diff --git a/.gitignore b/.gitignore index d1d30cca..7f80a9c6 100644 --- a/.gitignore +++ b/.gitignore @@ -11,4 +11,5 @@ $RECYCLE.BIN/ *.pk3 *.pk7 *.dbs -*.log \ No newline at end of file +*.log +logfile \ No newline at end of file diff --git a/README.md b/README.md index 9cb60e63..8004305d 100644 --- a/README.md +++ b/README.md @@ -2,9 +2,9 @@ ## Core component -Funny cooperative+deathmatch entertaining modification for DOOM II. Created for Zandronum 3.0 port. +Funny cooperative+deathmatch entertaining modification for DOOM II. Created for ZDoom32 port. -Also have GZDoom/Delta-Touch compatibility +Also have Delta-Touch compatibility ## How to compile (Windows) @@ -14,12 +14,18 @@ Also have GZDoom/Delta-Touch compatibility 4. Drag & Drop pk7 to zandronum.exe 5. Play -## Current important info +## How to compile (Linux) -CREDITS Currently Work in Progress, if im forgot some, please say it in issues. +1. sudo apt-get install git +2. git clone -b zd32funcs git@github.com:dpteam/dpt-hq-core.git dpt-hq-core +3. sh build.sh +4. Wait +5. "./zdoom32 dpt-hq-core-current.pk7" +6. Play -Issue #7 +## Current important info +CREDITS Currently Work in Progress, if im forgot some, please say it in issues. [Issue #7] Also info for paranoics: @@ -50,8 +56,8 @@ https://qiwi.me/dartpower Development status: [![Github All Releases](https://img.shields.io/github/downloads/dpteam/dpt-hq-core/total.svg?style=for-the-badge)](https://github.com/dpteam/dpt-hq-core/releases) -[![GitHub commit activity the past week, 4 weeks, year](https://img.shields.io/github/commit-activity/y/dpteam/dpt-hq-core.svg?style=for-the-badge)](https://github.com/dpteam/dpt-hq-core/commits/master) -[![GitHub last commit](https://img.shields.io/github/last-commit/dpteam/dpt-hq-core.svg?style=for-the-badge)](https://github.com/dpteam/dpt-hq-core/commits/master) +[![GitHub commit activity the past week, 4 weeks, year](https://img.shields.io/github/commit-activity/y/dpteam/dpt-hq-core.svg?style=for-the-badge)](https://github.com/dpteam/dpt-hq-core/commits/zd32funcs) +[![GitHub last commit](https://img.shields.io/github/last-commit/dpteam/dpt-hq-core.svg?style=for-the-badge)](https://github.com/dpteam/dpt-hq-core/commits/zd32funcs) [![GitHub repo size in bytes](https://img.shields.io/github/repo-size/dpteam/dpt-hq-core.svg?style=for-the-badge)](https://github.com/dpteam/dpt-hq-core) Social status: @@ -62,4 +68,4 @@ Social status: [![GitHub forks](https://img.shields.io/github/forks/dpteam/dpt-hq-cor.svg?style=social&label=Fork&style=for-the-badge)](https://github.com/dpteam/dpt-hq-core/network/members) [![GitHub stars](https://img.shields.io/github/stars/dpteam/dpt-hq-core.svg?style=social&label=Stars&style=for-the-badge)](https://github.com/dpteam/dpt-hq-core/stargazers) [![GitHub watchers](https://img.shields.io/github/watchers/dpteam/dpt-hq-core.svg?style=social&label=Watch&style=for-the-badge)](https://github.com/dpteam/dpt-hq-core/watchers) -[![GitHub followers](https://img.shields.io/github/followers/dpteam.svg?style=social&label=Follow&style=for-the-badge)](https://github.com/dpteam) \ No newline at end of file +[![GitHub followers](https://img.shields.io/github/followers/dpteam.svg?style=social&label=Follow&style=for-the-badge)](https://github.com/dpteam) diff --git a/build.sh b/build.sh new file mode 100644 index 00000000..4867fd7d --- /dev/null +++ b/build.sh @@ -0,0 +1,9 @@ +#!/bin/sh + +set +v +echo "Compressing. Please wait... [Approximately 2-5 mins]" +cd pk3_data +..\7z a -t7z -m0=lzma2 -mx=9 -aoa "..\dpt-hq-core-current.pk7" * +clear +echo "Compression complete." +sleep diff --git a/docs/CREDITS.en_US b/docs/CREDITS.en_US index 71f94195..c6dc21ec 100644 --- a/docs/CREDITS.en_US +++ b/docs/CREDITS.en_US @@ -5,8 +5,9 @@ Commonly ideas: DartPower, Ronikari, Fredy, Ghosts (Ghosts from "CrossTalk EVP") Maps: -HQ1 by DartPower (And many DPT members) +HQ1 by DartPower, Leutenant Xandro (And many another DPT members) TITLEMAP from Project Brutality, modifed by DartPower +CREDMAP from Skulltag, modifed by DartPower ACS: Backstab system from WDI diff --git a/docs/TODO.ru_RU b/docs/TODO.ru_RU index 1a2e4304..5624885e 100644 --- a/docs/TODO.ru_RU +++ b/docs/TODO.ru_RU @@ -1,3 +1,20 @@ +/* DPT.TextTech.TODO.v-RC1 + ________ ________ ________ _________ ________ ________ ___ __ _______ ________ _________ _______ ________ _____ ______ +|\ ___ \ |\ __ \ |\ __ \ |\___ ___\|\ __ \ |\ __ \ |\ \ |\ \ |\ ___ \ |\ __ \ |\___ ___\|\ ___ \ |\ __ \ |\ _ \ _ \ +\ \ \_|\ \\ \ \|\ \\ \ \|\ \\|___ \ \_|\ \ \|\ \\ \ \|\ \\ \ \ \ \ \\ \ __/| \ \ \|\ \ \|___ \ \_|\ \ __/| \ \ \|\ \\ \ \\\__\ \ \ + \ \ \ \\ \\ \ __ \\ \ _ _\ \ \ \ \ \ ____\\ \ \\\ \\ \ \ __\ \ \\ \ \_|/__\ \ _ _\ \ \ \ \ \ \_|/__\ \ __ \\ \ \\|__| \ \ + \ \ \_\\ \\ \ \ \ \\ \ \\ \| \ \ \ \ \ \___| \ \ \\\ \\ \ \|\__\_\ \\ \ \_|\ \\ \ \\ \| \ \ \ \ \ \_|\ \\ \ \ \ \\ \ \ \ \ \ + \ \_______\\ \__\ \__\\ \__\\ _\ \ \__\ \ \__\ \ \_______\\ \____________\\ \_______\\ \__\\ _\ \ \__\ \ \_______\\ \__\ \__\\ \__\ \ \__\ + \|_______| \|__|\|__| \|__|\|__| \|__| \|__| \|_______| \|____________| \|_______| \|__|\|__| \|__| \|_______| \|__|\|__| \|__| \|__| + ___ ___ _______ ________ ________ ________ ___ ___ ________ ________ _________ _______ ________ ________ + |\ \|\ \ |\ ___ \ |\ __ \ |\ ___ \ |\ __ \ |\ \|\ \ |\ __ \ |\ __ \ |\___ ___\|\ ___ \ |\ __ \ |\ ____\ + \ \ \\\ \\ \ __/| \ \ \|\ \\ \ \_|\ \\ \ \|\ \\ \ \\\ \\ \ \|\ \\ \ \|\ \\|___ \ \_|\ \ __/| \ \ \|\ \\ \ \___|_ + \ \ __ \\ \ \_|/__\ \ __ \\ \ \ \\ \\ \ \\\ \\ \ \\\ \\ \ __ \\ \ _ _\ \ \ \ \ \ \_|/__\ \ _ _\\ \_____ \ + \ \ \ \ \\ \ \_|\ \\ \ \ \ \\ \ \_\\ \\ \ \\\ \\ \ \\\ \\ \ \ \ \\ \ \\ \| \ \ \ \ \ \_|\ \\ \ \\ \|\|____|\ \ + \ \__\ \__\\ \_______\\ \__\ \__\\ \_______\\ \_____ \\ \_______\\ \__\ \__\\ \__\\ _\ \ \__\ \ \_______\\ \__\\ _\ ____\_\ \ + \|__|\|__| \|_______| \|__|\|__| \|_______| \|___| \__\\|_______| \|__|\|__| \|__|\|__| \|__| \|_______| \|__|\|__||\_________\ + \|__| \|_________| +*/ /* Референсный формат данного файла: @@ -27,7 +44,7 @@ 2. Переосмыслить основной концепт, не теряя концепции HQ-модов. //3. Сделать сборку с шейдерами "TV (2)" (Или подобными) и Синтвейв музоном - Специально Для Роникари (будет аддон) // Временно отложено -Боссы: +Боссы: [!!!!! Сделать