveInventory(\"FullRocketBox\",5)\n\t\tStop\n\t 1xAmmoFactorSkillNoPack:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"RocketAmmo\",46,\"SpawnRockets\")\n\t\tTNT1 A 0 ACS_NamedExecute(\"GotRocketBox\",0,0,0,0)\n\t\tTNT1 A 0 A_PlaySound(\"misc/ammo_pkup\",CHAN_ITEM)\n\t\tTNT1 A 0 A_GiveInventory(\"FullRocketBox\",5)\n\t\tStop\n\t PlayerHasBackpack:\n\t\tTNT1 A 0\n\t HasPackCheckFor2xAmmo:\n\t\tTNT1 A 0 A_JumpIf(2 == ACS_NamedExecuteWithResult(\"2xAmmoFactorSkillCheck\",0,0,0),\"2xAmmoFactorSkillWithPack\")\n\t\tGoto 1xAmmoFactorSkillWithPack\n\t 2xAmmoFactorSkillWithPack:\n\t\tTNT1 A 0 A_JumpIfInventory(\"RocketAmmo\",91,\"SpawnRockets\")\n\t\tTNT1 A 0 ACS_NamedExecute(\"GotRocketBox\",0,0,0,0)\n\t\tTNT1 A 0 A_PlaySound(\"misc/ammo_pkup\",CHAN_ITEM)\n\t\tTNT1 A 0 A_GiveInventory(\"FullRocketBox\",5)\n\t\tStop\n\t 1xAmmoFactorSkillWithPack:\n\t\tTNT1 A 0 A_JumpIfInventory(\"RocketAmmo\",96,\"SpawnRockets\")\n\t\tTNT1 A 0 ACS_NamedExecute(\"GotRocketBox\",0,0,0,0)\n\t\tTNT1 A 0 A_PlaySound(\"misc/ammo_pkup\",CHAN_ITEM)\n\t\tTNT1 A 0 A_GiveInventory(\"FullRocketBox\",5)\n\t\tStop\n\t SpawnRockets:\n\t\tBROK A 1 A_SpawnItemEx(\"FakeRocketBox\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\t\tStop\n\t TakeFail:\n\t\tBROK A 1\n\t\tFail\n\t}\n}\n\nACTOR FakeRocketBox\n{\n\tStates\n\t{\n\tSpawn:\n\t\tBROK B 10\n\t\tBROK BBBBB 5 A_SpawnItemEx(\"RocketAmmo\",0,0,0,frandom(-4,4),frandom(-4,4),frandom(1,4),0,SXF_NOCHECKPOSITION)\n\t\tBROK B 10\n\tFadeLoop:\n\t\tBROK B 2 A_FadeOut(0.1,1)\n\t\tLoop\n\t}\n}\n\nACTOR FullRocketBox : RocketAmmo\n{\n\tInventory.Amount 5\n\tStates\n\t{\n\tSpawn:\n\t\tBROK A 1\n\t\tLoop\n\t}\n}\n\n// Cell Pack Replacer //\n\nACTOR SmartCellPack : CustomInventory replaces CellPack\n{\n\tInventory.PickupSound \"\"\n\tStates\n\t{\n\tSpawn:\n\t\tCELP A 1\n\t\tLoop\n\tPickup:\n\t\tTNT1 A 0 A_JumpIfInventory(\"Cell\",0,\"TakeFail\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Backpack\",1,\"PlayerHasBackpack\")\n\t PlayerHasNoPack:\n\t\tTNT1 A 0\n\t NoPackCheckFor2xAmmo:\n\t\tTNT1 A 0 A_JumpIf(2 == ACS_NamedExecuteWithResult(\"2xAmmoFactorSkillCheck\",0,0,0),\"2xAmmoFactorSkillNoPack\")\n\t\tGoto 1xAmmoFactorSkillNoPack\n\t 2xAmmoFactorSkillNoPack:\n\t\tTNT1 A 0 A_JumpIfInventory(\"Cell\",101,\"SpawnCells\")\n\t\tTNT1 A 0 ACS_NamedExecute(\"GotCellPack\",0,0,0,0)\n\t\tTNT1 A 0 A_PlaySound(\"misc/ammo_pkup\",CHAN_ITEM)\n\t\tTNT1 A 0 A_GiveInventory(\"FullCellPack\",100)\n\t\tStop\n\t 1xAmmoFactorSkillNoPack:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"Cell\",201,\"SpawnCells\")\n\t\tTNT1 A 0 ACS_NamedExecute(\"GotCellPack\",0,0,0,0)\n\t\tTNT1 A 0 A_PlaySound(\"misc/ammo_pkup\",CHAN_ITEM)\n\t\tTNT1 A 0 A_GiveInventory(\"FullCellPack\",100)\n\t\tStop\n\t PlayerHasBackpack:\n\t\tTNT1 A 0\n\t HasPackCheckFor2xAmmo:\n\t\tTNT1 A 0 A_JumpIf(2 == ACS_NamedExecuteWithResult(\"2xAmmoFactorSkillCheck\",0,0,0),\"2xAmmoFactorSkillWithPack\")\n\t\tGoto 1xAmmoFactorSkillWithPack\n\t 2xAmmoFactorSkillWithPack:\n\t\tTNT1 A 0 A_JumpIfInventory(\"Cell\",401,\"SpawnCells\")\n\t\tTNT1 A 0 ACS_NamedExecute(\"GotCellPack\",0,0,0,0)\n\t\tTNT1 A 0 A_PlaySound(\"misc/ammo_pkup\",CHAN_ITEM)\n\t\tTNT1 A 0 A_GiveInventory(\"FullCellPack\",100)\n\t\tStop\n\t 1xAmmoFactorSkillWithPack:\n\t\tTNT1 A 0 A_JumpIfInventory(\"Cell\",501,\"SpawnCells\")\n\t\tTNT1 A 0 ACS_NamedExecute(\"GotCellPack\",0,0,0,0)\n\t\tTNT1 A 0 A_PlaySound(\"misc/ammo_pkup\",CHAN_ITEM)\n\t\tTNT1 A 0 A_GiveInventory(\"FullCellPack\",100)\n\t\tStop\n\t SpawnCells:\n\t\tCELP A 1 A_SpawnItemEx(\"FakeCellPack\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\t\tStop\n\t TakeFail:\n\t\tCELP A 1\n\t\tFail\n\t}\n}\n\nACTOR FakeCellPack\n{\n\tStates\n\t{\n\tSpawn:\n\t\tCELP A 10\n\t\tCELP AAAAA 5 A_SpawnItemEx(\"Cell\",0,0,0,frandom(-4,4),frandom(-4,4),frandom(1,4),0,SXF_NOCHECKPOSITION)\n\t\tCELP A 10\n\tFadeLoop:\n\t\tCELP A 2 A_FadeOut(0.1,1)\n\t\tLoop\n\t}\n}\n\nACTOR FullCellPack : Cell\n{\n\tInventory.Amount 100\n\tStates\n\t{\n\tSpawn:\n\t\tCELP A 1\n\t\tLoop\n\t}\n}\n\n// Medikit Replacer //\n\nACTOR SmartMedikit : CustomInventory replaces Medikit\n{\n\tInventory.PickupSound \"\"\n\tStates\n\t{\n\tSpawn:\n\t\tMEDI A 1\n\t\tLoop\n\tPickup:\n\t\tTNT1 A 0 A_JumpIfHealthLower(76,\"UseNow\")\n\t\tGoto SpawnStims\n\tUseNow:\n\t\tTNT1 A 0 A_JumpIfHealthLower(26,\"UseNowCritical\")\n\t\tTNT1 A 0 A_PlaySound(\"misc/health_pkup\",CHAN_ITEM)\n\t\tTNT1 A 0 ACS_NamedExecute(\"GotMedikit\",0,0,0,0)\n\t\tTNT1 A 0 A_GiveInventory(\"FullMedikit\")\n\t\tStop\n\tUseNowCritical:\n\t\tTNT1 A 0 A_PlaySound(\"misc/health_pkup\",CHAN_ITEM)\n\t\tTNT1 A 0 ACS_NamedExecute(\"GotMedikitInNeed\",0,0,0,0)\n\t\tTNT1 A 0 A_GiveInventory(\"FullMedikit\")\n\t\tStop\n\tSpawnStims:\n\t\tMEDI A 1 A_SpawnItemEx(\"FakeMedikit\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\t\tStop\n\t}\n}\n\nACTOR FakeMedikit\n{\n\tStates\n\t{\n\tSpawn:\n\t\tMEDI A 10\n\t\tMEDI B 5 A_SpawnItemEx(\"MiniStim\",0,0,0,frandom(-4,4),frandom(-4,4),frandom(1,4),0,SXF_NOCHECKPOSITION)\n\t\tMEDI CD 5 A_SpawnItemEx(\"Stimpack\",0,0,0,frandom(-4,4),frandom(-4,4),frandom(1,4),0,SXF_NOCHECKPOSITION)\n\t\tMEDI E 10\n\tFadeLoop:\n\t\tMEDI E 2 A_FadeOut(0.1,1)\n\t\tLoop\n\t}\n}\n\nACTOR MiniStim : Health\n{\n\tInventory.Amount 5\n\tInventory.PickupMessage \"Picked up a ministim.\"\n\tStates\n\t{\n\tSpawn:\n\t\tMSTI A 1\n\t\tLoop\n\t}\n}\n\nACTOR FullMedikit : Health\n{\n\tGame Doom\n\tSpawnID 24\n\tInventory.Amount 25\n\tInventory.PickupSound \"\"\n\tInventory.PickupMessage \"$GOTMEDIKIT\"\n\tHealth.LowMessage 25, \"$GOTMEDINEED\"\n\tStates\n\t{\n\tSpawn:\n\t\tMEDI A -1\n\t\tStop\n\t}\n}"
},
{
"source": "pk3",
"name": "ANIMDEFS.TXT",
"contents": "texture FIRESK00\npic 1 tics 2\npic 2 tics 2\npic 3 tics 2\npic 4 tics 2\npic 5 tics 2\npic 6 tics 2\npic 7 tics 2\npic 8 tics 2\npic 9 tics 2\npic 10 tics 2\npic 11 tics 2\npic 12 tics 2\npic 13 tics 2\npic 14 tics 2\npic 15 tics 2\npic 16 tics 2\npic 17 tics 2\npic 18 tics 2\npic 19 tics 2\npic 20 tics 2\npic 21 tics 2\npic 22 tics 2\npic 23 tics 2\npic 24 tics 2\npic 25 tics 2\npic 26 tics 2\npic 27 tics 2\npic 28 tics 2\npic 29 tics 2\npic 30 tics 2\npic 31 tics 2\npic 32 tics 2\npic 33 tics 2\npic 34 tics 2\npic 35 tics 2\npic 36 tics 2\npic 37 tics 2\npic 38 tics 2\npic 39 tics 2\npic 40 tics 2\npic 41 tics 2\npic 42 tics 2\npic 43 tics 2\npic 44 tics 2\npic 45 tics 2\npic 46 tics 2\npic 47 tics 2\npic 48 tics 2\npic 49 tics 2\npic 50 tics 2\npic 51 tics 2\npic 52 tics 2\npic 53 tics 2\npic 54 tics 2\npic 55 tics 2\npic 56 tics 2\npic 57 tics 2\npic 58 tics 2\npic 59 tics 2\npic 60 tics 2\npic 61 tics 2\npic 62 tics 2\npic 63 tics 2\npic 64 tics 2\npic 65 tics 2\npic 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METX02\npic 1 tics 9\npic 1 tics 9\n\nflat METX03\npic 1 tics 9\npic 1 tics 9\n\nflat RED\npic 1 tics 9\npic 1 tics 9\n\nflat ROK01\npic 1 tics 9\npic 1 tics 9\n\nflat ROK02\npic 1 tics 9\npic 1 tics 9\n\nflat ROK03\npic 1 tics 9\npic 1 tics 9\n\nflat ROK04\npic 1 tics 9\npic 1 tics 9\n\nflat ROK05\npic 1 tics 9\npic 1 tics 9\n\nflat ROK06\npic 1 tics 9\npic 1 tics 9\n\nflat ROK07\npic 1 tics 9\npic 1 tics 9\n\nflat ROK08\npic 1 tics 9\npic 1 tics 9\n\nflat SLIME01\npic 1 tics 9\npic 2 tics 9\npic 3 tics 9\n\nflat STEEL\npic 1 tics 9\npic 1 tics 9\n\nflat STEP01\npic 1 tics 9\npic 1 tics 9\n\nflat STEP02\npic 1 tics 9\npic 1 tics 9\n\nflat TILE01\npic 1 tics 9\npic 1 tics 9\n\nflat TILE02\npic 1 tics 9\npic 1 tics 9\n\nflat TILE03\npic 1 tics 9\npic 1 tics 9\n\nflat TILE04\npic 1 tics 9\npic 1 tics 9\n\nflat TILE05\npic 1 tics 9\npic 1 tics 9\n\nflat TILE06\npic 1 tics 9\npic 1 tics 9\n\nflat TILE07\npic 1 tics 9\npic 1 tics 9\n\nflat TILE08\npic 1 tics 9\npic 1 tics 9\n\nflat TILE09\npic 1 tics 9\npic 1 tics 9\n\nflat WATER01\npic 1 tics 9\npic 2 tics 9\npic 3 tics 9\npic 4 tics 9\n\nflat WMSGATE\npic 1 tics 9\npic 1 tics 9\n\nflat WOODX01\npic 1 tics 9\npic 1 tics 9\n\nflat WOODX02\npic 1 tics 9\npic 1 tics 9\n\nswitch SW1BMET on sound switch1 pic SW2BMET tics 0\nswitch SW2BMET off sound switch2 pic SW1BMET tics 0\n\nswitch SW1BRICK on sound switch1 pic SW2BRICK tics 0\nswitch SW2BRICK off sound switch2 pic SW1BRICK tics 0\n\nswitch SW1BRNZ on sound switch1 pic SW2BRNZ tics 0\nswitch SW2BRNZ off sound switch2 pic SW1BRNZ tics 0\n\nswitch SW1BROWN on sound switch1 pic SW2BROWN tics 0\nswitch SW2BROWN off sound switch2 pic SW1BROWN tics 0\n\nswitch SW1MARB on sound switch1 pic SW2MARB tics 0\nswitch SW2MARB off sound switch2 pic SW1MARB tics 0\n\nswitch SW1MET on sound switch1 pic SW2MET tics 0\nswitch SW2MET off sound switch2 pic SW1MET tics 0\n\nswitch SW1METAL on sound switch1 pic SW2METAL tics 0\nswitch SW2METAL off sound switch2 pic SW1METAL tics 0\n\nswitch SW1NEW02 on sound switch1 pic SW2NEW02 tics 0\nswitch SW2NEW02 off sound switch2 pic SW1NEW02 tics 0\n\nswitch SW1NEW03 on sound switch1 pic SW2NEW03 tics 0\nswitch SW2NEW03 off sound switch2 pic SW1NEW03 tics 0\n\nswitch SW1NEW04 on sound switch1 pic SW2NEW04 tics 0\nswitch SW2NEW04 off sound switch2 pic SW1NEW04 tics 0\n\nswitch SW1NEW05 on sound switch1 pic SW2NEW05 tics 0\nswitch SW2NEW05 off sound switch2 pic SW1NEW05 tics 0\n\nswitch SW1NEW06 on sound switch1 pic SW2NEW06 tics 0\nswitch SW2NEW06 off sound switch2 pic SW1NEW06 tics 0\n\nswitch SW1NEW10 on sound switch1 pic SW2NEW10 tics 0\nswitch SW2NEW10 off sound switch2 pic SW1NEW10 tics 0\n\nswitch SW1NEW11 on sound switch1 pic SW2NEW11 tics 0\nswitch SW2NEW11 off sound switch2 pic SW1NEW11 tics 0\n\nswitch SW1NEW13 on sound switch1 pic SW2NEW13 tics 0\nswitch SW2NEW13 off sound switch2 pic SW1NEW13 tics 0\n\nswitch SW1NEW14 on sound switch1 pic SW2NEW14 tics 0\nswitch SW2NEW14 off sound switch2 pic SW1NEW14 tics 0\n\nswitch SW1NEW20 on sound switch1 pic SW2NEW20 tics 0\nswitch SW2NEW20 off sound switch2 pic SW1NEW20 tics 0\n\nswitch SW1NEW25 on sound switch1 pic SW2NEW25 tics 0\nswitch SW2NEW25 off sound switch2 pic SW1NEW25 tics 0\n\nswitch SW1NEW26 on sound switch1 pic SW2NEW26 tics 0\nswitch SW2NEW26 off sound switch2 pic SW1NEW26 tics 0\n\nswitch SW1NEW28 on sound switch1 pic SW2NEW28 tics 0\nswitch SW2NEW28 off sound switch2 pic SW1NEW28 tics 0\n\nswitch SW1NEW29 on sound switch1 pic SW2NEW29 tics 0\nswitch SW2NEW29 off sound switch2 pic SW1NEW29 tics 0\n\nswitch SW1NEW30 on sound switch1 pic SW2NEW30 tics 0\nswitch SW2NEW30 off sound switch2 pic SW1NEW30 tics 0\n\nswitch SW1NEW31 on sound switch1 pic SW2NEW31 tics 0\nswitch SW2NEW31 off sound switch2 pic SW1NEW31 tics 0\n\nswitch SW1NEW32 on sound switch1 pic SW2NEW32 tics 0\nswitch SW2NEW32 off sound switch2 pic SW1NEW32 tics 0\n\nswitch SW1NEW33 on sound switch1 pic SW2NEW33 tics 0\nswitch SW2NEW33 off sound switch2 pic SW1NEW33 tics 0\n\nswitch SW1NEW34 on sound switch1 pic SW2NEW34 tics 0\nswitch SW2NEW34 off sound switch2 pic SW1NEW34 tics 0\n\nswitch SW1NEW35 on sound switch1 pic SW2NEW35 tics 0\nswitch SW2NEW35 off sound switch2 pic SW1NEW35 tics 0\n\nswitch SW1NEW36 on sound switch1 pic SW2NEW36 tics 0\nswitch SW2NEW36 off sound switch2 pic SW1NEW36 tics 0\n\nswitch SW1NEW39 on sound switch1 pic SW2NEW39 tics 0\nswitch SW2NEW39 off sound switch2 pic SW1NEW39 tics 0\n\nswitch SW1NEW40 on sound switch1 pic SW2NEW40 tics 0\nswitch SW2NEW40 off sound switch2 pic SW1NEW40 tics 0\n\nswitch SW1NEW41 on sound switch1 pic SW2NEW41 tics 0\nswitch SW2NEW41 off sound switch2 pic SW1NEW41 tics 0\n\nswitch SW1NEW42 on sound switch1 pic SW2NEW42 tics 0\nswitch SW2NEW42 off sound switch2 pic SW1NEW42 tics 0\n\nswitch SW1NEW45 on sound switch1 pic SW2NEW45 tics 0\nswitch SW2NEW45 off sound switch2 pic SW1NEW45 tics 0\n\nswitch SW1NEW46 on sound switch1 pic SW2NEW46 tics 0\nswitch SW2NEW46 off sound switch2 pic SW1NEW46 tics 0\n\nswitch SW1NEW47 on sound switch1 pic SW2NEW47 tics 0\nswitch SW2NEW47 off sound switch2 pic SW1NEW47 tics 0\n\nswitch SW1NEW51 on sound switch1 pic SW2NEW51 tics 0\nswitch SW2NEW51 off sound switch2 pic SW1NEW51 tics 0\n\nswitch SW1NEW57 on sound switch1 pic SW2NEW57 tics 0\nswitch SW2NEW57 off sound switch2 pic SW1NEW57 tics 0\n\nswitch SW1NEW60 on sound switch1 pic SW2NEW60 tics 0\nswitch SW2NEW60 off sound switch2 pic SW1NEW60 tics 0\n\nswitch SW1NEW63 on sound switch1 pic SW2NEW63 tics 0\nswitch SW2NEW63 off sound switch2 pic SW1NEW63 tics 0\n\nswitch SW1NEW65 on sound switch1 pic SW2NEW65 tics 0\nswitch SW2NEW65 off sound switch2 pic SW1NEW65 tics 0\n\nswitch SW1NEW66 on sound switch1 pic SW2NEW66 tics 0\nswitch SW2NEW66 off sound switch2 pic SW1NEW66 tics 0\n\nswitch SW1NEW68 on sound switch1 pic SW2NEW68 tics 0\nswitch SW2NEW68 off sound switch2 pic SW1NEW68 tics 0\n\nswitch SW1NEW69 on sound switch1 pic SW2NEW69 tics 0\nswitch SW2NEW69 off sound switch2 pic SW1NEW69 tics 0\n\nswitch SW1NEW70 on sound switch1 pic SW2NEW70 tics 0\nswitch SW2NEW70 off sound switch2 pic SW1NEW70 tics 0\n\nswitch SW1RED on sound switch1 pic SW2RED tics 0\nswitch SW2RED off sound switch2 pic SW1RED tics 0\n\nswitch SW1RUST on sound switch1 pic SW2RUST tics 0\nswitch SW2RUST off sound switch2 pic SW1RUST tics 0\n\nswitch SW1SKULL on sound switch1 pic SW2SKULL tics 0\nswitch SW2SKULL off sound switch2 pic SW1SKULL tics 0\n\nswitch SW1SKUL2 on sound switch1 pic SW2SKUL2 tics 0\nswitch SW2SKUL2 off sound switch2 pic SW1SKUL2 tics 0\n\nswitch SW1STAR on sound switch1 pic SW2STAR tics 0\nswitch SW2STAR off sound switch2 pic SW1STAR tics 0\n\nswitch SW1STEEL on sound switch1 pic SW2STEEL tics 0\nswitch SW2STEEL off sound switch2 pic SW1STEEL tics 0\n\nflat\tBLOOD1 \trange\tBLOOD3 \ttics 9\nflat\tFWATER1 \trange\tFWATER4 \ttics 9\nflat\tLAVA1 \trange\tLAVA4\t\ttics 9\nflat\tNUKAGE1 \trange\tNUKAGE3 \ttics 9\nflat\tSLIME05 \trange\tSLIME08 \ttics 9\nflat\tSLIME09 \trange\tSLIME12 \ttics 9\ntexture\tBFALL1 \trange\tBFALL4 \ttics 9\ntexture\tBLODRIP1\trange\tBLODRIP4\ttics 9\ntexture\tFIREBLU1\trange\tFIREBLU2\ttics 9\ntexture\tFIRELAV3\trange\tFIRELAVA\ttics 9\ntexture\tFIREMAG1\trange\tFIREMAG3\ttics 9\ntexture\tFIREWALA\trange\tFIREWALL\ttics 9\ntexture\tGSTFONT1\trange\tGSTFONT3\ttics 9\ntexture\tROCKRED1\trange\tROCKRED3\ttics 9\ntexture\tSFALL1 \trange\tSFALL4 \ttics 9\ntexture\tWFALL1 \trange\tWFALL4 \ttics 9"
},
{
"source": "pk3",
"name": "ArachnotronLord.txt",
"contents": "//===========================================================================\n//\n// ArachnotronLord\n//\n//===========================================================================\nACTOR ArachnotronLord\n{\n\tHealth 2600\n\tRadius 96\n\tHeight 104\n\tMass 10000\n\tMONSTER\n\t+BOSS\n\t+NORADIUSDMG\n\t+FLOORCLIP\n GibHealth 20\n\tPainChance 20\n damagefactor \"Crush\", 10.0\n\tdamagefactor \"Avoid\", 0.0\n\tSeeSound \"baby/sight\"\n\tPainSound \"baby/pain\"\n\tDeathSound \"baby/death\"\n\tActiveSound \"baby/active\"\n\tObituary \"%o let a Arachnotron Lord get %h\"\n\tMissileType ArachnotronPlasma\n\tTranslation \"192:207=196:207\", \"80:111=88:111\", \"152:159=154:159\", \"128:143=132:143\", \"48:79=56:79\"\n BloodType \"Brutal_Blood\", \"BloodSPlatterReplacer\", \"SawBlood\"\n\tMaxStepHeight 24\n\tDropItem \"Berserker\" 5\n\tMaxDropOffHeight 24\n\tPainChance \"Kick\", 255\ndamagefactor \"Blood\", 0.0 damagefactor \"BlueBlood\", 0.0 damagefactor \"GreenBlood\", 0.0\n Damage (random(160,255))\n\tSpeed 12\n+DONTHURTSPECIES\n Scale 1.3\n\tStates\n\t{\n\tDeath.KillMe:\n\tDeath.Taunt:\n\t TNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n TNT1 A 0 A_SpawnItem(\"Arachnotron1\")\n Stop\n\tSpawn:\n\t\tBSPI A 10 A_Look\n\t\tLoop\n\tSee:\n TNT1 A 0 A_SpawnItemEx(\"FootStep\", 0, 0, 20, 0, 0)\n\t\tBSPI A 1 A_BabyMetal\n\t\tBSPI AABBBCCC 1 A_Chase(\"\", \"\")\n\t\tBSPI D 1 A_BabyMetal\n\t\tBSPI DDDEEEFFF 1 A_Chase\n\t\tGoto See+1\n\tMissile:\n\t\tBSPI A 20 BRIGHT A_FaceTarget\n //TNT1 AAAAAAAA 0\n\t\tBSPI G 4 BRIGHT A_CustomMissile(\"EnemyPlasmaBall\",45,0,0,0)\n\t\tBSPI G 4 BRIGHT A_CustomMissile(\"ArachnotronPlasma\",48,0,0)\n\t\tBSPI H 4 BRIGHT A_CustomMissile(\"EnemyPlasmaBall\",45,0,0,0)\n\t\tBSPI H 4 BRIGHT A_CustomMissile(\"ArachnotronPlasma\",48,0,0)\n\t\tBSPI H 1 BRIGHT A_SpidRefire\n\t\tGoto Missile+1\n\n\tPain:\n\t\tBSPI I 3\n\t\tBSPI I 3 A_Pain\n\t\tGoto See+1\n\n\tPain.Kick:\n TNT1 A 0 A_FaceTarget\n\t\tBSPI I 6\n\t\tBSPI I 6 A_Pain\n\t\tGoto See+1\n\tDeath:\n\t\tBSPI J 8 A_Scream\n TNT1 AAAAAAAAA 0 A_CustomMissile (\"CeilBloodLauncherLong\", 0, 0, random (0, 360), 2, random (50, 130))\n\t\t TNT1 AAAA 0 A_CustomMissile (\"Instestin\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAAAA 0 A_CustomMissile (\"XDeathBrain1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAAAA 0 A_CustomMissile (\"XDeathBrain2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 32, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAA 0 A_CustomMissile (\"SpiderPart1\", 32, 0, random (0, 360), 2, random (0, 160))\n TNT1 AA 0 A_CustomMissile (\"SpiderPart2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tBSPI K 6 A_NoBlocking\n\t\tBSPI LMNO 8\n\t\tBSPI P 1 A_BossDeath\n\t\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n TNT1 A 0 A_SpawnItem (\"DeadSpider\", 1)\n Stop\n\tDeath.Cutless:\n\tTNT1 A 0\n\tTNT1 A 0 A_Jump(128,\"XDeath\")\n\tGoto Death\n\nDeath.SuperPlasma:\n Death.Plasma: Death.Plasma2:\n TNT1 A 0 A_BossDeath\n\t\tTNT1 A 0 A_BossDeath\n TNT1 A 0 A_Scream\n TNT1 A 0 A_NoBlocking\n TNT1 AAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 AA 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tEXPL AAAAAA 0 A_CustomMissile (\"ExplosionSmoke\", 32, 0, random (0, 360), 2, random (0, 360))\n CARB KKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKK 7 A_CustomMissile (\"PlasmaSmoke\", 15, 0, random (0, 360), 2, random (70, 110))\n CARB K -1\n Stop\n\n\t\tDeath.Fire:\n TNT1 A 0\n\t\tTNT1 A 0 A_BossDeath\n\t\tTNT1 A 0 A_Scream\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 AAA 0 A_CustomMissile (\"PEPart2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tBSPI LLLL 2 A_CustomMissile (\"FlameTrails\", 45, 0, random (0, 360), 2, random (50, 130))\n\t\tBSPI MMMM 2 A_CustomMissile (\"FlameTrails\", 30, 0, random (0, 360), 2, random (50, 130))\n\t\tBSPI NNNN 2 A_CustomMissile (\"FlameTrails\", 25, 0, random (0, 360), 2, random (50, 130))\n\t\tBSPI OOOO 2 A_CustomMissile (\"FlameTrails\", 25, 0, random (0, 360), 2, random (50, 130))\n TNT1 A 0 A_Playsound(\"props/redfire\")\n\t\tGoto Burns\n\tBurns:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_GiveInventory(\"BrutalCounter\")\n\t CARB KK 2 A_SpawnItem(\"YellowFlare\",0,20)\n ID22 F 0 A_CustomMissile (\"FlameTrails\", 20, 0, random (0, 360), 2, random (70, 110))\n\t\tCARB KK 2 A_SpawnItem(\"YellowFlare\",0,20)\n\t\tID22 F 0 A_CustomMissile (\"FlameTrails\", 20, 0, random (0, 360), 2, random (70, 110))\n\t\tID22 F 0 A_CustomMissile (\"PlasmaSmoke\", 30, 0, random (0, 360), 2, random (70, 110))\n TNT1 A 0 A_JumpIfInventory(\"BrutalCounter\", 30, \"Smokes\")\n\t\tLoop\n\tSmokes:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"BrutalCounter\", 60, \"Rest\")\n\t\tTNT1 A 0 A_GiveInventory(\"BrutalCounter\")\n\t CARB K 5 A_CustomMissile (\"PlasmaSmoke\", 30, 0, random (0, 360), 2, random (70, 110))\n Loop\n\tRest:\n\t\tCARB K -1\n Stop\n\n Death.Fatality:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_Pain\n\t\tTNT1 A 0 A_JumpIfIntargetInventory(\"FistsSelected\", 1, 1)\n\t\tGoto Death\n\t TNT1 A 0 A_Jump(128, \"Death.Fatality2\")\n\t TNT1 A 0 A_GiveToTarget(\"GoFatality\", 1)\n TNT1 A 0 A_GiveToTarget(\"ArachnotronFatality\", 1)\n TNT1 A 1 A_BossDeath\n TNT1 A 0\n\t\tStop\n\tDeath.Fatality2:\n\tTNT1 A 0 A_GiveToTarget(\"GoFatality\", 1)\n TNT1 A 0 A_GiveToTarget(\"ArachnotronFatality2\", 1)\n TNT1 A 1 A_BossDeath\n TNT1 A 0\n\t\tStop\n\n Death.Cut:\n\tDeath.Saw:\n\tTNT1 AAAAA 0 A_CustomMissile (\"Instestin2\", 14, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAAAAA 0 A_CustomMissile (\"CeilBloodLauncher\", 40, 0, random (0, 360), 2, random (50, 130))\n TNT1 AAAAA 0 A_CustomMissile (\"XDeath1\", 10, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAAAA 0 A_CustomMissile (\"XDeath2\", 10, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAAAAAAAAAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 0 A_CustomMissile (\"XDeathArachnotronHead\", 50, 0, random (0, 360), 2, random (40, 130))\nTNT1 A 0 A_Scream\nTNT1 A 0 A_NoBlocking\nARF2 F 16\nARF2 G 8\nTNT1 A 0 A_SpawnItemEx(\"NoLegsSpider\", 0, 1, 1, 1, 1)\nStop\n Death.Crush:\n\tXDeath:\n\t\tBSPI J 4\n\t\tTNT1 A 0 A_SpawnItemEx (\"ExplosionFlareSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n TNT1 A 0 A_SpawnItemEx (\"BarrelKaboom\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\n\t\tTNT1 A 0 A_Jump(64, \"XDeathRare\")\n TNT1 AAAAA 0 A_CustomMissile (\"SuperGoreSpawner\", 10, 0, random (0, 360), 2, random (0, 180))\n TNT1 AAAAAAAAAA 0 A_CustomMissile (\"SuperGoreSpawner\", 0, 0, random (0, 180), 2, random (0, 180))\n TNT1 AA 0 A_CustomMissile (\"SpiderLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAAAAAAAA 0 A_CustomMissile (\"CeilBloodLauncherLong\", 0, 0, random (0, 360), 2, random (50, 130))\n\t\t TNT1 AAAA 0 A_CustomMissile (\"Instestin\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAAAAAAAA 0 A_CustomMissile (\"XDeathBrain1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAAAAAAAAA 0 A_CustomMissile (\"XDeathBrain2\", 32, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAAAAAAA 0 A_CustomMissile (\"SpiderPart1\", 32, 0, random (0, 360), 2, random (0, 160))\n TNT1 AA 0 A_CustomMissile (\"SpiderPart2\", 32, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAA 0 A_CustomMissile (\"PEPart2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAAAAAAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tXBSP A 6 A_NoBlocking\n\t\tXBSP BCD 6\n\t\tXBSP D 1 A_BossDeath\n\t\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n TNT1 A 0 A_SpawnItem (\"XDeadSpider\", 1)\n \t\tGoto XBurns\n\tXBurns:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"BrutalCounter\", 20, \"XSmokes\")\n\t\tTNT1 A 0 A_GiveInventory(\"BrutalCounter\")\n\t TNT1 DD 2 A_SpawnItem(\"YellowFlare\",0,20)\n ID22 F 0 A_CustomMissile (\"FlameTrails\", 20, 0, random (0, 360), 2, random (70, 110))\n\t\tTNT1 DD 2 A_SpawnItem(\"YellowFlare\",0,20)\n\t\tXBSP D 0 A_CustomMissile (\"FlameTrails\", 20, 0, random (0, 360), 2, random (70, 110))\n\t\tXBSP D 0 A_CustomMissile (\"PlasmaSmoke\", 30, 0, random (0, 360), 2, random (70, 110))\n Loop\n\tXSmokes:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"BrutalCounter\", 100, \"XRest\")\n\t\tTNT1 A 0 A_GiveInventory(\"BrutalCounter\")\n\t TNT1 D 5 A_CustomMissile (\"PlasmaSmoke\", 40, 0, random (0, 360), 2, random (70, 110))\n Loop\n\tXRest:\n\t\tTNT1 A 0\n Stop\n Raise:\n\t\tBSPI P 5\n\t\tBSPI ONMLKJ 5\n\t\tGoto See+1\n Crush:\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n CRS3 A 5 A_BossDeath\n CRS3 A -1\n Stop\n\n\tXDeathRare:\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathArachnotronHead\", 50, 0, random (0, 360), 2, random (40, 130))\n TNT1 AA 0 A_CustomMissile (\"SpiderLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAAAAAAAA 0 A_CustomMissile (\"CeilBloodLauncherLong\", 0, 0, random (0, 360), 2, random (50, 130))\n\t\t XBSP A 6 A_NoBlocking\n\t\tXBSP BCD 6\n\t\tXBSP D 1 A_BossDeath\n\t\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n TNT1 A 0 A_SpawnItem (\"XDeadSpider\", 1)\n Goto XBurns\n\n\t Death.Ice:\n\tDeath.Freeze:\n\tDeath.Frost:\n\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\tTNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n\tTNT1 A 0 A_SpawnItem(\"FrozenArachnotron\")\n\tStop\n\t}\n}\n\nActor EnemyPlasmaBall : PlasmaBall75\n{\nDamage (random(150,255))\nDamageType Plasma\nSpeed 26\n+DONTHURTSPECIES\n}\n\nActor DeadSpider\n{\n Radius 24\n Height 18\n Scale 1.3\n +SHOOTABLE\n +NOTELEPORT\n +MOVEWITHSECTOR\n +CORPSE\n\t-SOLID\n\t+THRUACTORS\n\tdamagefactor \"Crusher\", 50.0\n Mass 1000\n Health 100\n damagefactor \"Blood\", 0.0\n damagefactor \"Trample\", 0.0\nStates\n {\n Spawn:\n\t\tBSPI P -1\n Stop\n\tRaise:\n\t\tBSPI P 5\n\t\tBSPI ONMLKJ 5\n TNT1 A 0 A_SpawnItem (\"Arachnotron1\", 3)\n\t\tStop\n\tDeath.Cut:\n\tDeath.Cutless:\n Death:\n \t \t\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath2\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath3\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath4\", 5, 0, random (0, 360), 2, random (0, 160))\n Stop}}\n\nActor XDeadSpider: DeadSpider\n{Scale 1.0\nHealth 200 States{Spawn:\n XBSP D -1\n Stop\n Death.Cut: Death.Cutless:\t Death:\n \t \t\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath2\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath3\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath4\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\tStop}}\n\nActor RapedArachnotron: DeadSpider\n\n{Scale 1.0\nHealth 200 States{Spawn:\n ARF1 O -1\n Stop\n Death.Cut: Death.Cutless:\t Death:\n \t \t\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath2\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath3\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath4\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\tStop}}\n\nActor NoLegsSpider: DeadSpider\n\n{Scale 1.0\n+NOBLOOD\nHealth 999999999999\nStates{Spawn:\n ARF2 H -1\n Stop\n }}\n\nACTOR SpiderPart1\n{\n Radius 8\n Height 8\n Speed 12\n Scale 1.3\n\tMass 1\n +NOBLOCKMAP\n\t+MISSILE\n +NOTELEPORT\n +MOVEWITHSECTOR\n +CLIENTSIDEONLY\n +RIPPER\n +BLOODLESSIMPACT\ndamagetype Blood\n SeeSound \"misc/xdeath4\"\n DeathSound \"misc/xdeath1\"\n\tDecal BloodSuper\n States\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n ID22 ABCD 2 A_CustomMissile(\"BloodTrails\",0,0,180,2)\n Loop\n Death:\n ID22 E 1 A_SpawnItem(\"Brutal_BloodSpot\",0,0,0,1)\n ID22 E -1\n Stop\n TNT1 A 1\n Splash:\n TNT1 A 0\n Stop\n }\n}\n\nACTOR SpiderPart2\n{\n Radius 8\n Height 8\n Speed 12\n Scale 2.0\n\tMass 1\n +NOBLOCKMAP\n\t+MISSILE\n +NOTELEPORT\n +MOVEWITHSECTOR\n +CLIENTSIDEONLY\n +RIPPER\n +BLOODLESSIMPACT\n +DOOMBOUNCE\n BounceFactor 0.5\ndamagetype Blood\n SeeSound \"misc/xdeath4\"\n DeathSound \"misc/xdeath1\"\n\tDecal BloodSuper\n States\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n ID22 ABCD 2 A_CustomMissile(\"BloodTrails\",0,0,180,2)\n Loop\n Death:\n ID22 F 1 A_SpawnItem(\"Brutal_BloodSpot\",0,0,0,1)\n ID22 F -1\n Stop\n TNT1 A 1\n Splash:\n TNT1 A 0\n Stop\n }\n}\n\nACTOR CrawlingDyingSpider\n{\n Radius 12\n Height 24\n Speed 9\n\tHealth 100\n\tPainSound \"grunt/pain\"\n\tdamagefactor \"Kick\", 0.1\n\tdamagefactor \"Melee\", 0.1\n\tdamagefactor \"SuperPunch\", 0.1\n\tdamagefactor \"SuperKick\", 0.1\n\tdamagefactor \"Extremepunches\", 0.1\n\tPainChance \"Kick\", 255\n\tPainChance \"SuperKick\", 255\n\tPainChance \"SuperPunch\", 255\n\tPainChance \"Extremepunches\", 255\n\tPainChance 255\n\tdamagefactor \"trample\", 2.0\n\t+SHOOTABLE\n +FLOORCLIP\n\t//+NOBLOCKMAP\n +LOOKALLAROUND\n\t+FRIGHTENED\n\t+SOLID\n States\n {\n\n Spawn:\n\tNAHC B 1 A_Look\n\tGoto See\n See:\n\t\tNAHC ABCD 10 A_Chase\n NAHC A 0 A_Pain\n\t\tTNT1 A 0 A_SpawnItemEx(\"Brutal_FlyingBlood\", 0, 0, 10, 0, 0)\n\n\t\tTNT1 A 0 A_GiveInventory(\"DeathTimer1\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"DeathTimer1\", 12, \"GotoDeath\")\n\t\tLoop\n\n\tGotoDeath:\n\tTNT1 A 0\n\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\", 1)\n\tNAHC EFGH 5\n\tNAHC H -1\n\tStop\n\n\t\tDeath:\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 AAAAAAAAAAAA 0 A_CustomMissile (\"SmallBrainPiece\", 10, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 10, 0, random (0, 360), 2, random (0, 160))\n\t\tNAHC IJKLMN 5\n\t\tNAHC N -5\n\t\tStop\n\tPain.SuperPunch:\n\tPain.SuperKick:\n\tPain.Kick:\n\tPain.Extremepunches:\n\tTNT1 A 0 A_FaceTarget\n\tNAHA A 1 A_Pain\n\tTNT1 A 0 ThrustThing(angle*256/360+128, 5, 0, 0)\n\tPain.ExplosiveImpact:\n\tTNT1 A 0 ThrustThingZ(0,50,0,1)\n\n\tNAHA A 2 A_FaceTarget\n\tGoto Fly\n\n\tFly:\n\tNAHA ABCDEFGH 3 A_CheckFloor(\"See\")\n\tNULL A 0 A_JumpIf (momz == 0, \"See\")\n\tTNT1 A 0\n\tLoop\n\n\t}\n}"
},
{
"source": "pk3",
"name": "ARCHVILE.txt",
"contents": "//===========================================================================\n//\n// Arch Vile\n//\n//===========================================================================\n\nACTOR TehArchvile: Archvile Replaces Archvile\n{\n\tGame Doom\n\tSpawnID 111\n\tGibHealth 10\n\tRadius 20\n\tHeight 56\n damagefactor \"Crush\", 10.0\n\tMass 500\n\tSpeed 15\n\tPainChance 10\n\tPainChance \"Kick\", 90\n\tdamagefactor \"Avoid\", 0.0\n\tBloodType \"Brutal_Blood\", \"BloodSPlatterReplacer\", \"SawBlood\"\n\tMonster\n\tMaxTargetRange 896\n\t+QUICKTORETALIATE\n\t+FLOORCLIP\n\t+NOTARGET\n\t+TELESTOMP\n DamageType Rape\n\tDropItem \"Berserker\" 5\n\tDamageFactor \"Saw\", 0.6\n\tSeeSound \"vile/sight\"\n\tPainSound \"vile/pain\"\n\tDeathSound \"vile/death\"\n\tActiveSound \"vile/active\"\n\tMeleeSound \"vile/stop\"\n\tObituary \"%o was exploded by an Arch-Vile.\"\ndamagefactor \"Blood\", 0.0 damagefactor \"BlueBlood\", 0.0 damagefactor \"GreenBlood\", 0.0\nDamageFactor \"bloodsplasher\", 0.0\tDamageFactor \"tinybloodsplasher\", 0.0\tDamageFactor \"superbloodsplasher\", 0.0\tDamageFactor \"smallbloodsplasher\", 0.0\n\tDamageFactor \"BlueBloodSplasher\", 0.0\n\tDamageFactor \"BlueSuperBloodSplasher\", 0.0\n\tStates\n\t{\n\tSpawn:\n\t\tDIAB B 10 A_Look\n\t\tLoop\n\tSee:\n TNT1 A 0 A_SpawnItemEx(\"FootStep\", 0, 0)\n\t\tDIAB AABBCCDDCCBB 2 A_VileChase\n\t\tLoop\n\tMissile:\n\t\tDIAB E 0 BRIGHT A_VileStart\n\t\tDIAB E 10 A_FaceTarget\n\t\tDIAB E 1 A_VileTarget\n\t\tDIAB E 7 A_VileTarget\n\n\t\tDIAB E 1 A_VileTarget\n TNT1 A 0 A_CustomMissile (\"SmallFlameTrails\", 85, 35, random (0, 40), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"SmallFlameTrails\", 85, -35, random (0, 40), 2, random (0, 160))\n DIAB E 3 A_FaceTarget\n TNT1 A 0 A_CustomMissile (\"SmallFlameTrails\", 85, 35, random (0, 40), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"SmallFlameTrails\", 85, -35, random (0, 40), 2, random (0, 160))\n DIAB F 3 BRIGHT A_FaceTarget\n\n\t\tDIAB F 3 BRIGHT A_FaceTarget\n\t\tDIAB E 1 A_VileTarget\n TNT1 A 0 A_CustomMissile (\"SmallFlameTrails\", 85, 35, random (0, 40), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"SmallFlameTrails\", 85, -35, random (0, 40), 2, random (0, 160))\n DIAB E 3 A_FaceTarget\n TNT1 A 0 A_CustomMissile (\"SmallFlameTrails\", 85, 35, random (0, 40), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"SmallFlameTrails\", 85, -35, random (0, 40), 2, random (0, 160))\n DIAB F 3 BRIGHT A_FaceTarget\n\t\tDIAB E 1 A_VileTarget\n TNT1 A 0 A_CustomMissile (\"SmallFlameTrails\", 85, 35, random (0, 40), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"SmallFlameTrails\", 85, -35, random (0, 40), 2, random (0, 160))\n DIAB E 3 A_FaceTarget\n TNT1 A 0 A_CustomMissile (\"SmallFlameTrails\", 85, 35, random (0, 40), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"SmallFlameTrails\", 85, -35, random (0, 40), 2, random (0, 160))\n DIAB F 3 BRIGHT A_FaceTarget\n\t\tDIAB E 1 A_VileTarget\n TNT1 A 0 A_CustomMissile (\"SmallFlameTrails\", 85, 35, random (0, 40), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"SmallFlameTrails\", 85, -35, random (0, 40), 2, random (0, 160))\n DIAB E 3 A_FaceTarget\n TNT1 A 0 A_CustomMissile (\"SmallFlameTrails\", 85, 35, random (0, 40), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"SmallFlameTrails\", 85, -35, random (0, 40), 2, random (0, 160))\n DIAB F 3 BRIGHT A_FaceTarget\n\n\t\tDIAB JKLMN 3 BRIGHT A_FaceTarget\n\t\tDIAB O 3 BRIGHT A_VileAttack\n\t\tDIAB P 3 BRIGHT\n\t\tGoto See\n\tHeal:\nDIAB E 3\n\t\tGoto See //Had to remove it for now due some bugs.