спрайты для боссов самому и отправить Скайбагу] Четыре "всадника апокалипсиса", подручные Генералиссимуса, сам Поварий I. Дальше будет идти описание характеристик боссов по пятибалльной шкале. !1. Апостол Обжорства. ХП - 4/5. ДМГ - 2/5. Толстый и массивный, но неуклюжий босс. Олицетворение ожирения Повария. // Готова локация спавна босса // Локация: Кухня // Спрайт как Incubus // Босс готов на 99% 2. Архиепископ Сидаба. ХП - 3/5. ДМГ - 3/5. Призыватель приспешников из сериалов, которые наносят дополнительный урон игрокам. Олицетворение нездоровой любви Повария к сидабу. // Готова локация спавна босса. // Сделать вылезание из экрана (босса) // Локация: Кинотеатр // ТЕЛЕПОРТ НА ЧАСТЬ КАРТЫ КАК В СИРИУС СЭМЕ, КАК В ТИПИКАЛ ДУМЕ БОСС ДЮК @@ -35,8 +52,6 @@ 4. Архивариус Мобиус. ХП - 5/5. ДМГ - 5/5. Покоритель треша. Создает гулей, голов Повария, которые создает меньшие головы Повария, атакующие вихрем чипсов, ходячих мемов, радиоактивных котов, киллеров Джогонов; сам босс имеет толстую броню, огромную живучесть и атаки в виде Фанта-цунами и отнимающими здоровье треков Фараона. // Готова локация спавна босса // Локация: канализация // Спрайт будет как Пейн Елементаль, можно спрайты с плазма-елементаля взять 5. Поварий I Победоносный. ХП - 228/5. ДМГ - 1488/228. Главный мегабосс. Владеет абсолютно всеми атаками четырех всадников. // Локация: Особняк, можно взять из AO ONI // Спрайт будет как ДартПовар, ужиренный (ОЧЕНЬ ЖИРНЫЙ) -!!!!! Сделать спрайты для боссов самому и отправить Скайбагу - Основное: //1. Внедрить SKULLTAG ACTORS & DATA //2. Добавить танки/вертолеты из мода сержанта-марка. + Улучшить BIKE и добавить тачки из DC. // 100% готово @@ -84,9 +99,9 @@ !44. В АФК-комнату добавить фичу проверки на дезматч, если он есть то тебя не закроет (можно даже сделать ловушку типа давить будет игрока в закрытой афк комнате) // Блин, ФИЧА НЕ РАБОТАЕТ((( //45. Добавить кооперативную карту - Memorial.wad // Не, там баги, потом... 46. Добавить сверх-легендарных монстров (ослепляющее золото + сверхмощь - СВОЙ КОД!!!) -47. Добавить убегающий ключ, типа фейковый. (Можно добавить комнату и в него ключ - а комната будет как в сириус сэме где спит скорпион - можно даже его самого добавить + будет музло оттуда - типа где такой "потайной" музон) +47. Добавить убегающий ключ, типа фейковый. (Можно добавить комнату и в него ключ - а комната будет как в сириус сэме где спит скорпион - можно даже его самого добавить (можно даже того, с рильма - типа пародию на Арахнотрона) + будет музло оттуда - типа где такой "потайной" музон) //48. Добавить комнату с боссом из типикал дума (где был дюк нюкем) + вернуть переход к выходу на е1л1 части карты (можно самому - 3д полом) -49. Во внутрь военной базы можно добавить музло из старбача (из уровня с первым боссом - Facility или как там) +49. Во внутрь военной базы можно добавить музло из старбача (из уровня с первым боссом - Facility или как там - которая когда ходишь по этому "данжу") //50. Добавить времени после того как охранник произнесет "Ну всё парень тебе пиздец!" //51. Изменить вывески в кинотеатре. //52. Добавить секретный скрытый проход к TrollSSD в комнате бенеллуса. А обычную где та фотка можно закрыть "окном". (Можно проход даже как в MAP05 дума сделать, как в детстве прям я хотел достать четатам... а, точно. плазмаган) @@ -145,36 +160,45 @@ 105. Добавить игрокам-монстрам смерти и кровь как у брутализированных монстров 106. Сделать кастомные Gore смерти разным плеерклассам у которых совершенно не думовские скины. 107. Добавить воксельные модели (например машин из того пака) -108. Добавить летающие мащины в скайбокс как в DoomCenter +108. Добавить летающие машины в скайбокс как в DoomCenter 109. Добавить итем Грокса из Mobius (и назвать его Grob - классика хдд) 110. Добавить аномалии из Мобиуса. -111. Добавить звуки отказа к дверям/свитчам при отстуствпии ключей +//111. Добавить звуки отказа к дверям/свитчам при отстуствпии ключей !!112. Сделать уровень угрозы или опасности (будет работать либо как звезды в гта, либо как рейтинг зоны - опасная или нет по 5-бальной шкале, 0 - неизвестаня, 1 - безопасная) -113: ¯\_(ツ)_/¯ -//114: Поменять звук у ArmymanAK47 -115: Добавить звуки поднятия остальным оружиям. +113. ¯\_(ツ)_/¯ +//114. Поменять звук у ArmymanAK47 +!115. Добавить звуки поднятия остальным оружиям. // Добавлено большинству через создание наследственного актора //116. Заменить звуки у свитчей ДПТ-"Включено"/"Выключено" на эти-же звуки, НО чтобы они проигрывались через скрипт АФКа. 117. Добавить респавн для коопа - попадание в Больницу, с отбиранием всех денег ("всего кошелька") 118. Добавить респавн скрипт для аптечек, чтобы постоянно появлялись (можно короче сделать стеб и добавить ОЧЕНЬ редкую фейковую аптечку - из WDI) -!!119. Заменить логотипы UAC на DPT! +!119. Заменить логотипы UAC на DPT! // Несколько текстур готово. 120. Добавить ещё один скайбокс-пикер, только на этот раз для окон Госпиталя. -121. Сделать так, чтобы при бакшоте или инстагибе выдавалось то оружие, которое тут есть в моде. (Кстати рельсу можно ту, которая в классическом френдли тиме - синяя такая, со звуком "птысь") +!121. Сделать так, чтобы при бакшоте или инстагибе выдавалось то оружие, которое тут есть в моде. (Кстати рельсу можно ту, которая в классическом френдли тиме - синяя такая, со звуком "птысь") // Почти готово, НО надо доделать до того уровня, как в Френдли Тиме Клаасик. (Альт. варианты можно взять из RailEvolves) 122. Текстурки вульф карты заменить на текстурки от Дуни 123. Добавить комнату Гвоздевика (добавить туда телепорт на карту hohol.wad и там типа будет фейк ключ с той самой ловушкой) 124. Надо облегчить вторую Арену (сбалансировать баланс - найс тафтология хд) - А то там к примеру заспавнишь Арчи и всё, пиздец. 125. У Поцика надо сделать больше рандомных звуков при таунте. -126. Увеличить кол-во декалей до максимального int32 значения (21четатам) -!127. Надо убрать все SpawnID +126. Увеличить кол-во декалей до максимального int32 значения (2147483647) +//127. Надо убрать все SpawnID // На момент 21.09.2018 ВСЕ SpawnID УБРАНЫ. 128. Добавить FOG и Гулей в метро. 129. Добавить фонарик. 