\n\tPain:\n\t\tDIAB Q 5\n\t\tDIAB Q 5 A_Pain\n\t\tGoto See\n\n\tPain.Kick:\n TNT1 A 0 A_FaceTarget\n TNT1 A 0 A_Recoil(8)\n\t\tDIAB Q 10 A_Pain\n\t\tDIAB Q 10\n\t\tGoto See\n\n\tDeath:\n\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tDIAB RSTUVWX 5 A_SpawnItem (\"MuchBlood\", 40)\n\t\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n\t\tDIAB X -1\n\t\tStop\n\n\tDeath.Shotgun:\n\tDeath.Cutless:\n\tDeath.Cut:\n\tDeath.Saw:\n\tTNT1 A 0\n\tTNT1 A 0 A_JumpIfCloser(200, \"BrutalDeath\")\n\tTNT1 A 0\n\tGoto Death\n\n\tBrutalDeath:\n\tTNT1 A 0\n\tTNT1 A 0 A_NoBlocking\n\tTNT1 A 0 A_Scream\n\tTNT1 AA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (0, 360), 2, random (60, 120))\n\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 32, 0, random (0, 360), 2, random (60, 120))\n\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 32, 0, random (0, 360), 2, random (60, 120))\n\tTNT1 A 0 A_CustomMissile (\"XDeath4\", 52, 0, random (0, 360), 2, random (60, 120))\n\tTNT1 AAAA 0 A_CustomMissile (\"Instestin\", 32, 0, random (0, 360), 2, random (60, 120))\n\tTNT1 A 0 A_CustomMissile (\"XDeathArchVileLeg\", 32, 0, random (0, 360), 2, random (60, 120))\n\tTNT1 A 0 A_CustomMissile (\"XDeathArchVile\", 64, 0, random (0, 360), 2, random (60, 120))\n\tVILE STUVWXY 6\n\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n\tVILE Z -1\n\tStop\n\n\tXDeath:\n\t\tTNT1 A 0\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath4\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAAAAA 0 A_CustomMissile (\"Instestin\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tVIGI C 4 A_Scream\n\t\tVIGI D 4\n\t\tVIGI E 4 A_NoBlocking\n\t\tVIGI FGHIJ 4\n\t\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n\t\tVIGI J -1\n\t\tStop\nDeath.SuperPlasma:\n Death.Plasma: Death.Plasma2:\n TNT1 A 0\n TNT1 A 0 A_XScream\n TNT1 A 0 A_NoBlocking\n TNT1 AAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tEXPL AAAAAA 0 A_CustomMissile (\"ExplosionSmoke\", 32, 0, random (0, 360), 2, random (0, 360))\n CARB MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM 10 A_CustomMissile (\"SmallSmoke\", 1, 0, random (0, 360), 2, random (0, 160))\n CARB M -1\n Stop\n\n\t Death.Fire:\n TNT1 A 0\n TNT1 A 0 A_Scream\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_Playsound(\"props/redfire\")\n TNT1 AAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tCARB MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM 2 A_CustomMissile (\"FlameTrails\", 15, 0, random (0, 360), 2, random (70, 130))\n CARB MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM 10 A_CustomMissile (\"SmallSmoke\", 15, 0, random (0, 360), 2, random (70, 130))\n CARB M -1\n Stop\n\n Death.Fatality:\n\t TNT1 A 0 A_Pain\n\t TNT1 A 0 A_JumpIfIntargetInventory(\"FistsSelected\", 1, 1)\n\t\tGoto Death.SSG\n\t TNT1 A 0 A_GiveToTarget(\"GoFatality\", 1)\n TNT1 A 0 A_NoBlocking\n TNT1 A 0 A_GiveToTarget(\"ArchvileFatality\", 1)\n Stop\n\n Crush:\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n CRS2 A 5\n CRS2 A -1\n Stop\n\n Pain.KillMe:\n Pain.Taunt:\n TNT1 A 0\n Goto Missile\n Death.KillMe:\n Death.Taunt:\n\t TNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n TNT1 A 0 A_SpawnItem(\"ArchVile\")\n Stop\n\n\tDeath.Ice:\n\tDeath.Freeze:\n\tDeath.Frost:\n\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\tTNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n\tTNT1 A 0 A_SpawnItem(\"FrozenArchvile\")\n\tStop\n\t}\n}\n\nACTOR ArchvileFire2 Replaces ArchvileFire\n{\n\tGame Doom\n Scale 1.0\n\t+NOBLOCKMAP +NOGRAVITY\n\tRenderStyle Add\n\tAlpha 0.6\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 A_CustomMissile(\"RealFlameTrailsSmall\",random(4,10),random(-10,10),random(0,360),2,random(70,110))\n\t\tTNT1 A 2 bright A_StartFire\n\t\tTNT1 A 0 A_CustomMissile(\"RealFlameTrailsSmall\",random(4,10),random(-10,10),random(0,360),2,random(70,110))\n\t\tTNT1 B 2 bright A_Fire\n\t\tTNT1 A 0 A_CustomMissile(\"RealFlameTrailsSmall\",random(4,10),random(-10,10),random(0,360),2,random(70,110))\n\t\tTNT1 A 2 bright A_Fire\n\t\tTNT1 A 0 A_CustomMissile(\"RealFlameTrailsSmall\",random(4,10),random(-10,10),random(0,360),2,random(70,110))\n\t\tTNT1 B 2 bright A_Fire\n\t\tTNT1 A 0 A_CustomMissile(\"RealFlameTrailsSmall\",random(4,10),random(-10,10),random(0,360),2,random(70,110))\n\t\tTNT1 C 2 bright A_FireCrackle\n\n\t\tTNT1 B 2 bright A_Fire\n\n\t\tTNT1 C 2 bright A_Fire\n\n\t\tTNT1 B 2 bright A_Fire\n\n\t\tTNT1 C 2 bright A_Fire\n\n\t\tTNT1 D 2 bright A_Fire\n\n\t\tTNT1 C 2 bright A_Fire\n\n\t\tTNT1 D 2 bright A_Fire\n\n\t\tTNT1 C 2 bright A_Fire\n\n\t\tTNT1 D 2 bright A_Fire\n\n\t\tTNT1 E 2 bright A_Fire\n\n\t\tTNT1 D 2 bright A_Fire\n\n\t\tTNT1 E 2 bright A_Fire\n\n\t\tTNT1 D 2 bright A_Fire\n\n\t\tTNT1 E 2 bright A_FireCrackle\n\n\t\tTNT1 F 2 bright A_Fire\n\n\t\tTNT1 E 2 bright A_Fire\n\n\t\tTNT1 F 2 bright A_Fire\n\n\t\tTNT1 E 2 bright A_Fire\n\n\t\tTNT1 F 2 bright A_Fire\n\n\t\tTNT1 G 2 bright A_Fire\n\n\t\tTNT1 H 2 bright A_Fire\n\n\t\tTNT1 G 2 bright A_Fire\n\n\t\tTNT1 H 2 bright A_Fire\n\n\t\tTNT1 G 2 bright A_Fire\n\t\tTNT1 A 0\n\t\tTNT1 H 2 bright A_Fire\n\n\t\tStop\n\n\t}\n}\n\nACTOR HalfArchVile1\n{\n Radius 16\n Height 8\n Speed 8\n Scale 1.5\n\tMass 1\n\tBounceFactor 0.3\n\tBounceType \"Doom\"\n\t-SOLID\n +NOBLOCKMAP\n\t+MISSILE\n +NOTELEPORT\n +MOVEWITHSECTOR\n +CLIENTSIDEONLY\n\tDecal BloodSuper\n SeeSound \"misc/xdeath4\"\n DeathSound \"misc/xdeath3\"\n States\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n VIGP A 4 A_CustomMissile(\"BloodTrails\",0,0,180,2)\n Loop\n Death:\n TNT1 AAAAAAA 0 A_CustomMissile (\"Brutal_FlyingBloodTrail5\", 0, 0, random (0, 180), 2, random (0, 180))\n TNT1 A 0 A_SpawnItem(\"Brutal_BloodSpot\",0,0,0,1)\n VIGP B 1\n VIGP B -1\n Splash:\n TNT1 A 1\n Stop\n }\n}\n\nACTOR HalfArchVile2\n{\n Radius 16\n Height 8\n Speed 8\n Scale 1.5\n\tMass 1\n\tBounceFactor 0.3\n\tBounceType \"Doom\"\n\t-SOLID\n +NOBLOCKMAP\n\t+MISSILE\n +NOTELEPORT\n +MOVEWITHSECTOR\n +CLIENTSIDEONLY\n\tDecal BloodSuper\n SeeSound \"misc/xdeath4\"\n DeathSound \"misc/xdeath3\"\n States\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n VIGP C 4 A_CustomMissile(\"BloodTrails\",0,0,180,2)\n Loop\n Death:\n TNT1 AAAAAAA 0 A_CustomMissile (\"Brutal_FlyingBloodTrail5\", 0, 0, random (0, 180), 2, random (0, 180))\n TNT1 A 0 A_SpawnItem(\"Brutal_BloodSpot\",0,0,0,1)\n VIGP D 1\n VIGP D -1\n Splash:\n TNT1 A 1\n Stop\n }\n}\n\nactor FatalizedArchVile1: CurbstompedMarine\n{\n States\n {\n Spawn:\nAVF1 Z 1 A_SpawnItem(\"Brutal_BloodSpot\",0,0,0,1)\nAVF1 Z -1\n Stop }}"
},
{
"source": "pk3",
"name": "ARTIFACT.txt",
"contents": "ACTOR SoulSphereHealth : Health\n{\n\tInventory.Amount 100\n\tInventory.MaxAmount 200\n\t+INVENTORY.ALWAYSPICKUP\n}\n\nActor BaseLineEffect\n{\n +Missile\n +NoGravity\n +NoBlockmap\n +NoInteraction\n -Solid\n Radius 0\n Height 0\n RenderStyle Add\n Alpha 0.01\n Scale 0.37\n States\n {\n Spawn:\n SPFX AAAAA 1 Bright A_FadeIn(0.2)\n SPFX AAAAAAAAAAAAAAAA 1 Bright A_FadeOut(0.06)\n Stop\n }\n}\n\nActor BlueLineEffect : BaseLineEffect\n{\n translation \"80:111=196:207\"\n}\n\nActor GreenLineEffect : BaseLineEffect\n{\n translation \"80:111=112:127\"\n}\n\nActor RedLineEffect : BaseLineEffect\n{\n translation \"80:111=176:191\"\n}\n\nActor TanLineEffect : BaseLineEffect\n{\n translation \"80:111=60:79\"\n}\n\n// BERSERK!!! ------------------------------------------------------------------\n\nACTOR Berserl1 : CustomInventory Replaces Berserk\n{\n\tGame Doom\n Scale 1.2\n\tSpawnID 134\n\t+COUNTITEM\n\t+INVENTORY.ALWAYSPICKUP\n\tInventory.PickupMessage \"$GOTBERSERK\"\n Inventory.PickupSound \"BERSPKUP\"\n\tStates\n\t{\n\tSpawn:\n\t\tPSTR A 2 A_SpawnItem(\"RedFlareVerySmall\",0,10)\n\t\tLoop\n\tPickup:\n\t\tTNT1 A 0 A_GiveInventory(\"PowerStrength\")\n\t\tTNT1 A 0 HealThing(100, 0)\n\t\tTNT1 A 20\n\t\tTNT1 A 0 A_Print (\"Press Reload button to alternate execution modes\")\n\t\tStop\n\t}\n}\n\nACTOR GrenadeBox: CustomInventory 23167\n{\n\tGame Doom\n\tScale 1.0\n\tSpawnID 134\n\t+COUNTITEM\n\t+INVENTORY.ALWAYSPICKUP\n\tInventory.PickupMessage \"You found a box of 3 hand grenades and 4 land mines\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\t9TCK A 2\n\t\t\tLoop\n\n\t\tPickup:\n\t\tTNT1 A 0 A_GiveInventory(\"HandGrenadeAmmo\",3)\n\t\t//TNT1 A 0 A_GiveInventory(\"MineAmmo\",4)\n\t\t//TNT1 A 0 A_GiveInventory(\"LandMineLayer\",4)\n\t\tTNT1 A 20\n\t\tStop\n\n\t}\n}\n\nACTOR DemonStrengthRune : Berserl1\n{\n\tGame Doom\n Scale 0.2\n\tSpawnID 134\n\t+COUNTITEM\n\t+INVENTORY.ALWAYSPICKUP\n\tInventory.PickupMessage \"You got the Demon Strength Rune. You feel rage flood you...\"\n\tInventory.PickupSound \"misc/p_pkup\"\n\tStates\n\t{\n\tSpawn:\n\t\tDPRF AABBCCBB 2 A_SpawnItem(\"RedFlareSmall\",0,20)\n\t\tLoop\n\tPickup:\n\t\tTNT1 A 0 A_GiveInventory(\"PowerStrength\")\n\t\tTNT1 A 0 HealThing(25, 0)\n\t\tTNT1 A 20\n\t\tTNT1 A 0 A_Print (\"You got the Demon Strength Rune. You feel rage flood you...\")\n\t\tStop\n\t}\n}\n\nACTOR PowerDoubleDamage : PowerDamage\n{\n\tDamagefactor \"normal\", 2\n}\n\nACTOR DoubleSphere : PowerupGiver 12369\n{\n\t+COUNTITEM\n\t+NOGRAVITY\n\t+INVENTORY.AUTOACTIVATE\n\t+INVENTORY.ALWAYSPICKUP\n\tInventory.MaxAmount 0\n\tPowerup.Type \"PowerDoubleDamage\"\n\tPowerup.Color RedMap\n\tPowerup.Duration -25\n\tInventory.PickupMessage \"Double Damage! You're arsenal craves blood...\"\n\tInventory.PickupSound \"misc/p_pkup\"\n\tStates\n\t{\n\tSpawn:\n\t\tDDMG ABCB 6 Bright\n\t\tTNT1 A 0 A_Print (\"You got the Demon Damage sphere. You're arsenal craves blood...\")\n\t\tLoop\n\t}\n}\n\nACTOR RageSphere : PowerupGiver 12572\n{\n +COUNTITEM\n +INVENTORY.AUTOACTIVATE\n +INVENTORY.ALWAYSPICKUP\n +INVENTORY.BIGPOWERUP\n Inventory.MaxAmount 0\n Powerup.Duration -45\n Powerup.Color 255, 0, 0, 0.125\n Inventory.PickupMessage \"You got the Rage Sphere. Your fingers tremble with energy...\"\n Powerup.Type \"PowerDoubleFiringSpeed\"\n Inventory.PickupSound \"misc/p_pkup\"\n States\n {\n Spawn:\n BLDS ABCDCB 6 Bright\n Loop\n\n\tPickup:\n\t\tTNT1 A 0 A_Print (\"You got the Rage Sphere. Your fingers tremble with energy...\")\n\t\tStop\n }\n}\n\nActor TimeSphere : PowerupGiver\n{\n +CountItem\n +NoGravity\n +Inventory.AutoActivate\n +Inventory.AlwaysPickup\n Inventory.MaxAmount 0\n Powerup.Type TimeFreezer\n Powerup.Color GoldMap\n Powerup.Duration -10\n Inventory.PickupMessage \"You've found a Time Sphere!\"\n States\n {\n Spawn:\n TIME ABCD 6 Bright\n Loop\n }\n}\n\n//Electric Pods\nACTOR ElecPod : CustomInventory\n{\n Inventory.Amount 1\n Inventory.MaxAmount 5\n Inventory.PickupSound \"PLSDRAW\"\n Inventory.PickupMessage \"Picked up an Electric Pod Container.\"\n Inventory.Icon ELPDP\n Tag \"Fires out bouncing electric mines.\"\n +INVBAR\n +FLOORCLIP\n States\n {\n Spawn:\n ELPD A -1\n Stop\n Use:\n ELPD A 0 A_ThrowGrenade(\"ElectricPodSet\",4,16,3,0)\n Stop\n }\n}\n\nACTOR ElectricPodSet\n{\n Radius 3\n Height 5\n Speed 22\n +MISSILE\n +DROPOFF\n +CANBOUNCEWATER\n DONTHURTSHOOTER\n States\n {\n Spawn:\n ELPD A 100 Bright\n Death:\n ELPD A 30 Bright\n\t TNT1 A 0 A_SpawnItemEx(\"PodExplosion\",0,0,0,0,0,0,0,32)\n TNT1 A 0 A_AlertMonsters\n TNT1 A 3 A_SpawnItemEx(\"ElecPodMine\", 25, -9, 28, 0, 0, 0, 0)\n\t TNT1 A 3 A_SpawnItemEx(\"ElecPodMine\", 25, -9, 28, 0, 0, 0, 90)\n\t TNT1 A 3 A_SpawnItemEx(\"ElecPodMine\", 25, -9, 28, 0, 0, 0, 180)\n\t TNT1 A 3 A_SpawnItemEx(\"ElecPodMine\", 25, -9, 28, 0, 0, 0, 270)\n Stop\n }\n}\n\nACTOR ElecPodMine\n{\n Radius 6\n Height 6\n Speed 7\n Gravity 0.7\n PROJECTILE\n -NOGRAVITY\n +DOOMBOUNCE\n +DROPOFF\n +GRENADETRAIL\n +THRUACTORS\n -SHOOTABLE\n\t+NOTARGET\n\t+CANBOUNCEWATER\n BounceSound \"minejump\"\n BounceType Hexen\n BounceCount 16\n States\n {\n Spawn:\n EPDP AAA 20 Bright\n\t TNT1 A 0 ThrustThingZ(0,20,0,0)\n\t TNT1 A 0 ThrustThing(random(0,360), 8, 0, 0)\n EPDP A 0 A_CustomMissile(\"MineElectricity\", 0, 0, 0)\n EPDP A 0 A_CustomMissile(\"MineElectricity\", 0, 0, 10)\n EPDP A 0 A_CustomMissile(\"MineElectricity\", 0, 0, 20)\n EPDP A 0 A_CustomMissile(\"MineElectricity\", 0, 0, 30)\n EPDP A 0 A_CustomMissile(\"MineElectricity\", 0, 0, 40)\n EPDP A 0 A_CustomMissile(\"MineElectricity\", 0, 0, 50)\n EPDP A 0 A_CustomMissile(\"MineElectricity\", 0, 0, 60)\n EPDP A 0 A_CustomMissile(\"MineElectricity\", 0, 0, 70)\n EPDP A 0 A_CustomMissile(\"MineElectricity\", 0, 0, 80)\n EPDP A 0 A_CustomMissile(\"MineElectricity\", 0, 0, 90)\n EPDP A 0 A_CustomMissile(\"MineElectricity\", 0, 0, 100)\n EPDP A 0 A_CustomMissile(\"MineElectricity\", 0, 0, 110)\n EPDP A 0 A_CustomMissile(\"MineElectricity\", 0, 0, 120)\n EPDP A 0 A_CustomMissile(\"MineElectricity\", 0, 0, 130)\n EPDP A 0 A_CustomMissile(\"MineElectricity\", 0, 0, 140)\n EPDP A 0 A_CustomMissile(\"MineElectricity\", 0, 0, 150)\n EPDP A 0 A_CustomMissile(\"MineElectricity\", 0, 0, 160)\n EPDP A 0 A_CustomMissile(\"MineElectricity\", 0, 0, 170)\n EPDP A 0 A_CustomMissile(\"MineElectricity\", 0, 0, 180)\n EPDP A 0 A_CustomMissile(\"MineElectricity\", 0, 0, 190)\n EPDP A 0 A_CustomMissile(\"MineElectricity\", 0, 0, 200)\n EPDP A 0 A_CustomMissile(\"MineElectricity\", 0, 0, 210)\n EPDP A 0 A_CustomMissile(\"MineElectricity\", 0, 0, 220)\n EPDP A 0 A_CustomMissile(\"MineElectricity\", 0, 0, 230)\n EPDP A 0 A_CustomMissile(\"MineElectricity\", 0, 0, 240)\n EPDP A 0 A_CustomMissile(\"MineElectricity\", 0, 0, 250)\n EPDP A 0 A_CustomMissile(\"MineElectricity\", 0, 0, 260)\n EPDP A 0 A_CustomMissile(\"MineElectricity\", 0, 0, 270)\n EPDP A 0 A_CustomMissile(\"MineElectricity\", 0, 0, 280)\n EPDP A 0 A_CustomMissile(\"MineElectricity\", 0, 0, 290)\n EPDP A 0 A_CustomMissile(\"MineElectricity\", 0, 0, 300)\n EPDP A 0 A_CustomMissile(\"MineElectricity\", 0, 0, 310)\n EPDP A 0 A_CustomMissile(\"MineElectricity\", 0, 0, 320)\n EPDP A 0 A_CustomMissile(\"MineElectricity\", 0, 0, 330)\n EPDP A 0 A_CustomMissile(\"MineElectricity\", 0, 0, 340)\n EPDP A 0 A_CustomMissile(\"MineElectricity\", 0, 0, 350)\n EPDP A 0 A_CustomMissile(\"MineElectricity\", 0, 0, 360)\n Goto Spawn+2\n Death:\n\t TNT1 A 0 A_SpawnItemEx(\"PodExplosionSmall\",0,0,0,0,0,0,0,32)\n Stop\n }\n}\n\nACTOR MineElectricity\n{\n Speed 12\n Damage 1\n Damagetype plasma\n PROJECTILE\n RENDERSTYLE TRANSLUCENT\n +NOEXTREMEDEATH\n Scale 0.3\n SeeSound \"Sparks/Spawn\"\n States\n {\n Spawn:\n PDEL ABABABABAB 1 Bright A_SetTranslucent(0.5)\n\t Stop\n Death:\n PDEL A 2 Bright A_SetTranslucent(0.2)\n Stop\n }\n}\n\nACTOR PodExplosion //Does no damage.\n{\nProjectile\nRadius 6\nHeight 6\nSpeed 0\nRenderStyle Add\nAlpha 0.99\nScale 1\nStates\n{\nSpawn:\n\tTNT1 A 0\n\tGoto Death\nDeath:\n\tTNT1 A 0 A_PlaySound(\"podbigxp\")\n\tPEXP ABCDEFGHIJ 1\n\tTNT1 A 3 Bright\n\tStop\n}\n}\n\nACTOR PodExplosionSmall //Used for the mines. Does no damage.\n{\nProjectile\nRadius 4\nHeight 4\nSpeed 0\nRenderStyle Add\nAlpha 0.99\nScale 0.4\nStates\n{\nSpawn:\n\tTNT1 A 0\n\tGoto Death\nDeath:\n\tTNT1 A 0 A_PlaySound(\"pdprjxp\")\n\tPEXP ABCDEFGHIJ 1\n\tTNT1 A 3 Bright\n\tStop\n}\n}\n\n//Swarmers\nACTOR Swarmers : CustomInventory\n{\n Inventory.Amount 1\n Inventory.MaxAmount 5\n Inventory.PickupSound \"SHPODGET\"\n Inventory.PickupMessage \"Picked up a Swarmer Pod.\"\n Inventory.Icon ISHDA0\n Tag \"Swarmers - Releases razor sharp mites to slice through enemies.\"\n Scale 0.8\n +INVBAR\n +FLOORCLIP\n States\n {\n Spawn:\n SHDD A -1\n Stop\n Use:\n TNT1 A 0 A_ThrowGrenade(\"SwarmerPodSet\",4,16,3,0)\n Stop\n }\n}\n\nACTOR SwarmerPodSet\n{\n Radius 3\n Height 5\n Speed 22\n +MISSILE\n +DROPOFF\n +CANBOUNCEWATER\n +BOUNCEONWALLS\n +THRUACTORS\n DONTHURTSHOOTER\n BounceType Doom\n BounceCount 2\n WallBounceFactor 0.25\n BounceFactor 0.25\n States\n {\n Spawn:\n SHDD A 1 Bright\n\t Loop\n Death:\n SHDD A 1 Bright\n TNT1 A 0 A_SpawnItem(\"SwarmerPodActive\",1,0,0)\n Stop\n }\n}\n\nACTOR SwarmerPodActive\n{\n Radius 3\n Height 5\n Speed 12\n\tReactiontime 2\n PROJECTILE\n +THRUACTORS\n -SHOOTABLE\n\t+BRIGHT\n States\n {\n Spawn:\n TNT1 A 0\n SHDD A 1\n\t TNT1 A 0 A_CountDown\n Loop\n Death:\n TNT1 A 0\n\t TNT1 A 0 A_PlaySound(\"SHPODEXP\")\n\t TNT1 AAAAAAAAAA 0 A_SpawnItemEx(\"SwarmerMite\",0,0,0,0,0,0,0,SXF_ABSOLUTEPOSITION)\n TNT1 A 0 A_SpawnItem(\"SPodExplosion\",0,0,0)\n Stop\n }\n}\n\nACTOR SwarmerMite\n{\n Radius 2\n Height 2\n Speed 12\n PROJECTILE\n\tReactiontime 180\n\tScale 0.25\n +THRUACTORS\n -SHOOTABLE\n\t+NOGRAVITY\n\t+NOTARGET\n\t-SEEKERMISSILE\n\t+STEPMISSILE\n\t+CANBOUNCEWATER\n\t+BRIGHT\n\t+USEBOUNCESTATE\n +DROPOFF\n\tBounceType Hexen\n\tWallBounceFactor 1.5\n\tWallBounceSound \"SHDPHIT\"\n\tBounceCount 100\n States\n {\n Spawn:\n TNT1 A 0\n\t TNT1 A 0 A_ChangeFlag(\"NOGRAVITY\",0)\n\t TNT1 A 0 A_ChangeFlag(\"USEBOUNCESTATE\",0)\n\t SPMT AA 2\n\t TNT1 A 0 A_ChangeFlag(\"USEBOUNCESTATE\",1)\n\t SPMT A 1 ThrustThingZ(0,6,0,0)\n\t SPMT A 1 ThrustThing(random(0,360), 3, 0, 0)\n\t TNT1 A 0 ThrustThing(random(0,360), 1, 0, 0)\n\t TNT1 A 0 A_CountDown\n\t SPMT BC 1\n\t TNT1 A 0 A_CountDown\n\t TNT1 A 0 ThrustThing(random(0,360), 1, 0, 0)\n\t TNT1 A 0 A_PlaySound(\"SHDPFLY\",5,0.2,1)\n\t TNT1 A 0 A_Jump(150,8)\n\t TNT1 A 0 ThrustThingZ(random(3,6), 0, 0, 0)\n\t SPMT BC 1\n\t TNT1 A 0 ThrustThingZ(random(3,6), 0, 0, 0)\n\t TNT1 A 0 A_CountDown\n\t SPMT BC 1\n\t TNT1 A 0 A_CountDown\n\t TNT1 A 0 ThrustThingZ(random(3,6), 0, 0, 0)\n TNT1 A 0 ThrustThing(random(0,360), 3, 0, 0)\n SPMT BC 1\n\t TNT1 A 0 A_SpawnItem(\"ShredderDMG\",0,0,0)\n\t TNT1 A 0 A_CountDown\n Goto Spawn+8\n Bounce:\n TNT1 A 0\n\t TNT1 A 0 A_Jump(255,\"Rise\",\"Seeker\")\n\t Goto Spawn+8\n Rise:\n TNT1 A 0\n\t TNT1 A 0 A_PlaySound(\"SHDPFLY\",5,0.2,1)\n\t SPMT BCBC 1 ThrustThingZ(0,2,0,0)\n\t Goto Spawn+8\n Seeker:\n TNT1 A 0\n\t TNT1 A 0 A_PlaySound(\"SHDPFLY\",5,0.2,1)\n\t TNT1 A 0 A_ChangeFlag(\"SEEKERMISSILE\",1)\n\t TNT1 AAA 0 A_SeekerMissile(12,20,SMF_LOOK,256|SMF_PRECISE,40)\n\t TNT1 A 0 A_SpawnItem(\"ShredderDMG\",0,0,0)\n\t SPMT BCBCBCBC 1 A_SeekerMissile(12,20,SMF_LOOK,256|SMF_PRECISE,40)\n\t TNT1 A 0 A_ChangeFlag(\"SEEKERMISSILE\",0)\n\t Goto Spawn+8\n Death:\n TNT1 A 0\n\t TNT1 A 0 A_PlaySound(\"SHDPDIE\",5,0.6,0)\n TNT1 A 0 A_SpawnItem(\"SMiteExplosion\",0,0,0)\n Stop\n }\n}\n\nACTOR ShredderDMG //Spawn as the \"mites\" travel to damage enemies.\n{\n Speed 2\n Radius 15\n Height 8\n Damage (1*random(1,3))\n Damagetype cut\n PROJECTILE\n +BLOODSPLATTER\n +RIPPER\n States\n {\n Spawn:\n TNT1 A 1\n Stop\n Death:\n TNT1 A 0\n Stop\n }\n}\n\nACTOR SPodExplosion\n{\n PROJECTILE\n\t+BRIGHT\n Radius 4\n Height 4\n Speed 0\n RenderStyle Add\n Alpha 0.6\n\tScale 0.8\n States\n {\n Spawn:\n\t TNT1 A 0\n\t Goto Death\n Death:\n TNT1 A 0\n\t TNT1 A 0 A_PlaySound(\"SHPODEXP\")\n\t SHXP ABC 1\n\t SHXP D 2 A_SetScale(2.1)\n\t SHXP E 2 A_SetTranslucent(0.4)\n\t TNT1 A 0 A_SetScale(1.4)\n SHXP F 2 A_SetTranslucent(0.2)\n\t Stop\n }\n}\n\nACTOR SMiteExplosion\n{\n PROJECTILE\n\t+BRIGHT\n Radius 4\n Height 4\n Speed 0\n RenderStyle Add\n Alpha 0.8\n\tScale 0.4\n States\n {\n Spawn:\n\t TNT1 A 0\n\t Goto Death\n Death:\n TNT1 A 0\n\t TNT1 A 0 A_PlaySound(\"SHPODEXP\",5,0.6,0)\n\t MTXP ABCDEFGHIJ 1\n\t Stop\n }\n}\n\nACTOR HealthBackpackAdd : Health\n{\n\tInventory.Amount 1\n}\nACTOR DidHeal : Inventory {}\nACTOR HealthBackpack : CustomInventory\n{\n\t+INVBAR\n\tInventory.Amount 100\n\tInventory.MaxAmount 100\n\tInventory.InterHubAmount 100\n\tInventory.PickupMessage \"You got a Health Backpack.\"\n\tTag \"Health Pack\"\n\tInventory.Icon \"I_MBPK\"\n\tStates\n\t{\n\t\tSpawn:\n\t\tMBPK A -1\n\t\tStop\n\t\tUse:\n\t\tGiveCheck:\n\t\tTNT1 A 0 A_JumpIfInventory(\"HealthBackpack\", 1, \"GiveCheck2\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DidHeal\", 1, \"PlaySound\")\n\t\tFail\n\t\tGiveCheck2:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"Check max health\") == TRUE, \"Give\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DidHeal\", 1, \"PlaySound\")\n\t\tFail\n\t\tPlaySound:\n\t\tTNT1 A 0 A_TakeInventory(\"Didheal\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"FKITUSE\")\n\t\tFail\n\t\tGive:\n\t\tTNT1 A 0 A_GiveInventory(\"DidHeal\", 1)\n\t\tGiveHealth:\n\t\tTNT1 A 0 A_TakeInventory(\"HealthBackpack\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"HealthBackpackAdd\", 1)\n\t\tGoto GiveCheck\n\t}\n}\n\nActor HDSoulSphere : SoulSphere replaces SoulSphere\n{\n States\n {\n Spawn:\n SOUL AAAAAABBBBBBCCCCCCDDDDDDCCCCCCBBBBBB 1 Bright A_SpawnItemEx(\"BlueLineEffect\", random(-20, 20),0,random(5, 20), 0,0,random(1,2), Random(0, 360), 128, 0)\n Loop\n }\n}\n\nActor HDInvulnerabilitySphere : InvulnerabilitySphere replaces InvulnerabilitySphere\n{\n States\n {\n Spawn:\n PINV AAAAAABBBBBBCCCCCCDDDDDD 1 Bright A_SpawnItemEx(\"GreenLineEffect\", random(-20, 20),0,random(5, 20), 0,0,random(1,2), Random(0, 360), 128, 0)\n Loop\n }\n}\n\nActor HDBlurSphere : BlurSphere replaces BlurSphere\n{\n States\n {\n Spawn:\n PINS A 1 Bright A_SpawnItemEx(\"BlueLineEffect\", random(-20, 20),0,random(5, 20), 0,0,random(1,2), Random(0, 360), 128, 0)\n PINS A 1 Bright A_SpawnItemEx(\"RedLineEffect\", random(-20, 20),0,random(5, 20), 0,0,random(1,2), Random(0, 360), 128, 0)\n PINS A 1 Bright A_SpawnItemEx(\"BlueLineEffect\", random(-20, 20),0,random(5, 20), 0,0,random(1,2), Random(0, 360), 128, 0)\n PINS A 1 Bright A_SpawnItemEx(\"RedLineEffect\", random(-20, 20),0,random(5, 20), 0,0,random(1,2), Random(0, 360), 128, 0)\n PINS A 1 Bright A_SpawnItemEx(\"BlueLineEffect\", random(-20, 20),0,random(5, 20), 0,0,random(1,2), Random(0, 360), 128, 0)\n PINS A 1 Bright A_SpawnItemEx(\"RedLineEffect\", random(-20, 20),0,random(5, 20), 0,0,random(1,2), Random(0, 360), 128, 0)\n PINS B 1 Bright A_SpawnItemEx(\"BlueLineEffect\", random(-20, 20),0,random(5, 20), 0,0,random(1,2), Random(0, 360), 128, 0)\n PINS B 1 Bright A_SpawnItemEx(\"RedLineEffect\", random(-20, 20),0,random(5, 20), 0,0,random(1,2), Random(0, 360), 128, 0)\n PINS B 1 Bright A_SpawnItemEx(\"BlueLineEffect\", random(-20, 20),0,random(5, 20), 0,0,random(1,2), Random(0, 360), 128, 0)\n PINS B 1 Bright A_SpawnItemEx(\"RedLineEffect\", random(-20, 20),0,random(5, 20), 0,0,random(1,2), Random(0, 360), 128, 0)\n PINS B 1 Bright A_SpawnItemEx(\"BlueLineEffect\", random(-20, 20),0,random(5, 20), 0,0,random(1,2), Random(0, 360), 128, 0)\n PINS B 1 Bright A_SpawnItemEx(\"RedLineEffect\", random(-20, 20),0,random(5, 20), 0,0,random(1,2), Random(0, 360), 128, 0)\n PINS C 1 Bright A_SpawnItemEx(\"BlueLineEffect\", random(-20, 20),0,random(5, 20), 0,0,random(1,2), Random(0, 360), 128, 0)\n PINS C 1 Bright A_SpawnItemEx(\"RedLineEffect\", random(-20, 20),0,random(5, 20), 0,0,random(1,2), Random(0, 360), 128, 0)\n PINS C 1 Bright A_SpawnItemEx(\"BlueLineEffect\", random(-20, 20),0,random(5, 20), 0,0,random(1,2), Random(0, 360), 128, 0)\n PINS C 1 Bright A_SpawnItemEx(\"RedLineEffect\", random(-20, 20),0,random(5, 20), 0,0,random(1,2), Random(0, 360), 128, 0)\n PINS C 1 Bright A_SpawnItemEx(\"BlueLineEffect\", random(-20, 20),0,random(5, 20), 0,0,random(1,2), Random(0, 360), 128, 0)\n PINS C 1 Bright A_SpawnItemEx(\"RedLineEffect\", random(-20, 20),0,random(5, 20), 0,0,random(1,2), Random(0, 360), 128, 0)\n PINS D 1 Bright A_SpawnItemEx(\"BlueLineEffect\", random(-20, 20),0,random(5, 20), 0,0,random(1,2), Random(0, 360), 128, 0)\n PINS D 1 Bright A_SpawnItemEx(\"RedLineEffect\", random(-20, 20),0,random(5, 20), 0,0,random(1,2), Random(0, 360), 128, 0)\n PINS D 1 Bright A_SpawnItemEx(\"BlueLineEffect\", random(-20, 20),0,random(5, 20), 0,0,random(1,2), Random(0, 360), 128, 0)\n PINS D 1 Bright A_SpawnItemEx(\"RedLineEffect\", random(-20, 20),0,random(5, 20), 0,0,random(1,2), Random(0, 360), 128, 0)\n PINS D 1 Bright A_SpawnItemEx(\"BlueLineEffect\", random(-20, 20),0,random(5, 20), 0,0,random(1,2), Random(0, 360), 128, 0)\n PINS D 1 Bright A_SpawnItemEx(\"RedLineEffect\", random(-20, 20),0,random(5, 20), 0,0,random(1,2), Random(0, 360), 128, 0)\n Loop\n }\n}\n\nActor HDMegaSphere : MegaSphere replaces MegaSphere\n{\n States\n {\n Spawn:\n MEGA AAAAAABBBBBBCCCCCCDDDDDD 1 Bright A_SpawnItemEx(\"TanLineEffect\", random(-20, 20),0,random(5, 20), 0,0,random(1,2), Random(0, 360), 128, 0)\n Loop\n }\n}"
},
{
"source": "pk3",
"name": "ASHPARTIC.txt",
"contents": "Actor AshSpawner 30003\n{\n//$Category Environment\n Radius 64\n Height 1\n +NoClip\n +NoGravity\n +ClientSideOnly\n States\n {\n //Active:\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_Jump(256, \"Spawn1\", \"Spawn2\", \"Spawn3\", \"Spawn4\", \"Spawn5\", \"Spawn6\", \"Spawn7\", \"Spawn8\", \"Spawn9\", \"Spawn10\", \"Spawn11\", \"Spawn12\")\n\n Spawn1:\n TNT1 A 5 A_SpawnItemEx(\"FloatingAshLight1\", Random(-200, 200), Random(-200, 200))\n Goto Spawn\n\n Spawn2:\n TNT1 A 5 A_SpawnItemEx(\"FloatingAshLight2\", Random(-200, 200), Random(-200, 200))\n Goto Spawn\n\n Spawn3:\n TNT1 A 5 A_SpawnItemEx(\"FloatingAshLight3\", Random(-200, 200), Random(-200, 200))\n Goto Spawn\n\n Spawn4:\n TNT1 A 5 A_SpawnItemEx(\"FloatingAshGrey1\", Random(-200, 200), Random(-200, 200))\n Goto Spawn\n\n\tSpawn5:\n TNT1 A 5 A_SpawnItemEx(\"FloatingAshGrey2\", Random(-200, 200), Random(-200, 200))\n Goto Spawn\n\n\tSpawn6:\n TNT1 A 5 A_SpawnItemEx(\"FloatingAshGrey3\", Random(-200, 200), Random(-200, 200))\n Goto Spawn\n\n\tSpawn7:\n TNT1 A 5 A_SpawnItemEx(\"FloatingAshDarkGrey1\", Random(-200, 200), Random(-200, 200))\n Goto Spawn\n\n\tSpawn8:\n TNT1 A 5 A_SpawnItemEx(\"FloatingAshDarkGrey2\", Random(-200, 200), Random(-200, 200))\n Goto Spawn\n\n\tSpawn9:\n TNT1 A 5 A_SpawnItemEx(\"FloatingAshDarkGrey3\", Random(-200, 200), Random(-200, 200))\n Goto Spawn\n\n\tSpawn10:\n TNT1 A 5 A_SpawnItemEx(\"FloatingAshDark1\", Random(-200, 200), Random(-200, 200))\n Goto Spawn\n\n\tSpawn11:\n TNT1 A 5 A_SpawnItemEx(\"FloatingAshDark2\", Random(-200, 200), Random(-200, 200))\n Goto Spawn\n\n\tSpawn12:\n TNT1 A 5 A_SpawnItemEx(\"FloatingAshDark3\", Random(-200, 200), Random(-200, 200))\n Goto Spawn\n }\n}\n\nActor FloatingAshLight1\n{\n +Missile\n +NoBlockmap\n +DONTSPLASH\n +CLIENTSIDEONLY\n Gravity 0.0075\n Radius 1\n Height 1\n RenderStyle Translucent\n Alpha 0.7\n Scale 0.12\n ReactionTime 250\n States\n {\n Spawn:\n ASHX A 0\n\n ASHX A 0 A_Jump(128, \"Spawn2\")\n Spawn1:\n ASHX ABCDEFGH 2 A_CountDown\n Loop\n Spawn2:\n ASHX HGFEDCBA 2 A_CountDown\n Loop\n Death:\n ASHX F 2 A_FadeOut(0.06)\n Loop\n }\n}\n\nActor FloatingAshLight2: FloatingAshLight1\n{\nScale 0.10\n}\n\nActor FloatingAshLight3: FloatingAshLight1\n{\nScale 0.08\n}\n///////////////\nActor FloatingAshGrey1 : FloatingAshLight1 { translation \"80:111=[64,64,64]:[0,0,0]\" }\n\nActor FloatingAshGrey2: FloatingAshGrey1\n{\nScale 0.10\n}\n\nActor FloatingAshGrey3: FloatingAshGrey1\n{\nScale 0.08\n}\n\n/////////////\nActor FloatingAshDarkGrey1 : FloatingAshLight1 { translation \"80:111=97:111\" }\n\nActor FloatingAshDarkGrey2: FloatingAshDarkGrey1\n{\nScale 0.10\n}\n\nActor FloatingAshDarkGrey3: FloatingAshDarkGrey1\n{\nScale 0.08\n}\n//\nActor FloatingAshDark1 : FloatingAshLight1 { translation \"80:111=100:111\" }\n\nActor FloatingAshDark2: FloatingAshDark1\n{\nScale 0.10\n}\n\nActor FloatingAshDark3: FloatingAshDark1\n{\nScale 0.08\n}"
},
{
"source": "pk3",
"name": "AUTOSHOTGUN.txt",
"contents": "Actor Pumping : Inventory\n{\ninventory.maxamount 1\n}\n\n// --------------------------------------------------------------------------\n//\n// Shotgun\n//\n// --------------------------------------------------------------------------\n\nACTOR AutoShotgun : Shotgun\n{\nWeapon.BobRangeX 0.3\n\tWeapon.BobRangeY 0.5\n\tWeapon.BobStyle InverseSmooth\n\tWeapon.BobSpeed 1.5\n\tGame Doom\n\tSpawnID 27\n\tWeapon.SelectionOrder 1300\n\tWeapon.AmmoUse1 0\n\tWeapon.AmmoUse2 0\n\tWeapon.AmmoGive1 4\n\tWeapon.AmmoGive2 0\n\tScale 1.2\n\tWeapon.AmmoType1 \"Shell\"\n\tWeapon.AmmoType2 \"AutoShotgunAmmo\"\n\tInventory.PickupMessage \"$You've found the Auto Shotgun!!\"\n Inventory.PickupSound \"weapons/sgpump\"\n\tObituary \"$OB_MPSHOTGUN\"\n AttackSound \"None\"\n +WEAPON.NOAUTOAIM\n\t+WEAPON.NOAUTOFIRE\n\tStates\n\t{\n\tReady:\n\t\tTNT1 A 0 A_SetAngle(-4 + angle)\n\t\tTNT1 A 0 A_SetPitch(-2 + pitch)\n TNT1 AAAA 0\n TNT1 A 0 A_PlaySound(\"weapons/sgpump\")\n\t\tAUSG CBA 0\n AUSS ABCD 1\n TNT1 AAAAAAAAAAAAAAA 0\n TNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n TNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tAUSG A 1 A_WeaponReady\n//TNT1 A 0 BRIGHT A_FireCustomMissile(\"Alerter\", random(-2,2), 0, -1, 0)\n\t\tGoto Ready+14\n\n\t\tReady2:\n TNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n TNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\t\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tSHT8 A 8 A_WeaponReady\n\n\t\t TNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n TNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\t\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tSHT8 B 8 A_WeaponReady\n\n\t\t TNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n TNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\t\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tSHT8 C 8 A_WeaponReady\n\t\tLoop\n\n\tDeselect:\n\t\tTNT1 A 0 A_SetAngle(+4 + angle)\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_Takeinventory(\"ADSmode\",1)\n SHSS DCBA 1\n\t\tTNT1 A 1 A_Lower\n\t\tWait\n\n\tSelect:\n\tTNT1 A 0 A_Takeinventory(\"FistsSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"SawSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"ShotgunSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"SSGSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"MinigunSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"NewchaingunSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"PlasmaGunSelected\",1)\n\tTNT1 A 0 A_Giveinventory(\"RocketLauncherSelected\",1)\n TNT1 A 0 A_Takeinventory(\"GrenadeLauncherSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"BFGSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"RailGunSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"M2selected\",1)\n\tTNT1 A 0 A_Takeinventory(\"FreezerSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"SubMachineGunSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"RevenantLauncherSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"LostSoulSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"FlameCannonSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"HasBarrel\",1)\n\t\tTNT1 A 0 A_Raise\n\t\tWait\n Fire:\n TNT1 A 0 A_Takeinventory(\"Reloading\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Zoomed\",1,\"Fire2\")\n TNT1 A 0 A_JumpIfInventory(\"AutoShotgunAmmo\",1,2)\n Goto Reload\n TNT1 AAAA 0\n //TNT1 AA 0 A_FireCustomMissile(\"SmokeSpawner\",0,0,0,5)\n TNT1 A 0 A_AlertMonsters\n TNT1 A 0 A_PlaySound(\"Weapons/AutoShotgun\", 1)\n TNT1 A 0\n TNT1 A 0 A_Recoil(1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"YellowFlareSpawn\",0,0,0,0)\n\t\tAUSF A 1 A_FireBullets (6.0, 6.0, 5, 5, \"ShotgunPuff\", 0, 200)\n\t\tAUSF A 0 A_FireBullets (6.0, 6.0, 10, 6, \"ShotgunPuff\", 1, 2000)\n\t\tTNT1 AAAAAA 0 BRIGHT A_FireCustomMissile(\"ShotgunParticles\", random(-17,17), 0, -1, random(-17,17))\n //TNT1 A 0 ACS_Execute(281, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"ShakeYourAssDouble\", 0, 0, 0, 0)\n\t\tTNT1 A 0 A_Takeinventory(\"AutoShotgunAmmo\",1)\n\t\tTNT1 A 0 A_SetPitch(pitch - 6.3)\n AUSF B 2 BRIGHT\n\t\tAUSF CDE 1\n\t\t/*\n\t\tSHTG A 4\n TNT1 A 0 A_GiveInventory (\"Pumping\", 1)\n SHTG BCDEFG 1\n TNT1 A 0 A_FireCustomMissile(\"ShotCaseSpawn\",0,0,-4,-4)\n SHTG H 1 A_PlaySound(\"weapons/sgpump\")\n SHTG IJKL 1 */\n\n //SHTG A 6 <-- Old frame\n AUSG A 1 Offset(10,36) // <-- New frames\n AUSG A 1 Offset(9,40) //\n AUSG A 1 Offset(6,42) //\n AUSG A 1 Offset(4,40) //\n AUSG A 1 Offset(2,36) //\n AUSG A 1 Offset(0,32) //\n AUSG A 0 A_Refire\n AUSG A 0 //A_Refire\n\t\tGoto Ready+14\n\n\tFire2:\n TNT1 A 0 A_Takeinventory(\"Reloading\",1)\n TNT1 A 0 A_JumpIfInventory(\"AutoShotgunAmmo\",1,2)\n Goto Reload\n TNT1 AAAA 0\n //TNT1 AA 0 A_FireCustomMissile(\"SmokeSpawner\",0,0,0,5)\n