130. Передвинуть телепорт к стенке в комнате ОВЧа 131. Заменить FREDYYY на Freddy_Lincoln -132. В комнате Фреди заменить текстуры стен на Кафель (или обои), перекрасить диван в синий (можно темно-синий - ЦВЕТ ИНДИГО))) ) и на телике будет WoT (Танки). +132. В комнате Фреди заменить текстуры стен на Кафель (или обои), перекрасить диван в синий (можно темно-синий - ЦВЕТ ИНДИГО)))0) и на телике будет WoT (Танки). 133. Главного пиздюка в военной зоне заменить на Гитлера. +!134. Кибердемона в Скайбоксе заменить на того, который будет +LOOKALLAROUND и ходить как годзилла (медленно и "шумно") // Почти готово, ждем интеграции ID АКТОРа. +135. Сделать читы как в GTA (3D-Эра) // HESOYAM уже есть. +136. Добавить в HIRES - HD ремаппинги текстур БОЛЬШОГО шрифта. (Буквы брать из ALPHABET) +!137. Реализовать смену языка. // Немного готово, но нужна работа над шрифтами. +138. Заменить пистолет у Копа на "БанХаммер" - фичи теже, хаммер можно взять из Hexen (хотя можно не заменять и сделать как альтфайр - берет (как нож) и "лупит") +139. Улучшить Flighter - добавить спрайты по аналогии как в Hexen/Heretic (можно найти так-же в CreepWars) - и заменить их на анимированные спрайты плавно-меняющихся "Какодемона/Пейнэлементаля/Лостсоула" +140. У SuperChaingn нестандартный звук "шотгана", нужно заменить на оригинальный (Можно так-же взять из hd звуков) + паффы заменить на оригинальные. (Doom2D-inspired :D) +141. У ShotgunGuyShotgun тоже самое что сделать со звуком. (Ориджинал саунд или HD) +142. Понерфить убиваемость вертолету, который на крыше в доме у спавна как статик актор. (Чтобы быстрее взорвать) // А надо ли? O_o Неиспользованный контент (реализовать): 1. TEXTURES\_0_CORE\UNUSED -2. SPRITES\_CATACLYSM +!2. SPRITES\_CATACLYSM // 10% Готово. 3. SPRITES\MAP 4. SPRITES\GABEN 5. SPRITES\_WEAPONS\DARTPOWER_WEP0\RPG @@ -194,22 +218,23 @@ 12. Ya_Zhe_MaTb (Из оружия автомат с дерьмом ребенка, отборные ругательства (аналог дабстеп-гана из саинтс роу), холодное оружие - ребенок) // НУЖНЫ СПРАЙТЫ (И ВОЗМОЖНО ЗВУКИ) ИГРОКА 13. Brutal_Player (Добавить пушки оригинального дума которые стреляют кровью) // Добавить пушки из брутал-арсенала + Некоторые пушки из Brutalized Friendly Team (Тот охуенный черный миниган и двойные узи) // НУЖНЫ СПРАЙТЫ (И ВОЗМОЖНО ЗВУКИ) ИГРОКА //14. "SIMPSON-NEKEK" (вместо DartPower) -!15. Ronikari // Кровь сделать черной. + Пририсовать черные волосы и бороду. // Готов на 5% +!15. Ronikari // Кровь сделать черной. + Пририсовать черные волосы и бороду. // Готов на 5% // Нужно узнать про оружия. 16. NickBock //17. Настя (хз какой её ещё сделать - надо спросить ХДДД) - первое оружие PISS будет как обычное от DPT HQ а у остальных классов как в FSR HQ - готова на 100% // ПЕРЕДЕЛАТЬ НА ШУРЫГИНУ //18. Ovlab !19. NighMare (сделать оружия из пака амсека) - 20% готово !20. Velaron (пушки: ) // Готов на 1% // НУЖНЫ СПРАЙТЫ (И ВОЗМОЖНО ЗВУКИ) ИГРОКА //21. Benellus -22. Zero775 (Контент-файлы хранятся в архиве) // НУЖНЫ СПРАЙТЫ (И ВОЗМОЖНО ЗВУКИ) ИГРОКА +22. Zero775 (Контент-файлы хранятся в архиве) // НУЖНЫ СПРАЙТЫ (И ВОЗМОЖНО ЗВУКИ) ИГРОКА // Спрайты можно со скина того, где страйф чел - из папки "_SKINS", а звуки можно с "Звуки для пранков в скайпе и HLDJ" !23. Oppressor1338 (пушки по типу бфг: Кубик из рашн оверкилла, и БФГ из UACMN2) // 30% готово // Скин сделать как в UACMN SOMEMONG + звуки оттуда // Лучше сделать его "Агентом Кремля" - скин типа агента 007 переделать в бородатого мужика с черными очками. Гимн СССР будет петь он в таунте. Звуки перса - Абдуль. (Можно взять из кубка) // НУЖНЫ СПРАЙТЫ (И ВОЗМОЖНО ЗВУКИ) ИГРОКА !24. Zendos (вепоны: ССГ из д4 и Арбалет) // 40% готово !25. Dean Portman - пока хз каким сделать - НЕ НУЖЕН // hz // НУЖНЫ СПРАЙТЫ (И ВОЗМОЖНО ЗВУКИ) ИГРОКА !26. OVA (Будет создавать форки себя и будет иметь возможность "сломать систему нахуй" - типа ""взламывать"" игроков - удаленно убивать или типа того) // НУЖНЫ СПРАЙТЫ (И ВОЗМОЖНО ЗВУКИ) ИГРОКА // Пусть будет как Spy из Call Of DooM (типа прозрачный, но с трейсом - типа за ним ходит прозрачная тень и исчезает) // Готов на 60% 27. IDHLEB (Из Супер Богдана - НО только после релиза СБ) // НУЖНЫ СПРАЙТЫ (И ВОЗМОЖНО ЗВУКИ) ИГРОКА !28. "L.Xandro" // Leutenant Xandro // Из оружий: Брутализированные Mighty Boot, Pistol, Shotgun, Ripper, RPG и Devastator // Скин Дюка-Нюкема, Фразы Дюк Нюкема // ВЗЯТЬ РЕСУРСЫ ИЗ ДЕВЕЛ // "У РПГ нет звука, сможешь ему из оригинала вставить?" // Комната: "А черепки на бухло замени." // Готов на 35-40% -29. GanGsteRinO999 // НУЖНЫ СПРАЙТЫ (И ВОЗМОЖНО ЗВУКИ) ИГРОКА -!30. Собака (Томочка - Тамара) - морду (оружие) можно сделать как в Reelism // Готовы только звуки // + можно будет добавить звуки свиньи типа хрюкает))) // НУЖНЫ СПРАЙТЫ (И ВОЗМОЖНО ЗВУКИ) ИГРОКА +!29. Vodka // Это будет класс, изображающий типичного русского по стереотипичным выдумкам жетелей СШП. Будет короч переодически пердеть и рыгать + эффекты от бухла можно "усилить". // Готов на 15% +!30. 4el // НУЖНЫ СПРАЙТЫ (И ВОЗМОЖНО ЗВУКИ) ИГРОКА // Будет короче говоря "Чувак" из Постал 2 // Ранее задумывался как GanGsteRinO999 +!31. Собака (Томочка - Тамара) - морду (оружие) можно сделать как в Reelism // Готовы только звуки // + можно будет добавить звуки свиньи типа хрюкает))) // НУЖНЫ СПРАЙТЫ (И ВОЗМОЖНО ЗВУКИ) ИГРОКА Оружие: //1. Взять систему Фистов из Friendly Team (новая система с новыми звуками и возможностями) @@ -220,7 +245,7 @@ //6. У мага заменить оружия хексена на похожие оружия с рильма //7. Заменить некоторые (не одиночные) VisibleToPlayerClass на Inventory.ForbiddenTo //8. Заменить цвета у Gothic Shotgun на светло-синие (голубые, прям как #0088FF/#0080FF/0,128,255) -9. Добавить к классу повара/*ртмана*/ супер писюн - который стреляет большими ссаками и кончей + может лететь далеко по типу рыгачки чоука +!9. Добавить к классу повара супер писюн - который стреляет большими ссаками и кончей + может лететь далеко по типу рыгачки чоука // 95% Готово //10. Yellow и White надо поменять местами (у СпрейПейнта) точнее надписи в ACS скрипте //11. MWeapSufferSTaff надо изменить, стреляет совсем как-то тупо. (Можно добавить из Weapon Resource Pack) // Пока не буду изменять, раста-файр збс. //12. Сделать стрельбу из AK1337 как в греззо 2. (Именно СТРЕЛЬБУ - звуки и спрайты) @@ -233,12 +258,13 @@ 19. МЛГ пушки 20. Пушка-перфоратор 21. Пушка С.Н.И.