TNT1 A 0 A_AlertMonsters\n TNT1 A 0 A_PlaySound(\"Weapons/AutoShotgun\", 1)\n TNT1 A 0\n TNT1 A 0 A_Recoil(1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"YellowFlareSpawn\",0,0,0,0)\n\t\tAUSG A 0 A_FireBullets (5.0, 5.0, 10, 6, \"ShotgunPuff\", 1, 2000)\n\t\tTNT1 AAAAAA 0 BRIGHT A_FireCustomMissile(\"ShotgunParticles\", random(-10,10), 0, -1, random(-10,10))\n //TNT1 A 0 ACS_Execute(281, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"ShakeYourAssDouble\", 0, 0, 0, 0)\n\t\tTNT1 A 0 A_Takeinventory(\"AutoShotgunAmmo\",1)\n\t\tTNT1 A 0 A_SetPitch(pitch - 5.0)\n AUS8 F 2 BRIGHT\n\t\tAUS8 GA 2\nTNT1 A 0 A_ZoomFactor(1.0)\n AUS8 ADE 2\n TNT1 A 0 A_GiveInventory (\"Pumping\", 1)\n AUSG BCDEFG 1\n TNT1 A 0 A_FireCustomMissile(\"ShotCaseSpawn\",0,0,-4,-4)\n AUSG H 1 A_PlaySound(\"weapons/sgpump\")\n AUSG IJKL 1\n TNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n SHTG KJIHGFEDCB 1\n SHT8 ED 2\nTNT1 A 0 A_Refire\n\t\tGoto Ready2\n\n\tSpawn:\n\t\tAUSC A -1\n\t\tStop\n\n DoKick:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tNULL A 0 A_JumpIf (momZ > 0, \"AirKick\")\n\t\tNULL A 0 A_JumpIf (momZ < 0, \"AirKick\")\n\n TNT1 A 0 A_jumpifinventory(\"PowerStrength\",1,\"BerserkerKick\")\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tKICK BCD 1\n\t\tTNT1 A 0 A_SetAngle(-7 + angle)\n\t\tRIFF A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -7)\n KICK H 4\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK IGFEDCBA 1\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tGoto Ready+6\n BerserkerKick:\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tKICK ABCDEFG 1\n\t\tTNT1 A 0 A_SetAngle(-7 + angle)\n RIFF A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -7)\n KICK H 3\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK IGFEDCBA 1\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tGoto Ready+6\n\n\tAirKick:\n\t TNT1 A 0 A_jumpifinventory(\"PowerStrength\",1,\"SuperAirKick\")\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 A_Recoil (-6)\n\t\tKICK JKLMN 1\n\t\tTNT1 A 0 A_SetAngle(-31 + angle)\n RIFF A 0 A_FireCustomMissile(\"AirKickAttack\", 0, 0, 0, -31)\n KICK O 3\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK PQRST 2\n\t\tGoto Ready+6\n\n\tSuperAirKick:\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 A_Recoil (-6)\n\t\tKICK JKLMN 1\n\t\tTNT1 A 0 A_SetAngle(-31 + angle)\n RIFF A 0 A_FireCustomMissile(\"SuperAirKickAttack\", 0, 0, 0, -31)\n KICK O 3\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK PQRST 2\n\t\tGoto Ready+6\n Taunt:\n\t TNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n TNT1 A 0 A_ZoomFactor(1.0)\n TNT1 A 5\n\t\tTNT1 A 0 A_SetAngle(+3 + angle)\n\t\tTNT1 A 0 A_SetPitch(+1 + pitch)\n\t\tFUCK A 2\n FUCK B 2 A_PlaySound(\"FUCK\", 1)\n FUCK C 2 A_AlertMonsters\n\t\tFUCK D 15 A_Takeinventory(\"Taunting\",1)\n\t\tTNT1 A 0 A_SetPitch(-1 + pitch)\n\t\tTNT1 A 0 A_SetAngle(-3 + angle)\n FUCK CBA 5\n TNT1 A 5\n\t\tGoto Ready\n\tSalute:\n\t TNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n TNT1 A 0 A_ZoomFactor(1.0)\n\t TNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tTNT1 A 0 A_ALertMonsters\n\t\tSALU ABCDEDCDEDCDEDCBA 4\n\t\tTNT1 A 0 A_TakeInventory(\"Salute1\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"Salute2\",1)\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tGoto Ready\n\n Reload:\n\t TNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n TNT1 A 0 A_ZoomFactor(1.0)\n\t\tAUSG A 1 A_WeaponReady\n\n TNT1 A 0 A_JumpIfInventory(\"Shell\",1,3)\n Goto Ready+14\n TNT1 AAAA 0\n\t\tAUSG B 1 //A_PlaySound(\"weapons/sgpump\")\n\t\t\t\tTNT1 A 0 A_GiveInventory (\"Pumping\", 1)\n\t\tAUSG CDEFG 1\n\n TNT1 AAAAA 0\n TNT1 A 0 A_JumpIfInventory(\"Shell\",1,2)\n Goto Reload+51\n TNT1 AAAAA 0\n\n\t\tTNT1 A 0 A_GiveInventory (\"Pumping\", 1)\n TNT1 A 0 A_JumpIfInventory(\"AutoShotgunAmmo\",6,23)\n\t\t//TNT1 A 0 A_JumpIfInventory(\"Shell\",0,23)\n TNT1 A 0\n TNT1 A 0 A_Giveinventory(\"AutoShotgunAmmo\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"Shell\",1)\n\n\t\tTNT1 A 0 A_SetAngle(-5 + angle)\n AUHR A 1\n\t\tTNT1 A 0\n AUHR B 1\n\t\tTNT1 A 0\n\t\tAUHR C 1\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SetAngle(+5 + angle)\n AUHR D 1 A_PlaySound(\"insertshell\")\n AUHR EFGHI 1\n AUHR A 1 A_Refire\n TNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\n Goto Reload+18\n TNT1 AAAAA 0\n\t\tTNT1 A 0 A_Takeinventory(\"Reloading\",1)\n\n\t\tTNT1 A 0 A_Takeinventory(\"Reloading\",1)\n\t\tAUSG G 0\n\t\tAUSG H 0 A_PlaySound(\"weapons/sgpump\")\n\t\tAUSG /*IJKL*/KJIHGFEDCBA 1\n\t\tAUSG A 1\n\t\tTNT1 A 0 A_Takeinventory(\"Reloading\",1)\n\t\tTNT1 A 0 //A_Giveinventory(\"SGFullReloaded\",1)\n\t\tGoto Ready+23\n\n TNT1 AAAAAAAAAAAAAAAAAAA 0\n AUHR ABC 1\n AUHR D 1 A_PlaySound(\"insertshell\")\n AUHR EFGHI 1\n AUHR AAAAA 1 A_Refire\n TNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tTNT1 A 0 A_Takeinventory(\"Reloading\",1)\n\t\tAUSG G 1\n\t\tAUSG H 1 A_PlaySound(\"weapons/sgpump\")\n\t\tTNT1 A 0 A_SetAngle(+5 + angle)\n\t\tTNT1 A 0 A_SetPitch(+3 + pitch)\n\t\tAUSG KJIHG 1\n\t\tAUSG FEDCBA 1\n\t\tAUSG A 1\n\t\tTNT1 A 0 A_Takeinventory(\"Reloading\",1)\n\t\tTNT1 A 0 A_SetAngle(-5 + angle)\n TNT1 A 0 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 //A_Giveinventory(\"SGFullReloaded\",1)\n\t\tGoto Ready+23\n\n\t}\n}\n\nACTOR AutoShotgunAmmo : Ammo\n{\n Inventory.Amount 0\n Inventory.MaxAmount 6\n Ammo.BackpackAmount 0\n Ammo.BackpackMaxAmount 6\n Inventory.Icon RIF\n}"
},
{
"source": "pk3",
"name": "AUTOSHOTTYZOMBIE.txt",
"contents": "ACTOR ASGGuy : ShotgunGuy1\n{\n//$Category Z2M3_Monsters\n Health 50\n Radius 18\n\tHeight 48\n\tHeight 48\n Speed 11\n PainChance 200\n\tScale .98\n MONSTER\n +FLOORCLIP\n SeeSound \"grunt/sight\"\n AttackSound \"asgguy/asgfir\"\n PainSound \"grunt/pain\"\n DeathSound \"grunt/death\"\n ActiveSound \"grunt/active\"\n Obituary \"%o got SPLATTERED by an autoshotgun guy.\"\n\tDamageFactor \"Blood\", 0.0 DamageFactor \"BlueBlood\", 0.0 DamageFactor \"GreenBlood\", 0.0\n\tDamageFactor \"bloodsplasher\", 0.0 DamageFactor \"tinybloodsplasher\", 0.0 DamageFactor \"superbloodsplasher\", 0.0 DamageFactor \"smallbloodsplasher\", 0.0\n\tDamageFactor \"BlueBloodSplasher\", 0.0\n DamageFactor \"BlueSuperBloodSplasher\", 0.0\n DamageFactor \"Shrapnel\", 0.3\n DamageFactor \"Kick\", 0.4\n\tDamageFactor \"MinorHead\", 2.0\n\tDamageFactor \"Head\", 2.0\n\tDamageFactor \"taunt\", 0.0\n\tDropItem \"AutoShotgun\" 24\n\n DropItem \"NewShell\"\n States\n {\n Spawn:\n\t TNT1 A 0 A_GiveInventory (\"ASGZAmmo\", 1)\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n\t\tTNT1 A 0 A_SpawnItem (\"LegTargetBase\", 10)\n ASGZ AB 10 A_Look\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n\t\tTNT1 A 0 A_SpawnItem (\"LegTargetBase\", 10)\n Loop\n\n\tWalkAround:\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n\t\tTNT1 A 0 A_SpawnItem (\"LegTargetBase\", 10)\n\t\tGoto Stand+2\n\n See:\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n\t\tTNT1 A 0 A_SpawnItem (\"LegTargetBase\", 10)\n ASGZ AA 3 A_Chase\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n\t\tTNT1 A 0 A_SpawnItem (\"LegTargetBase\", 10)\n\t\tASGZ BB 3 A_Chase\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n\t\tTNT1 A 0 A_SpawnItem (\"LegTargetBase\", 10)\n\t\tASGZ CC 3 A_Chase\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n\t\tTNT1 A 0 A_SpawnItem (\"LegTargetBase\", 10)\n\t\tASGZ DD 3 A_Chase\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n\t\tTNT1 A 0 A_SpawnItem (\"LegTargetBase\", 10)\n Loop\n\n\tStand:\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n\t\tTNT1 A 0 A_GiveInventory (\"ASGZAmmo\", 1)\n\t\tTNT1 A 0 A_SpawnItem (\"LegTargetBase\", 10)\n ASGZ AA 4 A_Chase\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n\t\tTNT1 A 0 A_SpawnItem (\"LegTargetBase\", 10)\n\t\tASGZ BB 4 A_Chase\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n\t\tTNT1 A 0 A_SpawnItem (\"LegTargetBase\", 10)\n\t\tASGZ CC 4 A_Chase\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n\t\tTNT1 A 0 A_SpawnItem (\"LegTargetBase\", 10)\n\t\tASGZ DD 4 A_Chase\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n\t\tTNT1 A 0 A_SpawnItem (\"LegTargetBase\", 10)\n Goto See\n\n\tStand2:\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n\t\tTNT1 A 0 A_GiveInventory (\"ASGZAmmo\", 1)\n\t\tTNT1 A 0 A_SpawnItem (\"LegTargetBase\", 10)\n ASGZ AA 4 A_Chase\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n\t\tTNT1 A 0 A_SpawnItem (\"LegTargetBase\", 10)\n\t\tASGZ BB 4 A_Chase\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n\t\tTNT1 A 0 A_SpawnItem (\"LegTargetBase\", 10)\n\t\tASGZ CC 4 A_Chase\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n\t\tTNT1 A 0 A_SpawnItem (\"LegTargetBase\", 10)\n\t\tASGZ DD 4 A_Chase\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n\t\tTNT1 A 0 A_SpawnItem (\"LegTargetBase\", 10)\n Goto Stand+2\n\n Missile:\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n\t\tTNT1 A 0 A_SpawnItem (\"LegTargetBase\", 10)\n \tTNT1 A 0 A_JumpIfInventory (\"ASGZAmmo\", 16, \"Reload\")\n \tASGZ E 3 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget10\", 0, 40,0)\n\t\tTNT1 A 0 A_SpawnItem (\"LegTargetBase\", 10)\n \tTNT1 A 0 A_GiveInventory (\"ASGZAmmo\", 1)\n \tASGZ F 3 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tTNT1 A 0 A_PlaySound(\"Weapons/AutoShotgun\")\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget10\", 0, 40,0)\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"MonsterTracer\", random(28, 42), 0, random(-3, 3), 0, 0)\n \tASGZ EE 4 A_FaceTarget\n \tTNT1 A 0 A_JumpIfInventory (\"ASGZAmmo\", 12, \"Reload\")\n\n\t\tTNT1 A 0 A_PlaySound(\"Weapons/AutoShotgun\")\n TNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"MonsterTracer\", random(28, 42), 0, random(-4, 4), 0, 0)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget10\", 0, 40,0)\n\t\tTNT1 A 0 A_SpawnItem (\"LegTargetBase\", 10)\n\n \tASGZ EEE 4 A_FaceTarget\n \tTNT1 A 0 A_GiveInventory (\"ASGZAmmo\", 1)\n \tASGZ F 5 A_FaceTarget\n\t\tTNT1 A 0 A_PlaySound(\"Weapons/AutoShotgun\")\n\t\tTNT1 AA 0 Bright A_CustomMissile(\"MonsterTracer\", random(28, 42), 0, random(-4, 4), 0, 0)\n \tASGZ EE 6 A_FaceTarget\n \tTNT1 A 0 A_JumpIfInventory (\"ASGZAmmo\", 12, \"Reload\")\n\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget10\", 0, 40,0)\n\t\tTNT1 A 0 A_SpawnItem (\"LegTargetBase\", 10)\n \tASGZ EEE 4 A_FaceTarget\n \tTNT1 A 0 A_GiveInventory (\"ASGZAmmo\", 1)\n \tASGZ F 4 A_FaceTarget\n\t\tTNT1 A 0 A_PlaySound(\"Weapons/AutoShotgun\")\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"MonsterTracer\", random(28, 42), 0, random(-3, 3), 0, 0)\n \tASGZ EE 6 A_FaceTarget\n \tTNT1 A 0 A_JumpIfInventory (\"ASGZAmmo\", 16, \"Reload\")\n\t\tASGZ F 4 A_FaceTarget\n \tTNT1 A 0 A_PlaySound(\"Weapons/AutoShotgun\")\n TNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"MonsterTracer\", random(28, 42), 0, random(-3, 3), 0, 0)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget10\", 0, 40,0)\n\t\tTNT1 A 0 A_SpawnItem (\"LegTargetBase\", 10)\n \tASGZ EEE 4 A_FaceTarget\n \tTNT1 A 0 A_GiveInventory (\"ASGZAmmo\", 1)\n \tASGZ F 4 A_FaceTarget\n\t\tTNT1 A 0 A_PlaySound(\"Weapons/AutoShotgun\")\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"MonsterTracer\", random(28, 42), 0, random(-3, 3), 0, 0)\n \tASGZ EE 6 A_FaceTarget\n \tTNT1 A 0 A_PlaySound(\"asgguy/asgld1\")\n\t\tTNT1 A 0 A_JumpIfInventory (\"ASGZAmmo\", 12, \"Reload\")\n Goto See\n Reload:\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n\t\tTNT1 A 0 A_SpawnItem (\"LegTargetBase\", 10)\n \tTNT1 A 0 A_ChangeFlag(\"NoPain\", 1)\n \tTNT1 A 0 A_PlaySound(\"asgguy/asgout\")\n \tASGZ E 48 A_TakeInventory (\"ASGZAmmo\", 16)\n \tASGZ E 8 A_PlaySound(\"asgguy/asgin\")\n \tTNT1 A 0 A_ChangeFlag(\"NoPain\", 0)\n \tGoto See\n Pain:\n ASGZ G 3\n ASGZ G 3 A_Pain\n Goto See\n Death:\n ASGZ H 5\n ASGZ I 5 A_Scream\n\t\tTNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n ASGZ J 5 A_Fall\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n ASGZ KLM 5\n ASGZ N -1\n Stop\n XDeath:\n\tDeath.Landmine:\n ASGZ O 3\n ASGZ P 3 A_XScream\n ASGZ Q 3 A_Fall\n ASGZ R 2\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"LivingHeart\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAA 0 A_CustomMissile (\"Instestin\", 32, 0, random (150, 210), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brutal_FlyingBloodFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brutal_FlyingBloodMuchFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeathArm1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathSergeantHead\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tASGZ STUV 2\n ASGZ W -1\n Stop\n\n\t\tDeath.head:\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPieceFast\", random (45, 55), random (5, -5), random (170, 190), 2, random (-10, 10))\n\t\tTNT1 AAAAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_NoBlocking\n SPDH ABBC 10 A_CustomMissile (\"MuchBlood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t\tSPDH CDE 8\n\t\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n TNT1 A 0 A_SpawnItem (\"DeadShotgunguy_NoHead\", 1)\n\t\tStop\n\n\tDeath.decaptate:\n TNT1 AAAAAAA 0 A_CustomMissile (\"Blood\", 50, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n TNT1 A 0 A_CustomMissile (\"XDeathSergeantHead\", 50, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"MuchBlood2\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n SPDH AABBBC 8 A_CustomMissile (\"MuchBlood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t\tSPDH CDE 8\n\t\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n TNT1 A 0 A_SpawnItem (\"DeadShotgunguy_NoHead\", 1)\n\t\tStop\n\n\tDeath.Ice:\n\tDeath.Freeze:\n\tDeath.Frost:\n\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\tTNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n\tTNT1 A 0 A_SpawnItem(\"FrozenAutoShotgunguy\")\n\tStop\n\n Raise:\n ASGZ NMLKJIH 5\n Goto See\n }\n}\n\nACTOR ASGZAmmo: Ammo\n{\n Inventory.MaxAmount 12\n}"
},
{
"source": "pk3",
"name": "BARON.txt",