К. +22. Hitachi Magic Wand Возможности: 1. Спорт/Стрит-Воркаут (??? - нужны спрайты, звуки. Спрайты рук поднятых можно взять из Skulltag-Football) !2. Тюрьма (сделать проверку на итем - JailTime - если он есть у игрока то его телепортает в тюрягу + забирает Prison Key - который есть только у класса полиции) // 85% готово //3. Drunk Level спиздить с SKR HOME (фичи оттуда) а спрайты бухла с FSR HQ FINAL -4. Возможность срать (Звук тот самый заюзать, который в vksnd, типа пердеж, можно правда его достать из папки с думом, гдето отрыть там, я же в IDE добавлял) - (Прожектайл будет моделька говна падающая вниз) +4. Возможность срать (Звук тот самый заюзать - который VDKP_VHD либо VDKP_VIH) - (Прожектайл будет моделька говна падающая вниз) Идеи на будущее: //1. Добавить класса АРМЕЕЦ (Чтобы был доступ к базе - враг для всех остальных плеерклассов) @@ -247,15 +273,18 @@ 4. Добавить фичу на карту - особый лифт (типа как в Лифте для ГаррисМода + он будет работать как в Armageddon v2) - Kevin MacLeod – Local Forecast - Elevator можно добавить в лифт как музыку ожидания !5. Убрать лишние 3д-полы для оптимизации, например лестницы на военной базе. (Где снайперы) //80% готово 6. Реализовать смузи-дум спрайты, кастомные смерти (с рильма и с MOP - sprites.wad - XDeath взрыв Пинки-Демона) -7. Сделать оружиям звуки выбора а так-же ускорить их выбор и убор. +!!!7. Сделать оружиям звуки выбора а так-же ускорить их выбор и убор. 8. РЕАЛИЗОВАТЬ СЮЖЕТ!!! //9. Перенести код MK4VEH в обычный декорейт, чтобы его читал гозза билдер. 10. Переписать Оленей, чтобы не сдыхали. 11. Сделать улучшенную систему бухла (думгай теряет сознание - далее кат-сцена просыпания - и он типа оказывается на краю карты с трупами какодемонов или типа того + сделать систему хождения думера по карте) -12. БАЗУ ВОЕННУЮ СДЕЛАТЬ БАЗОЙ SCP!!!! +!!!!12. БАЗУ ВОЕННУЮ СДЕЛАТЬ БАЗОЙ SCP!!!! 13. Добавить аэродром. 14. Реализовать неиспользованный контент. -15. Заменить текстурки на текстурки из ГТА ВС (из Полицейского Участка) +15. Заменить текстурки полиц. участка на текстурки из ГТА ВС (из Полицейского Участка) +16. Добавить некоторые мутаторы сюда (из минимодс), в особенности желательно UTMOVEMENT +!!!17. Сделать ЦВАРы. +!!18. Сделать классов мобов, по качеству приближенных к Internal Conflict. Срочно сделать: //1. Комнаты для мемберов @@ -263,7 +292,7 @@ !3. Добавить мемов!!! // 15% готово !4. Пофиксить ошибки при запуске (особенно под гоззах, кроме зандронума + можно поправить ошибки из гозза билдера, и ещё желательно с нового - и там карты тоже (да-да, все карты)) // 76% готово - Осталось только потестить на новых гоззах и новом билдере //5. Поменять 3д-деревья на спрайтовые в лесу. (Иначе лаги) -!6. Удалить все "Game Doom" с кода // Нужно ещё +//6. Удалить все "Game Doom" с кода // Нужно ещё // На момент 21.09.2018 ВСЕ "Game %GAMENAME%" УБРАНЫ. 7. Обработать все "WORKER" HQ1: @@ -271,7 +300,7 @@ HQ1: //1. Мины по всей территории. //2. Колючая проволка. //3. Артиллерия с танками. -4. Военные (сложные) +!4. Военные (сложные) // В прицнипе они есть, только нужен спавнер какой-нибудь. //5. Флаг Дума (за 100 секунд игрок должен захватить флаг иначе он будет само-уничтожен. Если не успеет, военные возродятся.) //6. Окопы. (В окопах военные (слабые), и за ними колючая проволка) //7. На территории флага поставить зомби. (Мутантов) @@ -283,21 +312,22 @@ HQ1: 13. Он должен взять флаг и отнести флаг в другую базу. (База сверху.) И там будет другой флаг. 14. Когда достает флаг - ядерный взрыв. Игрок убивает всех зомби и там есть кнопка, которая вытаскивает ядерную боеголовку. И выпускает её в город. И город весь заражен. И потом игроку надо будет выйти из этой зоны. Кнопку надо будет найти (вторую). И это откроет забор и шлаг-баум. Когда он выйдет с базы, он очистит город от зомби. Вернутся в безопасную зону, и там он будет героем, и его наградят деньгами. //15. Для вертолетной площадки сделать обьект под номером 31337 - "Огни", которые будут красного цвета, исчезать и появлятся каждые 1 секунду (исчезание и появление быстрое) +16. Сделать мем-арты про "типичных солдат СШП" Город: -1. Игрока пригласили на премию из выполнения HQ1 ACT 1, в небесной башни. (Снега нету) Вертолеты (4 вертолета) разбрасывают искуственный снег. И один из вертолетов потерял управление и врезался на 108 этаж здания. И цель игрока выжить с этой башни и выбратся живым. // WTFFFFFFFFFFF???? -2. И он берет и выбирается из пожара, лестница и лифт были в огне и с 108 до 34 был огонь. И надо было выбратся вниз. // -___- WTF +//Это пиздец, приготовте мозг: !1. Игрока пригласили на премию из выполнения HQ1 ACT 1, в небесной башни. (Снега нету) Вертолеты (4 вертолета) разбрасывают искуственный снег. И один из вертолетов потерял управление и врезался на 108 этаж здания. И цель игрока выжить с этой башни и выбратся живым. // WTFFFFFFFFFFF???? +//Это пиздец, приготовте мозг: !2. И он берет и выбирается из пожара, лестница и лифт были в огне и с 108 до 34 был огонь. И надо было выбратся вниз. // -___- WTF 3. Балконы, педы, "Соеденяющие проходы" (Для зданий) 4. Сделать магазин как в GTA SA и прозрачный 3д-пол // Добавить туда автоматы с хавкой и напитками из FSR HQ //5. Сделать один из унитазов в АРКЕЙД полностью засраным + пол 6. Добавить вход в ангар, там будет самолет. -7. Добавить биллборды // !!! // Первый биллборд будет из Супер Богдана //Сделать анимации к биллбордам типа смена картинки (можно железные линии на пол секунды) +!7. Добавить биллборды // !!! // Первый биллборд будет из Супер Богдана //Сделать анимации к биллбордам типа смена картинки (можно железные линии на пол секунды) // Временная пикча как "биллборд" готова. !8. Добавить лабиринт // в принципе один есть 9. Добавить ловушку которая давит в одной из комнат. 10. Добавить дом с приведениями (сделать спавн рандомного полтергейста) Лес: -1. Животные +1. Животные (Гринпис сорри фор май бад енглиш анд сорри вхен им киллед зе Олениес, трупс вери вхере дохуя) 2. Разнообразная природа + звуки природы. //3. И небольшой сюрприз (гули) //4. В лесу есть телепорт, надо добавить место назначения, например ловушечное. (Массивное ловушечное бревно ::::::::::::::XXXXXXXXXXXXXXXDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD) @@ -312,11 +342,11 @@ HQ1: 3. Добавить жителей и обычных монстров (очень мало, желательно мобов побольше чутка (немного побольше)) //4. Надо исправить высоту где Waterfall, то есть надо прижиматся чтобы туда попасть, а вот чтобы обратно приходится ноклипом. //5. Добавить пробел между Nigh и Mare и добавить на пол упавшую T -6. Добавить возможность взорвать метро (в игре канешно, вы че ФСБ) +6. Добавить возможность взорвать метро (игровой процесс НЕ основан на реальных событиях!) //7. Добавить Кибердемона в скайбокс. //8. Сделать скайбокс как город в Sonic Heroes. //9. Добавить бассейн. -//10. К комнате /*зендоса*/ АЙНУРА сделать надпись думовским шрифтом с радужной обводкой. + Добавить фалосы, ЛГБТ флаг в коробке, надпись: "Улыбнись, если ты гей", Добавить бошку бибера (из типикала) // 100% готово +//10. К комнате пидоров сделать надпись думовским шрифтом с радужной обводкой. + Добавить фалосы, ЛГБТ флаг в коробке, надпись: "Улыбнись, если ты гей", Добавить бошку бибера (из типикала) // 100% готово //11. Добавить "пушки" как в FSR HQ (куда смотришь там стреляешь) // Одна готова 12. Добавить джакузи // Туда можно Impse засунуть //13. Добавить зеркало (ещё можно с рефлектом, как в TRBHQ11) // Нужен рефлект // OK @@ -326,7 +356,7 @@ HQ1: //17. Комнату зверабоя переделать в психушку //18. Добавить пикчу кокрайдера в комнату най-"Т"-мара. 19. Добавить комнату симулятора очереди. -20. Добавить мою квартиру. +!20. Добавить мою квартиру. // Делается как отдельная карта. 21. Добавить комп. клуб. Баги: @@ -339,7 +369,7 @@ HQ1: //7. На военной базе колючая проволока не дамажит (во первых надо убрать импассибл у проволоки на концах территории и добавить дамаг во вторых сделать дамаг в окопах - DamageThing на пересечении лайна + рипитбл) //8. На военной базе клеточные стены импассибл, надо добавить туда "обжекты-мосты" //9. У мин невидимый взрыв (которые бросаются оружием) и оружие бросает мины окоповые,а не те которые надо. -!10. Spawner Module спавнит какого-то Berserker (розового чела) // NEED TEST // до сих пор не пофикшено - спавнит какую-то мелкую хуйню синюю // вроде как пофикшено, просто надо искать SpawnID 202 если че (или переделывать систему спавна) // Нет, не пофикшено, пздц... +!10. Spawner Module спавнит какого-то Berserker (розового чела) // NEED TEST // до сих пор не пофикшено - спавнит какую-то мелкую хуйню синюю // вроде как пофикшено, просто надо искать SpawnID 202 если че (или переделывать систему спавна) // Нет, не пофикшено, пздц... // NEED TEST // UPD 22.09.2018: Увы, пока что спавнит пустоту...( //11. Все спрей-паинты не издают звуки пшика //12. Нельзя поднятся с воды в реке для того чтобы попасть обратно в город (можно сделать телепорт) //13. Писька не издает звуков // ОР!!! @@ -362,21 +392,21 @@ HQ1: //30. Шампанское не на столе, а под ним 31. Оружия из рашн оверкилла (Поваркуб и Quadvolgue) не отображают наложений (надо проверить в зан 3.0) // Не, там тож самое //32. STFBFG9000 не издает звуков выстрела. // Исправлено -//33. Обьекты сержанта марка (вертолеты и тп) не отображаются на карте - возможно нужно добавить аргументы к обьекту (надо подсмотреть в карте сержанта это) // Need Test // OK +//33. Обьекты сержанта марка (вертолеты и тп) не отображаются на карте - возможно нужно добавить аргументы к обьекту (надо подсмотреть в карте сержанта это) // OKFIXED //34. У Зендоса у арбалета стрельба какими-то блять красными стрелками. //35. Из комнаты бенеллуса не выбратся. //36. "%O SOUL..." ну я понял. (Нужно на %o мелкие буквы поменять) // WTF??? Вроде как итак исправлено. //37. У Подушки хуевая анимация. // Исправлено -//38. Смена музыки не работает как надо. // Need Test // OK -//39. Мех (Mech) Меняет музло. // Need Test // OK +//38. Смена музыки не работает как надо. // OKFIXED +//39. Мех (Mech) Меняет музло. // OKFIXED 40. Из тюрьмы не выбратся. // По таймеру (В принципе можно сдохнуть) !41. Бекстеб не робит // Временно сделал проверку //42. Мапспот спавна от "Пушки" находится слишком высоко. !43. Крипер-ревагер не показывает скример (вроде) //Да, не показывает // Need Test // Неа //44. Из-за Quadvolgue вылетает. Пришлось временно отключить. // Пока удалил //45. BIGFUCKINGGUN9000 стреляет как-то странно, надо понерфить. -!!! 46. Смерть медика вызывает ханг порта (зависает) -!47. В скайбоксе на полу хом. // Need Test // WTF IS THIS SHIT +//!!! 46. Смерть медика вызывает ханг порта (зависает) // Это в основном у многих классов, нужно проверить на "Поцыке" // OKFIXED +//!47. В скайбоксе на полу хом. // WTF IS THIS SHIT // OKFIXED !48. Какая-то некая сила воскрешает мобов. (мб это Reviver) // Need Test // Неа // БЛЯТЬ ЭТО КРОВЬ ОЖИВЛЯЕТ!!! // Хотя хз бля че за хуйня !!49. Модели и спарйты коповских тачек не отображаются // Как это вообще блять исправить? !!!50. Добавление ботов вызывает ханг порта (зависает) @@ -384,10 +414,10 @@ HQ1: //52. Вероятно, SideBySide не имеет ресурсов (спрайтов и/или звуков) //53. На экране кинотеатра текстура мелкая, замостилась. //54. Верх телепорта в вольф-уровне, там другая текстура. -//55. Из "комнаты-уровня" олд геймера не выбратся. // Need Test // OK -//56. Из воды где замок у Лези Панды нельзя выбратся // Need Test // OK +//55. Из "комнаты-уровня" олд геймера не выбратся. // OKFIXED +//56. Из воды где замок у Лези Панды нельзя выбратся // OKFIXED !57. Невозможно попасть в замок лези панды. (И выбратся тоже) // Need Test // OK // Почему-то в мультиплеере телепорт не работает. -58. Плазма слишком низко появляется из турели. И не такая быстрая. +//58. Плазма слишком низко появляется из турели. И не такая быстрая. //59. Bill_Razer должен писатся через O (Bill_RazOr) //60. Загрызан собакой своей же (надо поменять obiutary у Dog[Thamara]) //61. Спрайт подбора 2016 ссг как у обычного шотгана. @@ -395,24 +425,24 @@ HQ1: //63. Flechetta (та штука из фср - граната же) не издает звуков взрыва. // Звук не сразу срабатывает, нужен Edit // Исправлено !64. Иногда из-за смерти бывает намертво зависает (ханг порта) // вроде в 3.0 всё ок // Need Test //65. Почему-то к комнате ксандро нужен ключ -!66. От TrollSSD виснет, нужно поменять паффы // (хм... странно, это только в комнате бенеллуса) // Понерфил тип паффа до ванильного, должно быть ок // Need Test +//!66. От TrollSSD виснет, нужно поменять паффы // (хм... странно, это только в комнате бенеллуса) // Понерфил тип паффа до ванильного, должно быть ок // OKFIXED //67. Какого хуя банан имеет кровь? //68. Не работает свитч открывающий дверь в КЛУБ ДУМЕ // WTF??? ТАМ ВСЁ ОК ЖЕ O__O // Там слишком быстро закрывается дверь, вероятно что кнопка активируется только прожектайлами (но это не точно), а так-же там анимации нет у свитча (можно поменять на думовский). // Исправлено //69. На автомапе хад как НЕ полноэкранный, а хк.