"contents": "ACTOR BaronofHell2 : BaronofHell Replaces BaronofHell\n{\n Scale 1.1\n\tdamagefactor \"Crush\", 10.0\n\tGame Doom\n GibHealth 25\n\tHealth 1100\n\tdamagefactor \"Cut\", 0.8\n\tdamagefactor \"Saw\", 0.8\n\tPainChance \"Saw\", 100\n\tPainChance \"Cut\", 100\n\tPainChance \"Kick\", 100\n\tdamagefactor \"Head\", 2.0\n\tdamagefactor \"Avoid\", 0.0\n\tdamagefactor \"SSG\", 0.2\n\tPainChance \"Explosive\", 255\n\tPainSound \"PSXDPN\"\n Health 1000\ndamagefactor \"Blood\", 0.0 damagefactor \"BlueBlood\", 0.0 damagefactor \"GreenBlood\", 0.0\n BloodType \"Brutal_Blood\", \"BloodSPlatterReplacer\", \"SawBlood\"\n damagefactor \"Shrapnel\", 0.4\n\tObituary \"%o was thoroughly smote by a Baron of Hell\"\n\tMaxStepHeight 24\n\tMaxDropOffHeight 32\n+DONTHURTSPECIES\n Speed 8\n PainChance \"Head\", 120\n\tPainChance 25\n\tStates\n\t{\n\tSpawn:\n\nTNT1 A 0 A_JumpIfInventory(\"Curbstomp_Marine\", 1, \"CurbstompMarine\")\nTNT1 A 0 A_JumpIfInventory(\"ZombiemanFatality\", 1, \"FatalityZombieman\")\nTNT1 A 0 A_JumpIfInventory(\"SergeantFatality\", 1, \"FatalitySergeant\")\nTNT1 A 0 A_JumpIfInventory(\"ImpFatality3\", 1, \"FatalityImp\")\nTNT1 A 0 A_JumpIfInventory(\"DemonFatality\", 1, \"FatalityDemon\")\n\t\tBOSS B 5 A_Look\n\t\tLoop\n\tSee:\n\tTNT1 A 0\n\t\tTNT1 A 0 A_CheckSight(\"See2\")\n BTS3 ABC 2 A_FaceTarget\n\t\tBTS3 D 11\n\t\tBTS3 CBA 2\n\t\tTNT1 A 0 HealThing(200)\n\t\tGoto See2\n\n\tSee2:\n\tBOSS A 1 A_Chase\nTNT1 A 0 A_JumpIfInventory(\"Curbstomp_Marine\", 1, \"CurbstompMarine\")\nTNT1 A 0 A_JumpIfInventory(\"ZombiemanFatality\", 1, \"FatalityZombieman\")\nTNT1 A 0 A_JumpIfInventory(\"SergeantFatality\", 1, \"FatalitySergeant\")\nTNT1 A 0 A_JumpIfInventory(\"DemonFatality\", 1, \"FatalityDemon\")\nTNT1 A 0 A_JumpIfInventory(\"ImpFatality3\", 1, \"FatalityImp\")\n TNT1 A 0 A_SpawnItemEx(\"FootStep\", 0, 0)\n\t\tBOSS A 0 A_CheckSight(\"SEE2\")\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 66,0)\n\t\tBOSS AA 2 A_Chase\nTNT1 A 0 A_JumpIfInventory(\"Curbstomp_Marine\", 1, \"CurbstompMarine\")\n\t\tPOSS A 0 A_CheckSight(\"SEE2\")\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 66,0)\n\t\tBOSS AA 2 A_Chase\n\t\tPOSS A 0 A_CheckSight(\"SEE2\")\n\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 66,0)\n\t\tBOSS B 4 A_Chase\n\t\tPOSS A 0 A_CheckSight(\"SEE2\")\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 66,0)\n\t\tBOSS BB 2 A_Chase\n\t\tPOSS A 0 A_CheckSight(\"SEE2\")\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 66,0)\n\t\tBOSS CC 2 A_Chase\n\t\tPOSS A 0 A_CheckSight(\"SEE2\")\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 66,0)\n\t\tBOSS CC 2 A_Chase\n\t\tPOSS A 0 A_CheckSight(\"SEE2\")\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 66,0)\n\t\tBOSS DD 2 A_Chase\n\t\tBOSS A 0 A_CheckSight(\"SEE2\")\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 63,0)\n\t\tBOSS DD 2 A_Chase\n\t\tLoop\n\tSee2:\nTNT1 A 0 A_JumpIfInventory(\"Curbstomp_Marine\", 1, \"CurbstompMarine\")\n TNT1 A 0 A_SpawnItemEx(\"FootStep\", 0, 0)\n\t\tBOSS AABBCCDD 3 A_Chase\n\t\tGoto See2\n\n\tRAGE:\n TNT1 A 0\n\t\tTNT1 A 0 A_CheckSight(\"See\")\n BTS3 ABC 2\n\t\tBTS3 DEDF 3\n\t\tBTS3 DEDF 3\n\t\tBTS3 CBA 2\n\t\tTNT1 A 0 HealThing(200)\n\t\tTNT1 A 0 A_Jump(96, \"SpecialAttack\")\n\t\tGoto See2\n\n\tMelee:\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 63,0)\n BOSS E 6\n TNT1 A 0 A_PlaySound(\"weapons/gswing\")\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 63,0)\n\t\tBOSS F 6 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 63,0)\n\t\tBOSS G 6 A_CustomMissile(\"BaronAttack\",10,0,0,0)\nTNT1 A 0 A_JumpIfInventory(\"Curbstomp_Marine\", 1, \"CurbstompMarine\")\nTNT1 A 0 A_JumpIfInventory(\"ZombiemanFatality\", 1, \"FatalityZombieman\")\n\t\tGoto See2\n\tMelee2:\n\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 63,0)\n\t\tBOSS E 6 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 63,0)\n\t\tBOSS F 6 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 63,0)\n\t\tBOSS G 6 A_CustomMissile(\"BaronAttack\",10,0,0,0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Curbstomp_Marine\", 1, \"CurbstompMarine\")\nTNT1 A 0 A_JumpIfInventory(\"ZombiemanFatality\", 1, \"FatalityZombieman\")\nTNT1 A 0 A_JumpIfInventory(\"SergeantFatality\", 1, \"FatalitySergeant\")\nTNT1 A 0 A_JumpIfInventory(\"DemonFatality\", 1, \"FatalityDemon\")\nTNT1 A 0 A_JumpIfInventory(\"ImpFatality3\", 1, \"FatalityImp\")\n\t\tGoto See2\n\n Missile:\n\tTNT1 A 0 A_TakeInventory(\"StopKickingMyBallsMotherFucker\", 1)\nTNT1 A 0 A_JumpIfInventory(\"Curbstomp_Marine\", 1, \"CurbstompMarine\")\nTNT1 A 0 A_JumpIfInventory(\"ZombiemanFatality\", 1, \"FatalityZombieman\")\nTNT1 A 0 A_JumpIfInTargetInventory (\"TypeZombieman\", 1, \"See\")\nTNT1 A 0 A_JumpIfInTargetInventory (\"TypeSergeant\", 1, \"See\")\n\n\t\tTNT1 A 0 A_Jump (96, \"SpecialAttack\")\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 66,0)\n\t\tBOSS E 6 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 66,0)\n\t\tBOSS F 3 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 66,0)\n\t\tBOSS G 8 A_CustomMissile(\"BaronBall\", 36, 0, 0, 1)\n\t\t//BOSS G 8 A_CustomMissile(\"ThrowedZombieMan2\", 36, 0, 0, 1)\n\t\tGoto See2\n\n SpecialAttack:\n\t TNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 66,0)\n\t\tBOSS R 3 A_FaceTarget\n\t TNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 66,0)\n\t\tBOSS Q 6 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 66,0)\n\t\tBOSS P 6 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 66,0)\n\t\tBOSS Q 6 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 66,0)\n\t\tTNT1 A 0 A_CustomMissile(\"BaronBall\", 36, 15, 6, 11)\n\t\tTNT1 A 0 A_CustomMissile(\"BaronBall\", 36, 15, -6, 11)\n\t\tBOSS R 8 A_CustomMissile(\"BaronBall\", 36, 15, 0, 11)\n Goto See2\n\n\tPain:\nTNT1 A 0 A_JumpIfInventory(\"Curbstomp_Marine\", 1, \"CurbstompMarine\")\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4b\", 0, 66,0)\n\t\tBOSS H 3\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4b\", 0, 66,0)\n\t\tBOSS H 3 A_Pain\n\t\tGoto See2\n\n\tPain.Explosive:\n\tTNT1 A 0\n\tTNT1 A 0 ThrustThingZ(0,40,0,1)\n\tGoto Pain\n\n Death.SSG:\n\tXDeath:\n\t TNT1 A 0 A_CustomMissile (\"BaronXDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n \t TNT1 A 0 A_CustomMissile (\"XDeathBaronHead5\", 62, 0, random (0, 360), 2, random (0, 160))\n\t\tBXDE A 0\n\t\tBXDE B 0 A_Scream\n\t\tBXDE C 0 A_BossDeath\n\t\tBXDE D 0 A_NoBlocking\n\t\tBXDE EFGH 0\n TNT1 A 0\n\t Stop\n\n\tPain.Kick:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"MISSILEMORE\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"MISSILEEVENMORE\", 1)\n TNT1 A 0 A_JumpIfInventory(\"Curbstomp_Marine\", 1, \"CurbstompMarine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"StopKickingMyBallsMotherFucker\", 1, \"Missile\")\n\t\tTNT1 A 0 A_GiveInventory(\"StopKickingMyBallsMotherFucker\", 1)\n\t\tTNT1 A 0 ThrustThingZ(0,15,0,1)\n\t\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\", 1)\n\t\tBNRJ ABCD 5\n\t\tTNT1 A 0 A_Pain\n\t\tBNRJ ABCD 5\n\t\tTNT1 A 0 A_Pain\n\t\tBNRJ ABCD 5\n\t\tTNT1 A 0 A_Pain\n\t\tBNRJ ABCD 5\n\t\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\", 0)\n\t\tGoto Missile\n\n Death.ExplosiveImpact:\n\tTNT1 A 0 ThrustThingZ(0,40,0,1)\n\tDeath:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_Jump(32, \"Death.Shotgun\")\n\t BADD A 6 A_Scream\n\t\tBADD BC 6\n\t\tBADD D 6 A_BossDeath\n\t\tBADD E 6 A_NoBlocking\n TNT1 A 0 A_SpawnItem (\"DeadBaron\", 1)\n\t\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n\t Stop\n\n\tDeath.Cut:\n\tDeath.Saw:\n\tDeath.Crush:\n TNT1 A 0\n TNT1 A 0 A_Scream\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 AAAAAA 0 A_CustomMissile (\"Xdeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAAAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"Instestin2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathHalfBOH\", 24, 0, random (0, 360), 2, random (0, 160))\n BBO2 AABCD 10\n TNT1 A 0 A_SpawnItem (\"DeadBaronHalfDown\", 1)\n\t\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n\t\tStop\n\n\tDeath.CutLess:\n\tDeath.Shotgun:\n TNT1 A 0\n\t TNT1 A 0 A_Jump(128, \"Death\")\n TNT1 A 0\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_BossDeath\n\t KSA8 A 8\n\t\tTNT1 A 0 A_SpawnItem(\"DyingBaron1\")\n\t\tStop\n\n\tDeath.head:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"HasPlasmaWeapon\", 1, \"Death.Plasma\")\n\t TNT1 A 0 A_SpawnItem(\"BloodSplasher2\")\n\t\tTNT1 AAAAAA 0 A_CustomMissile (\"Xdeath1\", 62, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 62, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"Brains2\", 62, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"Brains3\", 62, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"BaronHeadPiece\", 62, 0, random (0, 360), 2, random (0, 160))\n BADH A 9\n BADH B 9\n BADH C 9 A_BossDeath\n\t\tBADH D 9 A_NoBlocking\n TNT1 A 0 A_SpawnItem (\"DeadBaronNoHead\", 1)\n\t\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n\t Stop\n\n\tDeath.decaptate:\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"Xdeath1\", 62, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathBaronHead5\", 62, 0, random (0, 360), 2, random (50, 130))\n BADH A 9\n BADH B 9\n BADH C 9 A_BossDeath\n\t\tBADH D 9 A_NoBlocking\n TNT1 A 0 A_SpawnItem (\"DeadBaronNoHead\", 1)\n\t\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n\t Stop\n\n Death.Fatality:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_Pain\n\t\tTNT1 A 0 A_JumpIfIntargetInventory(\"FistsSelected\", 1, 1)\n\t\tGoto XDeath\n\n\t\tTNT1 A 0 A_GiveToTarget(\"GoFatality\", 1)\n TNT1 A 0 A_GiveToTarget(\"BaronFatality\", 1)\n TNT1 A 1 A_NoBlocking\n TNT1 A 0 A_BossDeath\n\t\tStop\nDeath.SuperPlasma:\n Death.Plasma: Death.Plasma2:\n\t TNT1 A 0\n TNT1 A 0 A_BossDeath\n TNT1 A 0 A_Scream\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"PlasmaParticleX\", 48, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAA 0 A_CustomMissile (\"BigPlasmaParticleX\", 42, 0, random (0, 360), 2, random (0, 360))\n BOSC ABC 7 A_CustomMissile (\"PlasmaSmoke\", 28, 0, random (0, 180), 2, random (0, 180))\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"PlasmaParticleX\", 48, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAA 0 A_CustomMissile (\"BigPlasmaParticleX\", 42, 0, random (0, 360), 2, random (0, 360))\n\t\tBOSC DEF 7 A_CustomMissile (\"PlasmaSmoke\", 14, 0, random (0, 180), 2, random (0, 180))\n\t\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n BOSB EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 8 A_CustomMissile (\"PlasmaSmoke\", 24, 0, random (0, 180), 2, random (0, 180))\n BOSB E -1\n Stop\n\n\t\tDeath.GreenFire:\n TNT1 A 0\n TNT1 A 0 A_XScream\n TNT1 A 0 A_NoBlocking\n TNT1 AAAA 0 A_CustomMissile (\"Brutal_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 AA 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 AA 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\n\t\tEXPL AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"GreenFlameTrails\", 50, 0, random (0, 360), 2, random (0, 360))\n\t\tXBRN AAAA 2 BRIGHT A_SpawnItem(\"GreenFlare\",0,43)\n Stop\n\n\t\t\tDeath.Fire:\n TNT1 A 0\n\t\tTNT1 A 0 A_BossDeath\n\t\tTNT1 A 0 A_Scream\n TNT1 A 0 A_NoBlocking\n\t\tBOSB AAAA 2 A_CustomMissile (\"FlameTrails\", 45, 0, random (0, 360), 2, random (50, 130))\n\t\tBOSB BBBB 2 A_CustomMissile (\"FlameTrails\", 30, 0, random (0, 360), 2, random (50, 130))\n\t\tBOSB CCCC 2 A_CustomMissile (\"FlameTrails\", 25, 0, random (0, 360), 2, random (50, 130))\n\t\tBOSB DDDD 2 A_CustomMissile (\"FlameTrails\", 25, 0, random (0, 360), 2, random (50, 130))\n TNT1 A 0 A_Playsound(\"props/redfire\")\n\t\tBOSB EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 2 A_CustomMissile (\"FlameTrails\", 25, 0, random (0, 360), 2, random (50, 130))\n BOSB EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 10 A_CustomMissile (\"SmallSmoke\", 25, 0, random (0, 360), 2, random (70, 110))\n BOSB E -1\n Stop\n\tRaise:\n\t\tBOSS O 8\n\t\tBOSS NMLKJI 8\n\t\tGoto See2\n\n CurbstompMarine:\n TNT1 A 0 A_SetInvulnerable\n KNTF A 15\n\t\t TNT1 AAAA 0 A_CustomMissile (\"XDeath2b\", 25, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAAA 0 A_CustomMissile (\"XDeath3b\", 25, 0, random (0, 360), 2, random (0, 160))\n KNTF BCD 8 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t EXPL A 0 Radius_Quake (2, 24, 0, 15, 0)\nTNT1 A 0 A_CustomMissile (\"MuchBlood2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 1, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAAAAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\nKNTF DDDDDDDDDDDDDDDDDDD 8 A_CustomMissile (\"MuchBlood\", 25, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 0 A_CustomMissile (\"RipGuts\", 20, 0, random (0, 360), 2, random (0, 160))\n KNTF EEEFFFGGG 8 A_CustomMissile (\"MuchBlood2\", 38, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 0 A_CustomMissile (\"RipGuts\", 20, 0, random (0, 360), 2, random (0, 160))\nKNTF GGGGGGGGGGG 8 A_CustomMissile (\"MuchBlood\", 25, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_TakeInventory(\"Curbstomp_Marine\",1)\n TNT1 A 0 A_UnSetInvulnerable\nTNT1 A 0 A_SpawnItem (\"RappedMarine\", 1)\nGoto See2\n\n FatalityZombieman:\n TNT1 A 0 A_SetInvulnerable\n 3HF1 A 20\n\t TNT1 A 0 A_PlaySound(\"grunt/death\")\n\t 3HF1 BC 5\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath1\", 55, 0, random (0, 360), 2, random (0, 160))\n\t\t3HF1 BCBC 5 A_CustomMissile (\"XDeath1\", 55, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"MuchBlood\", 55, 0, random (0, 360), 2, random (0, 160))\n\t\t3HF1 D 10\n\t\t3HF1 E 5\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathZombieManHead\", 65, 0, random (0, 360), 2, random (70, 120))\n\t\t3HF1 F 30\n\t\t3HF1 G 10\n\n TNT1 A 0 A_TakeInventory(\"ZombieManFatality\",1)\n TNT1 A 0 A_UnSetInvulnerable\n\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 66,0)\n\t\t3HF1 H 8 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 66,0)\n\t\tBOSS E 8 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 66,0)\n\t\tBOSS F 8 A_CustomMissile(\"ThrowedZombieMan2\", 64, 0, 0, 0)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 66,0)\n\t\tBOSS G 8\n\t\tGoto See2\n\n\tFatalitySergeant:\n TNT1 A 0 A_SetInvulnerable\n 3HF1 I 15\n\t TNT1 A 0 A_PlaySound(\"grunt/death\")\n\t 3HF1 I 5\n\n\t TNT1 AAAA 0 A_CustomMissile (\"Instestin2\", 30, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 45, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 AAA 0 A_CustomMissile (\"XDeath2\", 45, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 AAA 0 A_CustomMissile (\"XDeath3\", 55, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_SpawnItem(\"SergeantFatalizedByBaron\")\n\n\t 3HF1 J 10\n\n\t 3HF1 KLM 15\n\n TNT1 A 0 A_TakeInventory(\"SergeantFatality\",1)\n TNT1 A 0 A_UnSetInvulnerable\n\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 66,0)\n\t\t3HF1 M 1 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 66,0)\n\t\tBOSS E 8 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 66,0)\n\t\tBOSS F 8 A_CustomMissile(\"ThrowedSergeantPiece\", 64, 0, 0, 0)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 66,0)\n\t\tBOSS G 8\n Goto See2\n\n FatalityDemon:\n TNT1 A 0 A_SetInvulnerable\n\t\tTNT1 A 0 A_PlaySound(\"demon/pain\")\n 3HF1 N 20\n\n\t TNT1 A 0 A_CustomMissile (\"XDeathStomach\", 60, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 45, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 AAA 0 A_CustomMissile (\"XDeath2\", 45, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 AAA 0 A_CustomMissile (\"XDeath3\", 55, 0, random (0, 360), 2, random (0, 160))\n\n\t 3HF1 OPQQQ 10 A_CustomMissile (\"MuchBlood\", 25, 0, random (0, 360), 2, random (0, 160))\n\n TNT1 A 0 A_SpawnItem (\"DeadDemonHalf\", 1)\n\t\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n\n TNT1 A 0 A_TakeInventory(\"DemonFatality\",1)\n TNT1 A 0 A_UnSetInvulnerable\n Goto See2\n\n\tFatalityImp:\n TNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tTNT1 A 0 A_PlaySound(\"demon/pain\")\n 3HF2 ABABAB 4\n\n\t TNT1 AAAAAA 0 A_SpawnItem(\"MuchBlood\", 40)\n\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 45, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 AA 0 A_CustomMissile (\"XDeath2\", 45, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 AA 0 A_CustomMissile (\"XDeath3\", 55, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAA 0 A_CustomMissile (\"Instestin2\", 42, 0, random (0, 360), 2, random (0, 160))\n\t 3HF2 CDE 6\n\n\t 3HF2 F 1 A_Chase(\"\",\"\")\n\t 3HF2 FFF 15\n\t 3HF2 GGHHIJ 3\n\t TNT1 A 0 A_SpawnItem(\"DeadImp_BaronFatality\")\n TNT1 A 0 A_TakeInventory(\"ImpFatality3\",1)\n TNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 1)\n Goto See2\n\n Pain.KillMe:\n Pain.Taunt:\n TNT1 A 0\n Goto Missile\n Death.KillMe:\n Death.Taunt:\n\t TNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n TNT1 A 0 A_SpawnItem(\"BaronOfHell\")\n Stop\n\n\tDeath.Ice:\n\tDeath.Freeze:\n\tDeath.Frost:\n\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\tTNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n\tTNT1 A 0 A_SpawnItem(\"FrozenBaronOfHell\")\n\tStop\n\t}\n}\n\nActor DeadBaron\n{\n Radius 64\n Height 32\n Scale 1.2\n +SHOOTABLE\n +NOTELEPORT\n +MOVEWITHSECTOR\n +CORPSE\n\t-SOLID\n\t+THRUACTORS\n\tdamagefactor \"Crusher\", 50.0\n Mass 1000\n Health 200\n damagefactor \"Blood\", 0.0\n damagefactor \"Trample\", 0.0\nStates\n {\n Spawn:\n\t\tBADD F -1\n Stop\n\tRaise:\n\t\tBOSS O 8\n\t\tBOSS NMLKJI 8\n TNT1 A 0 A_SpawnItem (\"HellKnight2\", 3)\n\t\tStop\n Death:\n\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath2\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath3\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath4\", 5, 0, random (0, 360), 2, random (0, 160))\n Stop\n Death.Plasma: Death.Plasma2:\n Death.Flames:\n Death.Burn:\n TNT1 A 0\n TNT1 A 0 A_Scream\n TNT1 A 0 A_NoBlocking\n\t\tEXPL AAAAA 0 A_CustomMissile (\"ExplosionSmoke\", 32, 0, random (0, 360), 2, random (0, 360))\n BOSB ABCDE 9 A_CustomMissile (\"PlasmaSmoke\", 24, 0, random (0, 180), 2, random (0, 180))\n BOSB EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 8 A_CustomMissile (\"PlasmaSmoke\", 16, 0, random (0, 180), 2, random (0, 180))\n BOSB E -1\n Stop}}\n\nActor DeadBaronHalfDown: DeadBaron\n{States{Spawn: BBO2 D -1\nStop}}\n\nActor DeadBaronHalfUp: DeadBaron\n{States{Spawn: BTO2 D -1\nStop}}\n\nActor DeadBaronNoHead: DeadBaron\n{States{Spawn: BADH D -1\nStop}}\n\nActor DeadBaronClassic: DeadBaron\n{States{Spawn: KSA8 G -1\nStop}}\n\nACTOR XDeathHalfBOH\n{\n Radius 16\n Height 8\n Speed 10\n\tMass 8\n\tBounceFactor 0.3\n\t+DOOMBOUNCE\n +NOBLOCKMAP\n\t+MISSILE\n +NOTELEPORT\n +DONTSPLASH\n +MOVEWITHSECTOR\n\n DeathSound \"misc/xdeath1\"\n States\n {\n Spawn:\n Goto Death\n Death:\n BTO2 AABBCC 4 A_CustomMissile(\"Blood\",0,0,180,2)\n HPLA A 0 A_SpawnItem(\"DeadBaronHalfUp\",0,0,0,1)\n Stop\n }\n}\n\nACTOR BaronAttack: BaronBall\n{\n\tRadius 24\n\tHeight 16\n\tDamageType BHFT\n\tProjectile\n\t+RANDOMIZE\n\t+FORCEXYBILLBOARD\n +THRUGHOST\n\tRenderStyle Add\n\tAlpha 0.6\n Damage (random(160,255))\n Speed 28\n\t//HitObituary \"$OB_IMPHIT\"\n\tSeeSound \"none\"\n\tDeathSound \"none\"\n\tDecal \"none\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 2 BRIGHT\n TNT1 A 2 //A_PlaySound(\"weapons/gswing\")\n\t\tGoto Death\n\tDeath:\n\t\tTNT1 A 0 BRIGHT\n\t\tStop\n\t}\n}\n\nACTOR StealthBaronofHell2 : BaronofHell2\n{\n+STEALTH\n}"