хад //70. Музон в клуб думе не меняется на городской обратно, когда выходишь (нужно сделать линию выхода около выхода, а не в начале) //71. Никак не выбратся из полицейского участка. (+ текстурки около двери немного сошли) //72. На вывеске где ""комната"" НикБука в кинотеатре написано SUPERNATUAL вместо SUPERNATU[R]AL -//73. Дверь(двери) около выхода где канализация недоступна(ы). (Где входы к "балконам" - где чейнганнеры тоже недоступны двери) // Need Test // OK +//73. Дверь(двери) около выхода где канализация недоступна(ы). (Где входы к "балконам" - где чейнганнеры тоже недоступны двери) // OKFIXED //74. Игрок слишком быстро трезвеет. //75. У Unarmed у всех классов слишком имбовый Альт-Файр -!76. IA-7, Wingman, Tyrant, Minigun (скуллтаговский), UberMinigun, Dual Mode Rifle, ArmymanRPD, CactusPipe, FusionGun, Sirius Buster, BFG10K, RevenantBox (Частично), GibMaker, ShiningHeart, RepairTool не издают звуков выстрела // Вроде как почти все пофикшены, Need Test // RepairTool НЕ издает +//!76. IA-7, Wingman, Tyrant, Minigun (скуллтаговский), UberMinigun, Dual Mode Rifle, ArmymanRPD, CactusPipe, FusionGun, Sirius Buster, BFG10K, RevenantBox (Частично), GibMaker, ShiningHeart, RepairTool не издают звуков выстрела // Вроде как почти все пофикшены // RepairTool НЕ издает // OKFIXED //77. ArchvileFire не появляется //78. У ArmymanAK47 багают спрайты !79. Спрайты анимации стрельбы (и возможно даже мелее) КЛАССА Cop'а багают // Эм, вроде всё ок, нужно наблюдение в общем // Need Test !80. Отсутствуют звуки у Фистов. Точнее "махания" руками. (В особенности у ДартПовара) // Need Test //81. Звук "ТАК, БЛЯТЬ!" от ДартПовара слишком тихий. //82. В туалете можно взять ключ НЕ задевая ловушечный триггер. -83. Музон SURFIN в конце прерывается на странные звуки. +//83. Музон SURFIN в конце прерывается на странные звуки. // Заменена на MIDI //84. Спрайт мертвого думимпа возле комнаты с Зверабоем почему-то в виде трупа человека O__o //85. Мобы из дюка без звуков //86. У мобов из дюка нет крови (надо заменить тип крови хотябы на Default Blood) @@ -420,15 +450,82 @@ HQ1: 88. Машины исчезают после того как ты из них выходишь. //89. LXandroUnarmed исчезает после того как мы хрустнули пальцами (нужно сделать так называемый "Lowering") а так-же звука кнюклед нет. 90. При задержке стрельбы PowerCube гозза начинает подвисать а потом вылетать. (Как и с вертолетом.) -//!!!91. Чуть ли не ханг порта когда садишся в вертолет. (Спавнится куча мобов) // Временно удален, добавлен временный пустой актор MechPlaceholderReplacer +//!!!91. Чуть ли не ханг порта когда садишся в вертолет. (Спавнится куча мобов) // Временно удален, добавлен временный пустой актор MechPlaceholderReplacer // NEED TEST 92. Игрок "плывет по течению" когда находится совсем близко к реке (наверху), стоя на краю. -!93. Циклоид орет на всю карту (после того как заметил игрока) - его звуки распространяются на всю карту. // Need Test +//93. Циклоид орет на всю карту (после того как заметил игрока) - его звуки распространяются на всю карту. // OKFIXED 94. К многим флатам нет назначений в TERRAIN лампе. //95. У "Какодемона-Игрока[Класса]" выстреливаемый фаербол с неправильными спрайтами. -96. Некоторые спрайты у Tyrant-Shotgun не имеют координат. -97. У Плееров-Мобов некоторые звуки как у обычного игрока (смешно и трешно пздц, но пофиксить надо) -98. Звук у плееркласса Повара - "Сука я умер нахуй блять" относится к Pain а не к Death (надо в рандоме пофиксить) -99. DECORATE error in "pk3_data\ACTORS\MAP-OBJECTS.dec", line 52. Actor "BrutalExplosion" is double-defined. -100: ¯\_(ツ)_/¯ -101: Перекраска (спрайты и/или Translation) спец. вепона для карты Piano выглядит ужасно... (Тот, который сине-белый) -102. У ЛКсандро Девастатор при спавне, надо поменять в обратном порядке спавн вепоны. \ No newline at end of file +//96. Некоторые спрайты у Tyrant-Shotgun не имеют координат. // OKFIXED +//97. У Плееров-Мобов некоторые звуки как у обычного игрока (смешно и трешно пздц, но пофиксить надо) // NEED TEST +98. Звук у плееркласса Повара - "Сука я умер нахуй блять" относится к Pain а не к Death (надо в рандоме пофиксить) // Эм всё ок вроде, или наоборот? +//99. DECORATE error in "pk3_data\ACTORS\MAP-OBJECTS.dec", line 52. Actor "BrutalExplosion" is double-defined. +//100. О-па, твой дум крашнулся! ¯\_(ツ)_/¯ +/* + ` + +:` + `ss/:-. `` ` + yysoo++//osssso+/::++:` + oyyyyyyyyhddhyyyyyyhhy:` + -hhhdhhyyyhdhdy:yhsyyhy. + `:ymmdddhyyyyhhhhhhsy+:d/. + `./dmmmdddhhddddddhyso+:o+/- + `-hmmmmmmddhddmdddhyss+/-///. + `-ommmmmmmmdddddddhhysso/--//. + `-hmmmdmmmmddmmmddhhhys++::/:`` + `odmmmdmmmmmddmmddhhyysoooo-``````` + :dmmmmmmmmmmmdmmddhhys++oo+` + -hmmmmmmmmmmmmmmddhhys+--so:` + `odmmmmmmdmmmmmmdddhsoo:-/+/:.` + `+dmmmmmmmdddmmdddhhysso++o+//:`` + `-dmmmmmmmddddddhhhhyyysooo++///.` + `ymmmmmmmdmddhhyyyyyssssoo+o++/::` + /dmmmmmmddddhhhhyyyyyssssooo+++///. + .hmmmmdmmmdddddhhhhyyyyssssooooo++o/` + --` `+dddmmmmmmmmmdddhyhyyysssssooooo++oso:. ``.:/- + -/+:.`./yyhhdmmmmmmmddddhhhyyysssoooo+++++osyhyo+++/:-.` + `:+//+osyhdmNNmmmmmddhhhhhyyysssoo++++/+++:-:oo+++:` + .::::/+//++//-:ymNNNmmmmddhhhhhhyyyssoo++//:/++/.``/o///::..` + `---./+/+/- `ommmmmmmddddhhhhhyyyssoso+/:://++:.``+///--/o+. + -++--o: `-ommmmmmmmddddhhhhhyysssoo++/://++o+-`:+./o/. + .-` `:. `:ymmmmmmmdddhhhhhhysysosooo+/:::/+ooo:.-` .:- + `./mmmmmmmddddhhhhhhyyysosoo+++//:/++ooo/. + ````.......``` `.-+dmmmmmmdddddhhhhhhhyyyssoooo+///+/+ooso+. + ``..--::::+dmmmmmmmdddddhhhhhhhhyysoooso+////+oososo+. + `-/ohmmmmmmmdddddddhhhhhhhysssoosoo/+++oosossso:` + `-+smmmmmmddmdddddddhhhhhhhssssosso++++ossssyso/` + `.:ohmmmmmmmmmdddddhddhhhhhyyssssssoooossysyyyso/` + `-/hmmmmmmmmmdddddhdhhhhhhyysysssososoyyyyyysso/` + `.:ommmmdmmddddmmddddhhhhhyysyssssssssyyhhhyyyo: + `.odmmmdmddddmmdddddhhhhhyysyssssssyyyhhhhysy+. + .:+dmmmddddmmmmmddddhhhyyyyyssssyyyyyhhhhyyo. + `.hmmdddddmmmmmmmddddhhyyysyyyhhddhhhhhhys- + ./hmdmddmmmmmmmddhdddhhyyyyydmmmmdddddho. + `:dmmdmms+/:--```....-:-.``.:osdmmmddy+:.` + `---///yddds-`` ``.-/+syyyosy+/` + .so/os/:/o+/:-.`` `.::---. + .-.--.` + + ██████╗ ██████╗ ██████╗ ███████╗ ██╗ ██╗ ██████╗ ██╗ ██╗██████╗ + ██╔═══██╗██╔═══██╗██╔══██╗██╔════╝ ╚██╗ ██╔╝██╔═══██╗██║ ██║██╔══██╗ + ██║ ██║██║ ██║██████╔╝███████╗ ╚████╔╝ ██║ ██║██║ ██║██████╔╝ + ██║ ██║██║ ██║██╔═══╝ ╚════██║ ╚██╔╝ ██║ ██║██║ ██║██╔══██╗ + ╚██████╔╝╚██████╔╝██║ ███████║ ██║ ╚██████╔╝╚██████╔╝██║ ██║ + ╚═════╝ ╚═════╝ ╚═╝ ╚══════╝ ╚═╝ ╚═════╝ ╚═════╝ ╚═╝ ╚═╝ + ███████╗██████╗ ██████╗ ██████╗ ███╗ ███╗ ██╗ ██╗ █████╗ ███████╗ + ╚══███╔╝██╔══██╗██╔═══██╗██╔═══██╗████╗ ████║ ██║ ██║██╔══██╗██╔════╝ + ███╔╝ ██║ ██║██║ ██║██║ ██║██╔████╔██║ ███████║███████║███████╗ + ███╔╝ ██║ ██║██║ ██║██║ ██║██║╚██╔╝██║ ██╔══██║██╔══██║╚════██║ + ███████╗██████╔╝╚██████╔╝╚██████╔╝██║ ╚═╝ ██║ ██║ ██║██║ ██║███████║ + ╚══════╝╚═════╝ ╚═════╝ ╚═════╝ ╚═╝ ╚═╝ ╚═╝ ╚═╝╚═╝ ╚═╝╚══════╝ + ██████╗██████╗ █████╗ ███████╗██╗ ██╗███████╗██████╗ ██╗██╗██╗ + ██╔════╝██╔══██╗██╔══██╗██╔════╝██║ ██║██╔════╝██╔══██╗██║██║██║ + ██║ ██████╔╝███████║███████╗███████║█████╗ ██║ ██║██║██║██║ + ██║ ██╔══██╗██╔══██║╚════██║██╔══██║██╔══╝ ██║ ██║╚═╝╚═╝╚═╝ + ╚██████╗██║ ██║██║ ██║███████║██║ ██║███████╗██████╔╝██╗██╗██╗ + ╚═════╝╚═╝ ╚═╝╚═╝ ╚═╝╚══════╝╚═╝ ╚═╝╚══════╝╚═════╝ ╚═╝╚═╝╚═╝ +*/ +//101. Перекраска (спрайты и/или Translation) спец. вепона для карты Piano выглядит ужасно... (Тот, который сине-белый) // Удалил Translation +//102. У ЛКсандро Девастатор при спавне, надо поменять в обратном порядке спавн вепоны. +!!!!!!!!!!!!!!!!!!!103: Пиздец крови дохуя и ханг порта (у одного из мобов) // Надо проверить на Арене, ибо не помню кто именно. +!104. У "Какодемона/Пейнэлементаля/Лостсоула" не работает флайтер. +!!105. Некоторые оружия вероятно отсуствуют в KEYCONF \ No newline at end of file diff --git a/pk3_data/ACS/hq_backs.acs b/pk3_data/ACS_Source/hq_backs.c similarity index 100% rename from pk3_data/ACS/hq_backs.acs rename to pk3_data/ACS_Source/hq_backs.c diff --git a/pk3_data/ACS/hq_boss.acs b/pk3_data/ACS_Source/hq_boss.c similarity index 100% rename from pk3_data/ACS/hq_boss.acs rename to pk3_data/ACS_Source/hq_boss.c diff --git a/pk3_data/ACS/hq_buhlo.acs b/pk3_data/ACS_Source/hq_buhlo.c similarity index 100% rename from pk3_data/ACS/hq_buhlo.acs rename to pk3_data/ACS_Source/hq_buhlo.c diff --git a/pk3_data/ACS/hq_cmn.acs b/pk3_data/ACS_Source/hq_cmn.c similarity index 100% rename from pk3_data/ACS/hq_cmn.acs rename to pk3_data/ACS_Source/hq_cmn.c diff --git a/pk3_data/ACS/hq_dark.acs b/pk3_data/ACS_Source/hq_dark.c similarity index 100% rename from pk3_data/ACS/hq_dark.acs rename to pk3_data/ACS_Source/hq_dark.c diff --git a/pk3_data/ACS/hq_dm.acs b/pk3_data/ACS_Source/hq_dm.c similarity index 100% rename from pk3_data/ACS/hq_dm.acs rename to pk3_data/ACS_Source/hq_dm.c diff --git a/pk3_data/ACS/hq_ftg.acs b/pk3_data/ACS_Source/hq_ftg.c similarity index 100% rename from pk3_data/ACS/hq_ftg.acs rename to pk3_data/ACS_Source/hq_ftg.c diff --git a/pk3_data/ACS/hq_laser.acs b/pk3_data/ACS_Source/hq_laser.c similarity index 100% rename from pk3_data/ACS/hq_laser.acs rename to pk3_data/ACS_Source/hq_laser.c diff --git a/pk3_data/ACS/hq_mcam.acs b/pk3_data/ACS_Source/hq_mcam.c similarity index 100% rename from pk3_data/ACS/hq_mcam.acs rename to pk3_data/ACS_Source/hq_mcam.c diff --git a/pk3_data/ACS/hq_mctrl.acs b/pk3_data/ACS_Source/hq_mctrl.c similarity index 100% rename from pk3_data/ACS/hq_mctrl.acs rename to pk3_data/ACS_Source/hq_mctrl.c diff --git a/pk3_data/ACS/hq_nbpr.acs b/pk3_data/ACS_Source/hq_nbpr.c similarity index 100% rename from pk3_data/ACS/hq_nbpr.acs rename to pk3_data/ACS_Source/hq_nbpr.c diff --git a/pk3_data/ACS/hq_sndbx.acs b/pk3_data/ACS_Source/hq_sndbx.c similarity index 100% rename from pk3_data/ACS/hq_sndbx.acs rename to pk3_data/ACS_Source/hq_sndbx.c diff --git a/pk3_data/ACS/hq_weath.acs b/pk3_data/ACS_Source/hq_weath.c similarity index 100% rename from pk3_data/ACS/hq_weath.acs rename to pk3_data/ACS_Source/hq_weath.c diff --git a/pk3_data/ACTORS/BRUTAL/1_COMMON/2_GHOUL.dec b/pk3_data/ACTORS/BRUTAL/1_COMMON/2_GHOUL.dec index 0a9d47d9..11f4f6a5 100644 --- a/pk3_data/ACTORS/BRUTAL/1_COMMON/2_GHOUL.dec +++ b/pk3_data/ACTORS/BRUTAL/1_COMMON/2_GHOUL.dec @@ -1208,7 +1208,7 @@ SPAWN: } ACTOR RAVAGER { - SPAWNID 5 + //SpawnID 5 OBITUARY "THE RAVAGER PLACED A CURSE UPON %o." HITOBITUARY "%o SOUL WAS SUCKED OUT BY THE RAVAGER." HEALTH 3000 @@ -1297,7 +1297,7 @@ DEATH: } ACTOR JUGULUM { - SPAWNID 5 + //SpawnID 5 OBITUARY "%o WAS BURNED ALIVE BY THE JUGULUM." HITOBITUARY "%o WAS SWALLOWED WHOLE BY THE JUGULUM." HEALTH 4000 @@ -2973,7 +2973,7 @@ SPAWN: } ACTOR SHOTGUNAMMO : AMMO 17006 { - SPAWNID 11 + //SpawnID 11 INVENTORY.PICKUPMESSAGE "SHOTGUN SHELLS" INVENTORY.AMOUNT 12 INVENTORY.MAXAMOUNT 50 @@ -3041,7 +3041,7 @@ ALTFIRE: } ACTOR SHOTGUNCLIP : AMMO { - SPAWNID 11 + //SpawnID 11 INVENTORY.PICKUPMESSAGE "FAGGOT" INVENTORY.AMOUNT 2 INVENTORY.MAXAMOUNT 2 @@ -3051,7 +3051,7 @@ ACTOR SHOTGUNCLIP : AMMO } ACTOR SHOTGUNCLIP2 : AMMO { - SPAWNID 11 + //SpawnID 11 INVENTORY.PICKUPMESSAGE "FAGGOT" INVENTORY.AMOUNT 4 INVENTORY.MAXAMOUNT 4 @@ -3187,7 +3187,7 @@ SPAWN: } ACTOR ARCHVILEFIRE_2 //REPLACES ARCHVILEFIRE { - SPAWNID 98 + //SpawnID 98 RENDERSTYLE ADD ALPHA 1 +NOBLOCKMAP diff --git a/pk3_data/ACTORS/BRUTAL/2_DECORATIONS/4_FIREWORKS.dec b/pk3_data/ACTORS/BRUTAL/2_DECORATIONS/4_FIREWORKS.dec index 4e0c1eeb..483c588d 100644 --- a/pk3_data/ACTORS/BRUTAL/2_DECORATIONS/4_FIREWORKS.dec +++ b/pk3_data/ACTORS/BRUTAL/2_DECORATIONS/4_FIREWORKS.dec @@ -8,7 +8,7 @@ ACTOR EXPLOSIVEBARREL1 //REPLACES EXPLOSIVEBARREL DAMAGEFACTOR "EXPLOSIVEIMPACT", 0.4 DAMAGEFACTOR "FIRE", 3.5 DAMAGEFACTOR "BLOOD", 0.0 DAMAGEFACTOR "GREENBLOOD", 0.0 DAMAGEFACTOR "BLUEBLOOD", 0.0 DAMAGEFACTOR "TAUNT", 0.0 DAMAGEFACTOR "KILLME", 0.0 DAMAGEFACTOR "AVOID", 0.0 DAMAGEFACTOR "TAUNT", 0.0 DAMAGEFACTOR "HEAD", 0.0 DAMAGEFACTOR "MINORHEAD", 0.0 - SPAWNID 125 + //SpawnID 125 HEALTH 20 RADIUS 10 HEIGHT 34 diff --git a/pk3_data/ACTORS/BRUTAL/2_DECORATIONS/6_DEAD.dec b/pk3_data/ACTORS/BRUTAL/2_DECORATIONS/6_DEAD.dec index 2b95b07a..78fb686f 100644 --- a/pk3_data/ACTORS/BRUTAL/2_DECORATIONS/6_DEAD.dec +++ b/pk3_data/ACTORS/BRUTAL/2_DECORATIONS/6_DEAD.dec @@ -808,7 +808,7 @@ XDEATH: } ACTOR COLONGIBS2 REPLACES