},
{
"source": "pk3",
"name": "BELPHEGOR.txt",
"contents": "ACTOR LordBelphegor : BaronofHell //Replaces Belphegor\n{\n Scale 1.5\n\tGame Doom\n GibHealth 25\n\t+NOICEDEATH\n\tPainChance \"Kick\", 255\n\tdamagefactor \"Avoid\", 0.0\n\tdamagefactor \"Head\", 2.0\n\tdamagefactor \"MINORHead\", 1.0\n Health 2000\ndamagefactor \"Blood\", 0.0 damagefactor \"BlueBlood\", 0.0 damagefactor \"GreenBlood\", 0.0\n BloodType \"Brutal_Blood\"\n damagefactor \"Shrapnel\", 0.4\n\tdamagefactor \"Explosive\", 1.7\n\tObituary \"%o was no match for the great Belphegor.\"\n\tMaxStepHeight 24\n\tMaxDropOffHeight 32\n+DONTHURTSPECIES\n+MISSILEMORE\n Speed 14\n\n\tHeight 88\n\tRadius 32\n\tStates\n\t{\n\tSpawn:\n\nTNT1 A 0 A_JumpIfInventory(\"Curbstomp_Marine\", 1, \"CurbstompMarine\")\n\t\tBOS3 BD 10 A_Look\n\t\tLoop\n\tSee:\n\n\t\tBOS3 AA 2 A_Chase\n\t\tBOS3 A 0 A_CheckSight(\"SEE2\")\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 88,0)\n\t\tBOS3 AA 2 A_Chase\n\t\tPOSS A 0 A_CheckSight(\"SEE2\")\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 88,0)\n\t\tBOS3 BB 2 A_Chase\n\t\tPOSS A 0 A_CheckSight(\"SEE2\")\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 88,0)\n\t\tBOS3 BB 2 A_Chase\n\t\tPOSS A 0 A_CheckSight(\"SEE2\")\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 88,0)\n\t\tBOS3 CC 2 A_Chase\n\t\tPOSS A 0 A_CheckSight(\"SEE2\")\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 88,0)\n\t\tBOS3 CC 2 A_Chase\n\t\tPOSS A 0 A_CheckSight(\"SEE2\")\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 88,0)\n\t\tBOS3 BB 2 A_Chase\n\t\tBOS3 A 0 A_CheckSight(\"SEE2\")\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 88,0)\n\t\tBOS3 BB 2 A_Chase\n\t\tLoop\n\tSee2:\nTNT1 A 0 A_JumpIfInventory(\"Curbstomp_Marine\", 1, \"CurbstompMarine\")\n TNT1 A 0 A_SpawnItemEx(\"FootStep\", 0, 0)\n\t\tBOS3 AABBCCBB 3 A_Chase\n\t\tGoto See\n\tMelee:\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 88,0)\n BOS3 F 8\n TNT1 A 0 A_PlaySound(\"weapons/gswing\")\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 88,0)\n\t\tBOS3 G 8 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 88,0)\n\t\tTNT1 AAAA 0 A_CustomMissile(\"KnightAttack\",10,0,0,0)\n\t\tBOS3 H 8 A_FaceTarget\nTNT1 A 0 A_JumpIfInventory(\"Curbstomp_Marine\", 1, \"CurbstompMarine\")\n\t\tGoto See\n\n Missile:\nTNT1 A 0 A_JumpIfInventory(\"Curbstomp_Marine\", 1, \"CurbstompMarine\")\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 88,0)\n\t\tBOS3 F 8 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 88,0)\n\t\tBOS3 G 8 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 88,0)\n\t\tTNT1 A 0 A_JumpIfCloser(150, \"Melee2\")\n\t\tBOS3 H 8 A_CustomMissile(\"BelphegorGreenPlasmaBall\", 50, 0, 0, 1)\n\t\tGoto See\n\n\tMelee2:\n\t\tTNT1 AAAA 0 A_CustomMissile(\"KnightAttack\",10,0,0,0)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/gswing\")\n\t\tBOS3 H 8 A_FaceTarget\n TNT1 A 0 A_JumpIfInventory(\"Curbstomp_Marine\", 1, \"CurbstompMarine\")\n\t\tGoto See\n\n\tPain:\nTNT1 A 0 A_JumpIfInventory(\"Curbstomp_Marine\", 1, \"CurbstompMarine\")\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4b\", 0, 88,0)\n\t\tBOS3 E 3\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4b\", 0, 88,0)\n\t\tBOS3 E 3 A_Pain\n\t\tGoto See\n Death.SSG:\n\tXDeath:\n\t TNT1 AAAAAAAAAAAAAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 40, 0, random (0, 360), 2, random (-5, 5))\n\t TNT1 AAAAAAAAAAAAAAA 0 bright A_CustomMissile (\"SuperGoreSpawner\", 5, 0, random (0, 360), 2, random (30, 180))\n TNT1 AAAAAAAAAAAA 0 A_CustomMissile (\"CeilBloodLauncherLong\", 0, 0, random (0, 360), 2, random (50, 130))\n\t TNT1 AA 0 A_CustomMissile (\"MuchMeatDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n \t BXDE A 0\n\t\tBXDE B 0 A_Scream\n\t\tBXDE C 0 A_bossdeath\n\t\tBXDE D 0 A_NoBlocking\n\t\tBXDE EFGH 0\n TNT1 A 0\n\t Stop\n\n\tDeath:\n\t BOS3 I 8 A_Scream\n\t\tBOS3 J 8 A_bossdeath\n\t\tBOS3 K 8 A_NoBlocking\n\t\tBOS3 L 8\n\n\t\tBOS3 L -1\n\t Stop\n\n\tDeath.head:\n\t\tTNT1 AAAAAA 0 A_CustomMissile (\"Xdeath1\", 82, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 82, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"Brains2\", 82, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"Brains3\", 82, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"Brains6\", 82, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_bossdeath\n\t\tTNT1 A 0 A_NoBlocking\n\t\tBOS3 MNOPQR 8\n\n\t\tBOS3 R -1\n\t Stop\n\n\tRaise:\n\t\tBOS3 O 8\n\t\tBOS3 NMLKJI 8\n\t\tGoto See\n Crush:\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n CRS2 C 5\n CRS2 C -1\n Stop\n\n CurbstompMarine:\n TNT1 A 0 A_SetInvulnerable\n BS3F AB 20\n\t BS3F CDEF 4\n\t EXPL A 0 Radius_Quake (2, 24, 0, 15, 0)\n\tBS3F GF 8\n\tBS3F HHIII 4\n\tBS3F J 30\n\tBS3F K 6\n\t\t EXPL A 0 Radius_Quake (2, 24, 0, 15, 0)\n\t\t TNT1 AAAAA 0 bright A_CustomMissile (\"SuperGoreSpawner\", 5, 0, random (0, 360), 2, random (30, 180))\n\t\t TNT1 AAAA 0 A_CustomMissile (\"XDeath2\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath3\", 5, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"MuchBlood2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 1, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n BS3F L 30\n\n \tBS3F M 6\n\t TNT1 AAAA 0 bright A_CustomMissile (\"SuperGoreSpawner\", 5, 0, random (0, 360), 2, random (30, 180))\n\t\t EXPL A 0 Radius_Quake (2, 24, 0, 15, 0)\n\t\t TNT1 AAAAA 0 A_CustomMissile (\"XDeath2\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath3\", 5, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"MuchBlood2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 1, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n BS3F NOOOOO 6\n\n \tBS3F P 6\n\t\t EXPL A 0 Radius_Quake (2, 24, 0, 15, 0)\n\t\t TNT1 AAAA 0 bright A_CustomMissile (\"SuperGoreSpawner\", 5, 0, random (0, 360), 2, random (30, 180))\n\t\t TNT1 AAAAA 0 A_CustomMissile (\"XDeath2\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath3\", 5, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"MuchBlood2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 1, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n BS3F QRRRRR 6\nTNT1 A 0 A_TakeInventory(\"Curbstomp_Marine\")\n TNT1 A 0 A_UnSetInvulnerable\nGoto See\n\n Pain.KillMe:\n Pain.Taunt:\n TNT1 A 0\n Goto Missile\n Death.KillMe:\n Death.Taunt:\n\t TNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n TNT1 A 0 A_SpawnItem(\"LordBelphegor\")\n Stop\n Death.Eat:\n TNT1 A 0 A_GiveToTarget(\"EatMe\",1)\n\t\t Goto Death+3\n Stop\n\t}\n}\n\nActor DeadBelphegor\n{\n Radius 12\n Height 18\n Scale 1.2\n +SHOOTABLE\n -SOLID\n +NOTELEPORT\n +MOVEWITHSECTOR\n +CORPSE\n Mass 1000\n Health 200\n damagefactor \"Blood\", 0.0\n damagefactor \"Trample\", 0.0\nStates\n {\n Spawn:\n\t\tBADD D -1\n Stop\n\tRaise:\n\t\tBOS3 O 8\n\t\tBOS3 NMLKJI 8\n TNT1 A 0 A_SpawnItem (\"HellKnight2\", 3)\n\t\tStop\n Death:\n\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath2\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath3\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath4\", 5, 0, random (0, 360), 2, random (0, 160))\n Stop\n Death.Plasma: Death.Plasma2:\n Death.Flames:\n Death.Burn:\n TNT1 A 0\n TNT1 A 0 A_Scream\n TNT1 A 0 A_NoBlocking\n\t\tEXPL AAAAA 0 A_CustomMissile (\"ExplosionSmoke\", 32, 0, random (0, 360), 2, random (0, 360))\n BOSB ABCDE 9 A_CustomMissile (\"PlasmaSmoke\", 24, 0, random (0, 180), 2, random (0, 180))\n BOSB EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 8 A_CustomMissile (\"PlasmaSmoke\", 16, 0, random (0, 180), 2, random (0, 180))\n BOSB E -1\n Stop}}\n\nACTOR BelphegorGreenPlasmaBall: BaronBall\n{\n\tRadius 10\n\tHeight 16\n\tSpeed 30\n\tFastSpeed 30\n\tProjectile\n\t+RANDOMIZE\n\t+FORCEXYBILLBOARD\n +THRUGHOST\n Damage (random(170,255))\n\tRenderStyle Add\n\tAlpha 0.9\n\tScale 1.6\n\tSeeSound \"baron/attack\"\n\tDeathSound \"FAREXPL\"\n\tDecal \"Scorch\"\n\tDamageType \"ExplosiveImpact\"\n\n\tStates\n\t{\n\tSpawn:\n\t TNT1 A 0 A_SpawnItem(\"GreenFlare22\",0,0)\n\t\tFRPG K 1 BRIGHT A_SpawnItemEx(\"GreenExplosionFlameTrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\tLoop\n\n\tDeath:\n BFE1 A 0 Bright\n\tEXPL A 0 Radius_Quake (2, 54, 0, 15, 0)\n BFE1 A 0 Bright A_Explode(30, 170, 1)\n TNT1 AAAAAAAAA 0 A_CustomMissile (\"GreenExplosionFire\", 2, 0, random (0, 360), 2, random (0, 360))\n EXPL AA 0 A_CustomMissile (\"BigNeoSmoke\", 0, 0, random (0, 360), 2, random (0, 360))\n TNT1 BCDEF 2 Bright\n\tTNT1 AAAAAAA 2 A_CustomMissile (\"BigNeoSmoke\", 2, 0, random (0, 360), 2, random (0, 360))\n\tStop\n\t}\n}\n\nACTOR StealthLordBelphegor : LordBelphegor\n{\n+STEALTH\n}"
},
{
"source": "pk3",
"name": "BFG.txt",
"contents": "// --------------------------------------------------------------------------\n//\n// BFG 9000\n//\n// --------------------------------------------------------------------------\n\nACTOR BIG_FUCKING_GUN : BFG9000 Replaces BFG9000\n{\n\tGame Doom\n\tHeight 20\n\tSpawnID 31\n\tWeapon.SelectionOrder 2800\n\tWeapon.AmmoUse 40\n\tWeapon.AmmoGive 40\n\tWeapon.AmmoType \"Cell\"\n Inventory.PickupSound \"BFGREADY\"\n\tDamageType Desintegrate\n\t+WEAPON.NOAUTOAIM\n Inventory.PickupMessage \"You got the BFG-9000! FUCK YEAH!\"\n\tStates\n\t{\n\tSteady:\n\tTNT1 A 1\n\tGoto Ready\n\tReady:\n\t TNT1 A 0\n\t TNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n TNT1 A 0 A_PlaySound(\"BFGREADY\")\n TNT1 AAA 0\n TNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\t\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tBFGG A 4 A_WeaponReady\n\t\tGoto Ready+5\n\tDeselect:\n\t TNT1 AAAAAAAAAAAAAAAAAA 0 A_Lower\n\t\tBFGG A 1 A_Lower\n\t\tLoop\n\tSelect:\n\tTNT1 A 0 A_Takeinventory(\"FistsSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"SawSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"ShotgunSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"SSGSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"MinigunSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"PlasmaGunSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"RocketLauncherSelected\",1)\n TNT1 A 0 A_Takeinventory(\"GrenadeLauncherSelected\",1)\n\tTNT1 A 0 A_Giveinventory(\"BFGSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"BFG10kSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"RailGunSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"SubMachineGunSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"RevenantLauncherSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"LostSoulSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"FlameCannonSelected\",1)\n\tTNT1 A 0 A_Takeinventory(\"HasBarrel\",1)\n\n\t\tBFGG A 1 A_Raise\n\t\twait\n\tFire:\n TNT1 A 0 A_PlaySound(\"BFGCHARGE\")\n\t\tBFGC ABABABABABABABAB 2 BRIGHT A_FireCustomMissile(\"GreenFlareSpawn\",0,0,0,0)\n BFGF A 2 BRIGHT A_FireCustomMissile(\"GreenFlareSpawn\",0,0,0,0)\n TNT1 A 0 A_PlaySound(\"BFGFIRE\")\n\t\tTNT1 AAA 0 A_FireCustomMissile(\"GreenFlareSpawn\",0,0,0,0)\n TNT1 A 0 A_Recoil(8)\n //TNT1 A 0 A_ZoomFactor(1.3)\n TNT1 A 0 BRIGHT A_FireCustomMissile(\"Alerter\", 0, 0, -1, 0)\n\t\tTNT1 A 0 A_FireBFG\n\t\tBFGF B 2 BRIGHT// A_FireCustomMissile(\"SuperBFGBall\", 0, 1, 0, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"ShakeYourAssDouble\", 0, 0, 0, 0)\n BFGF CDEF 2 BRIGHT A_FireCustomMissile(\"GreenFlareSpawn\",0,0,0,0)\n //TNT1 A 0 A_ZoomFactor(1.0)\n BFGG A 1 BRIGHT\n TNT1 A 0 A_Refire\n\t\tGoto Ready+5\n\n// Quake3-style Secondary -------------------------------------------------------------------------------------------------------------------\n\n\tAltFire:\n\n\t\tTNT1 A 0 A_JumpIfInventory(\"Cell\", 5, 3)\n\tBFGG A 0 A_PlaySound(\"BEPBEP\")\n\t\t\tGoto Ready+5\n\tBFGG A 1\n\tBFGF B 1 BRIGHT A_PlaySound(\"mbfgsh\", CHAN_WEAPON, 1.2)\n\t\tTNT1 A 0 A_Takeinventory(\"Cell\",5)\n\t\tTNT1 A 0 A_FireCustomMissile(\"GreenFlareSpawn\",0,0,0,0)\n\tBFGF C 1 BRIGHT A_FireCustomMissile(\"MiniBFG\", 0, 1, 0, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"GreenFlareSpawn\",0,0,0,0)\n\t\tTNT1 A 0 A_Recoil(2)\n\tBFGF B 1 BRIGHT\n\t\tTNT1 A 0 A_SetPitch(pitch - 4.0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"ShakeYourAssDouble\", 0, 0, 0, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"GreenFlareSpawn\",0,0,0,0)\n\tBFGC B 1 BRIGHT\n\tBFGF F 2 Offset(0,32) A_SetPitch(pitch + 1.0)\n\tBFGF F 2 Offset(0,42) A_SetPitch(pitch + 1.0)\n\tBFGF F 2 Offset(0,32) A_SetPitch(pitch + 1.0)\n\t//BFGF F 2 Offset(0,32) A_SetPitch(pitch + 1.0)\n\t\tTNT1 A 0 A_Refire\n\t\t\tGoto Ready+5\n\n// -----------------------------------------------------------------------------------------------------------------------------------------------------------\n\n DoKick:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tNULL A 0 A_JumpIf (momZ > 0, \"AirKick\")\n\t\tNULL A 0 A_JumpIf (momZ < 0, \"AirKick\")\n\n TNT1 A 0 A_jumpifinventory(\"PowerStrength\",1,\"BerserkerKick\")\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tKICK BCD 1\n\t\tTNT1 A 0 A_SetAngle(-7 + angle)\n\t\tRIFF A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -7)\n KICK H 4\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK IGFEDCBA 1\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+6\n BerserkerKick:\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tKICK ABCDEFG 1\n\t\tTNT1 A 0 A_SetAngle(-7 + angle)\n RIFF A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -7)\n KICK H 3\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK IGFEDCBA 1\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+6\n\n\tAirKick:\n\t TNT1 A 0 A_jumpifinventory(\"PowerStrength\",1,\"SuperAirKick\")\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 A_Recoil (-6)\n\t\tKICK JKLMN 1\n\t\tTNT1 A 0 A_SetAngle(-31 + angle)\n RIFF A 0 A_FireCustomMissile(\"AirKickAttack\", 0, 0, 0, -31)\n KICK O 3\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK PQRST 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+6\n\n\tSuperAirKick:\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 A_Recoil (-6)\n\t\tKICK JKLMN 1\n\t\tTNT1 A 0 A_SetAngle(-31 + angle)\n RIFF A 0 A_FireCustomMissile(\"SuperAirKickAttack\", 0, 0, 0, -31)\n KICK O 3\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK PQRST 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Ready+6\n\n Taunt:\n TNT1 A 5\n\t\tFUCK A 2\n\t\tTNT1 A 0 A_SetAngle(+3 + angle)\n\t\tTNT1 A 0 A_SetPitch(+1 + pitch)\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", 0, 0, -1, 0)\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", -9, 0, -1, 0)\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", 9, 0, -1, 0)\n FUCK B 2 A_PlaySound(\"FUCK\", 1)\n FUCK C 2 A_AlertMonsters\n\t\tFUCK D 15 A_Takeinventory(\"Taunting\",1)\n\t\tTNT1 A 0 A_SetPitch(-1 + pitch)\n\t\tTNT1 A 0 A_SetAngle(-3 + angle)\n FUCK CBA 5\n TNT1 A 5\n\t\tGoto Ready\n\tSalute:\n\t TNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tTNT1 A 0 A_ALertMonsters\n\t\tSALU ABCDEDCDEDCDEDCBA 4\n\t\tTNT1 A 0 A_TakeInventory(\"Salute1\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"Salute2\",1)\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tGoto Ready\n\t}\n}\n\nActor SuperBFGBall : BFGBall replaces BFGBall\n{\n +EXTREMEDEATH\n\tDamage 100\n Decal BFGLightning\n\tDeathSound \"BFGEXPLO\"\n\theight 6\n\tradius 6\n\t+skyexplode\n\t+foilinvul\n\t+forceradiusdmg\n\t-noteleport\n\t+telestomp\n\t+notarget\n //DamageType Desintegrate\n States\n {\n Spawn:\n TNT1 A 0 A_SpawnItemEx(\"BFGFOG\", 0, 0)\n\tTNT1 A 0 A_BishopMissileWeave\n\tTNT1 A 0 A_SpawnItemEx(\"BFGBoll\",0,0,4,velx,vely,velz,0,SXF_NOCHECKPOSITION|SXF_ABSOLUTEMOMENTUM,32)\n\tBFS1 AB 2 bright A_SpawnItemEx (\"BFGBallTail\", 0,0,0, (velx*0.2),(vely*0.2),(velz*0.2), 0,168,0)\n BFS1 A 1 BRIGHT A_SpawnItem(\"GreenFlareMedium\",0,0)\n BFS1 A 1 BRIGHT A_SpawnItemEx(\"BFGTrailParticle\", Random(-13, 13), Random(-13, 13), Random(0, 18), Random(1, 3), 0, (0.1)*Random(-10, 10), Random(-20, 20), 128)\n\tTNT1 A 0 A_JumpIf(z-floorz>10,2)\n\tTNT1 A 0 A_ChangeVelocity(0,0,0.4)\n\tTNT1 A 0 A_JumpIf(ceilingz-z>18,\"spawn\")\n\tTNT1 A 0 A_ChangeVelocity(0,0,-0.4)\n TNT1 A 0 A_SpawnItemEx(\"BFGFOG\", 0, 0)\n BFS1 B 1 BRIGHT A_SpawnItem(\"GreenFlareMedium\",0,0)\n BFS1 B 1 BRIGHT A_SpawnItemEx(\"BFGTrailParticle\", Random(-13, 13), Random(-13, 13), Random(0, 18), Random(1, 3), 0, (0.1)*Random(-10, 10), Random(-20, 20), 128)\n Loop\n\n Death:\n TNT1 A 0\n //TNT1 A 0 Radius_Quake(4,34,0,12,0)\n\tTNT1 A 0 A_SpawnItemEx (\"DistantBFG\", 0,0,0, 0,0,0, 0,160)\n\tTNT1 A 0 A_Explode(80,300,0)\n\tTNT1 A 0 Bright A_SpawnItem(\"GreenShockWave\",0,0,0)\n BFE1 A 0 A_SpawnItemEx(\"BFGDeathParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n BFE1 A 0 A_SpawnItemEx(\"BFGSuperParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 AAAAA 0 A_SpawnItemEx(\"BFGBallRemains\",-1,0,-12,0,0,0,SXF_TRANSFERPOINTERS|SXF_NOCHECKPOSITION,16)\n\tEXPL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"BFGBIGFOG\", 0, 0, random (0, 360), 2, random (0, 360))\n\tEXPL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"BFGBIGFOG\", 0, 0, random (0, 360), 2, random (0, 360))\n\tEXPL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"BFGSuperParticle\", 0, 0, random (0, 360), 2, random (0, 360))\n BFE1 AAAABBBB 2 Bright A_SpawnItem(\"GreenFlare\",0,0)\n BFE1 CC 1 Bright A_BFGSpray(\"BFGPuff\",45,1)\n BFE1 CCDDDDEEEEFFFF 2 Bright A_SpawnItem(\"GreenFlare\",0,0)\n Stop\n\t\tfade:\n\t\tBFE1 F 3 bright A_FadeOut(0.1)\n\t\tloop\n }\n}\n\nactor BFGBallRemains : GreenParticleFountain\n{\n\tstates\n\t{\n\tspawn:\n\t\tTNT1 AAAAAAAAA 4 A_SpawnItemEx(\"HDSmoke\",random(-3,3),random(-3,3),random(-3,3),random(-1,1),random(-1,1),random(1,3),0,SXF_TRANSFERPOINTERS|SXF_NOCHECKPOSITION)\n\t\tTNT1 A 8\n\t\tstop\n\t}\n}\nactor BFGBallTail : GreenParticleFountain\n{\n\t-invisible\n\t+nointeraction\n\t+forcexybillboard\n\tscale 0.8\n\trenderstyle add\n\tstates\n\t{\n\tspawn:\n BFS1 AB 2 bright A_FadeOut (0.2)\n\t\tloop\n\t}\n}\n\nactor BFGVileShard\n{\n\t+ismonster\n\t+float\n\t+nogravity\n\t+noclip\n\t+lookallaround\n\t+nofear\n\tradius 0\n\theight 0\n\trenderstyle add\n\tspeed 24\n\tscale 0.16\n\tstates\n\t{\n\tspawn:\n\t\tBFE2 A 0 nodelay\n\t\tBFE2 A 0 A_SetGravity (0.1)\n\t\tBFE2 AB 1 bright A_Look\n\t\tloop\n\tsee:\n\t\tBFE2 D 0 A_Jump (64, 2)\n\t\tBFE2 D 0 ThrustThingZ (0, random(-4, 8), 0, 0)\n\t\tBFE2 D 1 bright A_JumpIf(alpha < 0.2, \"see2\")\n\t\tBFE2 D 1 A_Wander\n\t\tBFE2 A 0 A_CustomMissile (\"BFGSpark\", 0, random(-24, 24), random(-24, 24), 2, random(-14, 14))\n\t\tBFE2 A 1 bright\n\t\tBFE2 A 0 A_Wander\n\t\tBFE2 B 1 bright A_FadeOut (0.1)\n\t\tBFE2 A 0 A_Wander\n\t\tloop\n\tsee2:\n\t\tTNT1 AAA 0 A_Wander\n\t\tTNT1 A 5 A_VileChase\n\t\tBFE2 A 0 A_SpawnItemEx (\"BFGSpark\", random(-4,4),random(-4,4),random(28,36), random(4,6),random(-1,1),random(-6,6), random(0,360),SXF_NOCHECKPOSITION, 200)\n\t\tloop\n\theal:\n\t\tBFE2 AAAAAAA 0 A_SpawnItemEx (\"BFGSpark\", random(-4,4),random(-4,4),random(28,36), random(4,6),random(-1,1),random(-6,6), random(0,360),SXF_NOCHECKPOSITION)\n\t\tBFE2 AAAA 1 A_SpawnItemEx (\"BFGSpark\", random(-4,4),random(-4,4),random(28,36), random(4,6),random(-1,1),random(-6,6), random(0,360),SXF_NOCHECKPOSITION)\n\t\tstop\n\t}\n}\n\nactor BFGBoll\n{\n\t-noteleport\n\t+notdmatch\n\t+telestomp\n\t+shootable\n\t+invulnerable\n\t+notarget\n\tprojectile\n\tdamage 10\n\tspeed 20\n\tradius 1\n\theight 1\n\tdamagetype \"Desintegrate\"\n\t+friendly\n\t+missilemore\n\t+missileevenmore\n\t+forcexybillboard\n\tminmissilechance 256\n\t+lookallaround\n\t+bloodlessimpact\n\t+foilinvul\n\t+seeinvisible\n\tmaxtargetrange 65536\n\tdecal BFGLightningSmall\n\trenderstyle none//add\n\tspeed 20\n\tstates\n\t{\n\tspawn:\n\t\tTNT1 A 0 nodelay\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Look\n\t\tTNT1 A 1\n\t\tstop\n\tsee:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"Ring\",1,\"nope\")\n\t\tTNT1 A 0 A_GiveInventory(\"PowerFrightener\",1)\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tGRL1 ABCDEFGHI 0 A_CustomRailgun ((random(24,48)),0, none,\"55 ff 88\", RGF_SILENT|RGF_NOPIERCING|RGF_FULLBRIGHT,1, 50.0, \"BFGPuff\", 0,0, 65536,18,0.2,1.0)\n\t\tGRL2 ABCDEFGHI 0 A_CustomRailgun ((random(24,48)),0, none,\"55 ff 88\", RGF_SILENT|RGF_NOPIERCING|RGF_FULLBRIGHT,1, 50.0, \"BFGPuff\", 0,0, 65536,18,0.2,1.0)\n\t\tGRL3 ABCDEFGHI 0 A_CustomRailgun ((random(24,48)),0, none,\"55 ff 88\", RGF_SILENT|RGF_NOPIERCING|RGF_FULLBRIGHT,1, 50.0, \"BFGPuff\", 0,0, 65536,18,0.2,1.0)\n\t\tGRL4 ABCDEFGHI 0 A_CustomRailgun ((random(24,48)),0, none,\"55 ff 88\", RGF_SILENT|RGF_NOPIERCING|RGF_FULLBRIGHT,1, 50.0, \"BFGPuff\", 0,0, 65536,18,0.2,1.0)\n\t\tstop\n\tnope:\n\t\tTNT1 A 0\n\t\tstop\n\t}\n}\nACTOR BFGPuff : GreenParticleFountain\n{\n\t-invisible\n\t+nointeraction\n\t+forcexybillboard\n\t+bloodlessimpact\n\t+noblood\n\t+alwayspuff\n\t-allowparticles\n\t+puffonactors\n\t+puffgetsowner\n\t+forceradiusdmg\n\t+foilinvul\n\trenderstyle add\n\tdamagetype \"Desintegrate\"\n\tscale 0.8\n\tstates\n\t{\n\tspawn:\n\t\tBFE2 A 0\n\t\tBFE2 A 0 A_Jump (200, 2)\n\t\tBFE2 A 0 A_PlaySoundEx (\"misc/bfgrail\", \"SoundSlot5\")\n\t\tBFE2 A 4 bright A_Explode (random(196,320),320)\n\t\tBFE2 ABCDE 2 bright A_FadeOut (0.1)\n\t\tTNT1 A 0 A_Jump(2,1)\n\t\tstop\n\t\tTNT1 AAA 0 A_SpawnItemEx(\"BFGVileShard\",0,0,10,10,0,0,random(0,360),SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\t\tstop\n\t}\n}\n\nActor BFGTrailParticle\n{\n Height 0\n Radius 0\n Mass 0\n Speed 3\n +Missile\n +NoBlockMap\n +NoGravity\n +DontSplash\n RenderStyle Add\n Scale 0.05\n States\n {\n Spawn:\n SPKG A 2 Bright A_FadeOut(0.02)\n Loop\n }\n}\n\nActor BFGDeathParticle\n{\n Height 0\n Radius 0\n Mass 0\n +Missile\n +NoBlockMap\n -NoGravity\n +LowGravity\n +DontSplash\n +DoomBounce\n BounceFactor 0.5\n RenderStyle Add\n Scale 0.04\n States\n {\n Spawn:\n Death:\n SPKG A 2 Bright A_FadeOut(0.02)\n Loop\n }\n}\n\nActor SuperBFGExtra : BFGExtra Replaces BFGExtra\n{\n +NoBlockMap\n +NoGravity\n RenderStyle Add\n +FORCERADIUSDMG\n +EXTREMEDEATH\n Alpha 0.75\n Damage 0\n States\n {\n Spawn:\n BFE2 A 0\n TNT1 AAAAA 0 A_SpawnItemEx(\"BFGExtraParticle\", 0, 0, 14, (0.1)*Random(10, 40), 0, (0.1)*Random(-40, 40), Random(0, 360), 128)\n TNT1 AAAAA 0 A_SpawnItemEx(\"BFGExtraParticle\", 0, 0, 14, (0.1)*Random(10, 40), 0, (0.1)*Random(-40, 40), Random(0, 360), 128)\n TNT1 AAAAA 0 A_SpawnItemEx(\"BFGExtraParticle\", 0, 0, 14, (0.1)*Random(10, 40), 0, (0.1)*Random(-40, 40), Random(0, 360), 128)\n\tBFE2 AAAABBBBCCCCDDDD 2 Bright A_SpawnItem(\"GreenFlareMedium\",0,0)\n stop\n }\n}\n\nActor BFGExtraParticle\n{\n Height 0\n Radius 0\n Mass 0\n +Missile\n +NoBlockMap\n +DontSplash\n +NoInteraction\n RenderStyle Add\n Scale 0.035\n States\n {\n Spawn:\n Death:\n SPKG A 2 Bright A_FadeOut(0.1)\n Loop\n }\n}\n\nACTOR GreenShockWave\n{\n Speed 0\n Height 64\n Radius 32\n Scale 2.25\n RenderStyle add\n Alpha 0.9\n +DROPOFF\n +NOBLOCKMAP\n +NOGRAVITY\n States\n {\n Spawn:\n SHOK A 1 BRIGHT\n Goto Death\n Death:\n SHOK BCDEFFGGHHIIIJJJKKKLLMMNNOPQR 1 BRIGHT A_FadeOut(0.03)\n Stop\n }\n}\n\nACTOR BFGFOG\n{\n Radius 1\n Height 1\n\tAlpha 0.7\n\tRenderStyle Add\n\tScale 0.4\n\tSpeed 8\n\tGravity 0\n +NOBLOCKMAP\n +NOTELEPORT\n +DONTSPLASH\n\t+MISSILE\n\t+FORCEXYBILLBOARD\n +CLIENTSIDEONLY\n States\n {\n Spawn:\n BFOG ABCDEF 3 BRIGHT A_SpawnItem(\"GreenFlareMedium\",0,0)\n Goto Death\n\tDeath:\n\t BFOG G 3 BRIGHT A_SpawnItem(\"GreenFlareMedium\",0,0)\n\t\tStop\n }\n}\n\nACTOR BFGBIGFOG: BFGFOG\n{\n\tScale 0.8\n}\n\nACTOR SmallGreenFog: BFGFOG\n{\n\tSpeed 3\n\tScale 0.5\n}\n\nActor BFGDeathParticleSpawner\n{\n +NoClip\n +NoBlockMap\n +NoGravity\n +Missile\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 AAAAA 0 A_SpawnItemEx(\"BFGDeathParticle\", 0, 0, 0, (0.1)*Random(20, 45), 0, (0.1)*Random(-40, 40), Random(0, 360), 128)\n TNT1 AAAAA 0 A_SpawnItemEx(\"BFGDeathParticle\", 0, 0, 0, (0.1)*Random(20, 45), 0, (0.1)*Random(-40, 40), Random(0, 360), 128)\n TNT1 AAAAA 0 A_SpawnItemEx(\"BFGDeathParticle\", 0, 0, 0, (0.1)*Random(20, 45), 0, (0.1)*Random(-40, 40), Random(0, 360), 128)\n TNT1 AAAAA 0 A_SpawnItemEx(\"BFGDeathParticle\", 0, 0, 0, (0.1)*Random(20, 45), 0, (0.1)*Random(-40, 40), Random(0, 360), 128)\n TNT1 A 1\n Stop\n }\n}\n\nActor BFGSuperParticleSpawner\n{\n +NoClip\n +NoBlockMap\n +NoGravity\n +Missile\n +FORCEXYBILLBOARD\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 AAAAAAAAAAA 0 A_SpawnItemEx(\"BFGSuperParticle\", 0, 0, 0, (0.1)*Random(10, 35), 0, (0.1)*Random(-20, 20), Random(0, 360), 128)\n TNT1 AAAAAAAAAAA 0 A_SpawnItemEx(\"BFGSuperParticle\", 0, 0, 0, (0.1)*Random(10, 35), 0, (0.1)*Random(-20, 20), Random(0, 360), 128)\n TNT1 AAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"BFGSuperParticle\", 0, 0, 0, (0.1)*Random(10, 35), 0, (0.1)*Random(-20, 20), Random(0, 360), 128)\n TNT1 A 1\n Stop\n }\n}\n\nActor BFGSuperParticle\n{\n Height 0\n Radius 0\n Mass 0\n +Missile\n +NoBlockMap\n +NOGRAVITY\n +DontSplash\n +FORCEXYBILLBOARD\n RenderStyle Add\n Scale 0.04\n Speed 24\n States\n {\n Spawn:\n Death:\n SPKG A 2 Bright A_FadeOut(0.02)\n Loop\n }\n}\n\n// BFG Mini Projectile ----------------------------------------------------------------------------------\n\nACTOR MiniBFG : BaronBall\n{\n\tRadius 10\n\tHeight 8\n\tSpeed 40\n\tDamageType GreenFire\n\tProjectile\n\t+RANDOMIZE\n\t+FORCEXYBILLBOARD\n\t-THRUGHOST\n \tDamage 30\n\tRenderStyle Add\n\tAlpha 1\n\tScale 1.2\n\tSeeSound \"mbfgfly\"\n\tDeathSound \"mbfghit\"\n\tDecal \"Scorch\"\n\n\tStates\n\t{\n\tSpawn:\n\t TNT1 A 0 A_SpawnItemEx(\"SmallGreenFlameTrails\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\tFRPG J 1 BRIGHT A_SpawnItem(\"GreenFlareSmall\",0,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SmallGreenFlameTrails\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\tTNT1 A 0 A_SpawnItemEx(\"MiniTrail\", Random(-13, 13), Random(-13, 13), Random(0, 18), Random(1, 3), 0, (0.1)*Random(-10, 10), Random(-20, 20), 128)\n\t\tFRPG K 1 BRIGHT A_SpawnItem(\"GreenFlareSmall\",0,0)\n\t\tLoop\n\tDeath:\n \t\tTNT1 AAA 0 A_SpawnItemEx(\"PlasmaParticleSpawner\", 0, 0, 0, 6, 6, 6, 0, 128)\n\t\tTNT1 A 0 A_SpawnItemEx (\"MiniExplosion\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 A_SpawnItem(\"MiniShockWave\",0,0)\n\t\tFRPG ABCDEFGH 2 BRIGHT A_SpawnItem(\"GreenFlare\",0,0)\n\t\tTNT1 AAAAA 19 A_CustomMissile (\"PlasmaSmoke\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tStop\n\tXDeath:\n \t\tTNT1 AAA 0 A_SpawnItemEx(\"PlasmaParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\tTNT1 A 0 A_SpawnItemEx (\"MiniExplosion\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 A_SpawnItem(\"MiniShockWave\",0,0)\n\t\tFRPG ABCDEFGH 2 A_SpawnItem(\"GreenFlare\",0,0)\n\t\tStop\n\tCrash:\n \t\tTNT1 AAA 0 A_SpawnItemEx(\"PlasmaParticleSpawner\", 0, 0, 0, 6, 6, 6, 0, 128)\n\t\tTNT1 A 0 A_SpawnItemEx (\"MiniExplosion\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 A_SpawnItem(\"MiniShockWave\",0,0)\n\t\tFRPG ABCDEFGH 2 BRIGHT A_SpawnItem(\"GreenFlare\",0,0)\n\t\tTNT1 AAAAA 19 A_CustomMissile (\"PlasmaSmoke\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tStop\n\t}\n}\n\nACTOR MiniShockWave : GreenShockWave\n{\n Height 1\n Radius 1\n Scale 1.0\n States\n {\n Spawn:\n SHOK A 1 BRIGHT\n Goto Death\n Death:\n SHOK CEGIKMOQS 1 BRIGHT A_FadeOut(0.11)\n Stop\n }\n}\n\nACTOR MiniTrail : BFGTrailParticle\n{\n Height 0\n Radius 0\n Mass 0\n Speed 3\n +Missile\n +NoBlockMap\n +NoGravity\n +DontSplash\n RenderStyle Add\n Scale 0.025\n States\n {\n Spawn:\n SPKG A 1 Bright A_FadeOut(0.04)\n Loop\n }\n}\n\nACTOR MiniExplosion\n{\n+NOBLOCKMAP\n+MISSILE\nDamagetype ExplosiveImpact\n\tStates\n\t{\n \tSpawn:\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_Explode(70,100)\n \t\tStop\n\t}\n}"
}
]
},
"maps": [
{
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{
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},
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},
{
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},
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},
{
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},
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},
{
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},
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},
{
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},
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"title": null,
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}
},
{
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"title": "E1M7",
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},
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"metadata": {
"title": null,
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}
},
{
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},
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"metadata": {
"title": null,
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}
},
{
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"title": "E1M9",
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},
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},
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},
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"metadata": {
"title": null,
"music": null,
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}
},
{
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"title": "E2M1",
"format": "unknown",
"stats": {
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},
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},
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},
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},
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},
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"metadata": {
"title": null,
"music": null,
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}
},
{
"map": "E2M2",
"title": "E2M2",
"format": "unknown",
"stats": {
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