COLONGIBS { - SPAWNID 147 + //SpawnID 147 RADIUS 20 HEIGHT 4 +NOBLOCKMAP @@ -824,7 +824,7 @@ SPAWN: } ACTOR SMALLBLOODPOOL2 REPLACES SMALLBLOODPOOL { - SPAWNID 148 + //SpawnID 148 RADIUS 20 HEIGHT 1 +NOBLOCKMAP @@ -840,7 +840,7 @@ SPAWN: } ACTOR BRAINSTEM2 REPLACES BRAINSTEM { - SPAWNID 150 + //SpawnID 150 RADIUS 20 HEIGHT 4 +NOBLOCKMAP @@ -871,7 +871,7 @@ SPAWN: } ACTOR GIBS2 : REALGIBS2 REPLACES GIBS { - SPAWNID 146 + //SpawnID 146 CLEARFLAGS } ACTOR VERYFUCKEDUPREVENANT: CURBSTOMPEDMARINE diff --git a/pk3_data/ACTORS/BRUTAL/4_MISC/12_PUFF.dec b/pk3_data/ACTORS/BRUTAL/4_MISC/12_PUFF.dec index 365c92a7..7d4f109b 100644 --- a/pk3_data/ACTORS/BRUTAL/4_MISC/12_PUFF.dec +++ b/pk3_data/ACTORS/BRUTAL/4_MISC/12_PUFF.dec @@ -179,7 +179,7 @@ SPAWN4: } ACTOR SILENTHITPUFF: BULLETPUFF { - SPAWNID 131 + //SpawnID 131 RENDERSTYLE TRANSLUCENT ALPHA 0.5 +NOBLOCKMAP diff --git a/pk3_data/ACTORS/BRUTAL/4_MISC/13_AMMO.dec b/pk3_data/ACTORS/BRUTAL/4_MISC/13_AMMO.dec index 72090135..ff1aa7fc 100644 --- a/pk3_data/ACTORS/BRUTAL/4_MISC/13_AMMO.dec +++ b/pk3_data/ACTORS/BRUTAL/4_MISC/13_AMMO.dec @@ -1,6 +1,6 @@ ACTOR AMMOSUPLY : BACKPACKITEM REPLACES BACKPACK { - SPAWNID 144 + //SpawnID 144 HEIGHT 26 INVENTORY.PICKUPMESSAGE "$GOTBACKPACK" STATES diff --git a/pk3_data/ACTORS/BRUTAL/4_MISC/8_ARTIFACT.dec b/pk3_data/ACTORS/BRUTAL/4_MISC/8_ARTIFACT.dec index 5f0f4fb7..69126772 100644 --- a/pk3_data/ACTORS/BRUTAL/4_MISC/8_ARTIFACT.dec +++ b/pk3_data/ACTORS/BRUTAL/4_MISC/8_ARTIFACT.dec @@ -1,6 +1,6 @@ ACTOR INVULNERABILITYSPHERE_ : POWERUPGIVER REPLACES INVULNERABILITYSPHERE { - SPAWNID 133 + //SpawnID 133 +COUNTITEM +INVENTORY.AUTOACTIVATE +INVENTORY.ALWAYSPICKUP @@ -59,7 +59,7 @@ PICKUP: } ACTOR NIGHTVISION : POWERUPGIVER REPLACES INFRARED { - SPAWNID 138 + //SpawnID 138 +COUNTITEM +INVENTORY.AUTOACTIVATE +INVENTORY.ALWAYSPICKUP @@ -77,7 +77,7 @@ SPAWN: ACTOR BERSERL1 : CUSTOMINVENTORY //REPLACES BERSERK { SCALE 1.2 - SPAWNID 134 + //SpawnID 134 +COUNTITEM +INVENTORY.ALWAYSPICKUP INVENTORY.PICKUPMESSAGE "$GOTBERSERK" @@ -100,7 +100,7 @@ PICKUP: ACTOR DEMONSTRENGTHRUNE : BERSERL1 { SCALE 0.2 - SPAWNID 134 + //SpawnID 134 +COUNTITEM +INVENTORY.ALWAYSPICKUP INVENTORY.PICKUPMESSAGE "YOU GOT THE DEMON STRENGTH RUNE. RIP AND TEAR!" diff --git a/pk3_data/ACTORS/BRUTAL/4_MISC/9_HEALTH2.dec b/pk3_data/ACTORS/BRUTAL/4_MISC/9_HEALTH2.dec index 47af0fad..8e2527d1 100644 --- a/pk3_data/ACTORS/BRUTAL/4_MISC/9_HEALTH2.dec +++ b/pk3_data/ACTORS/BRUTAL/4_MISC/9_HEALTH2.dec @@ -1,6 +1,6 @@ ACTOR HEALTHPLUS : HEALTH REPLACES HEALTHBONUS { - SPAWNID 152 + //SpawnID 152 +COUNTITEM +INVENTORY.ALWAYSPICKUP INVENTORY.AMOUNT 2 @@ -19,7 +19,7 @@ SPAWN2: } ACTOR ARMORSHARD : BASICARMORBONUS REPLACES ARMORBONUS { - SPAWNID 22 + //SpawnID 22 RADIUS 20 HEIGHT 16 INVENTORY.PICKUPMESSAGE "$GOTARMBONUS" @@ -42,7 +42,7 @@ SPAWN2: } ACTOR STIMPACK2 : HEALTH REPLACES STIMPACK { - SPAWNID 23 + //SpawnID 23 INVENTORY.AMOUNT 10 INVENTORY.PICKUPMESSAGE "$GOTSTIM" STATES @@ -54,7 +54,7 @@ SPAWN: } ACTOR MEDIKIT2 : HEALTH REPLACES MEDIKIT { - SPAWNID 24 + //SpawnID 24 INVENTORY.AMOUNT 25 INVENTORY.PICKUPMESSAGE "$GOTMEDIKIT" HEALTH.LOWMESSAGE 25, "$GOTMEDINEED" @@ -68,7 +68,7 @@ SPAWN: ACTOR LIGHTARMOR : BASICARMORPICKUP REPLACES GREENARMOR { SCALE 0.8 - SPAWNID 68 + //SpawnID 68 RADIUS 20 HEIGHT 16 INVENTORY.PICKUPMESSAGE "PICKED UP THE LIGHT ARMOR" @@ -87,7 +87,7 @@ SPAWN: ACTOR HEAVYARMOR : BASICARMORPICKUP REPLACES BLUEARMOR { SCALE 0.8 - SPAWNID 69 + //SpawnID 69 RADIUS 20 HEIGHT 16 INVENTORY.PICKUPMESSAGE "PICKED UP THE HEAVY ARMOR" @@ -105,7 +105,7 @@ SPAWN: } ACTOR GIVEHEALTH : HEALTH { - SPAWNID 152 + //SpawnID 152 +COUNTITEM +INVENTORY.ALWAYSPICKUP INVENTORY.AMOUNT 1 @@ -120,7 +120,7 @@ SPAWN: } ACTOR GIVEARMOR : BASICARMORBONUS { - SPAWNID 22 + //SpawnID 22 RADIUS 20 HEIGHT 16 INVENTORY.PICKUPMESSAGE "$GOTARMBONUS" @@ -139,7 +139,7 @@ SPAWN: } ACTOR CRUELTYBONUS5HEALTH : HEALTH { - SPAWNID 152 + //SpawnID 152 -COUNTITEM RADIUS 220 +INVENTORY.ALWAYSPICKUP @@ -155,7 +155,7 @@ SPAWN: } ACTOR CRUELTYBONUS5ARMOR : BASICARMORBONUS { - SPAWNID 152 + //SpawnID 152 -COUNTITEM RADIUS 220 +INVENTORY.ALWAYSPICKUP diff --git a/pk3_data/ACTORS/FOOTBALL.dec b/pk3_data/ACTORS/FOOTBALL.dec index dc5de559..7874cbf9 100644 --- a/pk3_data/ACTORS/FOOTBALL.dec +++ b/pk3_data/ACTORS/FOOTBALL.dec @@ -1,7 +1,7 @@ ACTOR BALL 26238 { DamageType Ball - SPAWNID 255 + //SpawnID 255 HEALTH 0x2fffffff PAINCHANCE 255 MASS 70 diff --git a/pk3_data/ACTORS/MAP-OBJECTS.dec b/pk3_data/ACTORS/MAP-OBJECTS.dec index 4e369762..08954f3f 100644 --- a/pk3_data/ACTORS/MAP-OBJECTS.dec +++ b/pk3_data/ACTORS/MAP-OBJECTS.dec @@ -104,7 +104,7 @@ ACTOR DPTHQ_ExplosiveBarrel : ExplosiveBarrel replaces ExplosiveBarrel DAMAGEFACTOR "TAUNT", 0.0 DAMAGEFACTOR "HEAD", 0.0 DAMAGEFACTOR "MINORHEAD", 0.0 - //SPAWNID 125 + //SpawnID 125 HEALTH 20 RADIUS 10 HEIGHT 34 @@ -2163,7 +2163,7 @@ D: ACTOR Toilet1 290 { //$Category Objects - SpawnID 125 + //SpawnID 125 Tag "Toilet" Health 10 Radius 10 diff --git a/pk3_data/ACTORS/NPC/ENEMIES/BOSSES.dec b/pk3_data/ACTORS/NPC/ENEMIES/BOSSES.dec index 6ecbe078..e49117c4 100644 --- a/pk3_data/ACTORS/NPC/ENEMIES/BOSSES.dec +++ b/pk3_data/ACTORS/NPC/ENEMIES/BOSSES.dec @@ -4,6 +4,7 @@ ACTOR GluttonyApostleFlakToken : Inventory {inventory.maxamount 10} ACTOR GluttonyApostleVomitToken : Inventory {inventory.maxamount 20} ACTOR GluttonyApostle 26358 { + //$Category "BOSSES - Storymode" health 16500 radius 108 height 282 @@ -836,6 +837,7 @@ Spawn4: ACTOR PatriarchFaithful { + //$Category "BOSSES - Storymode" health 7500 Radius 33 Height 97 diff --git a/pk3_data/ACTORS/NPC/ENEMIES/COMMON.dec b/pk3_data/ACTORS/NPC/ENEMIES/COMMON.dec index 9f136567..02c2dc3c 100644 --- a/pk3_data/ACTORS/NPC/ENEMIES/COMMON.dec +++ b/pk3_data/ACTORS/NPC/ENEMIES/COMMON.dec @@ -26,6 +26,7 @@ ACTOR SpecOpsAK47Reload : Inventory } ACTOR SpecOps 13800 { + //$Category "Enemies - Humans" Health 100 Radius 20 Height 56 @@ -36,11 +37,11 @@ ACTOR SpecOps 13800 +COUNTKILL +FLOORCLIP +SOLID - SeeSound "*taunt" + SeeSound "player/taunt" AttackSound "AK47/Fire" PainSound "*pain" DeathSound "*death" - ActiveSound "*taunt" + ActiveSound "player/taunt" Obituary "$k > AK1337 > $o" DropItem "Clip" DropItem "AK1337" @@ -104,7 +105,7 @@ ACTOR SpecOps 13800 } Actor MilitaryBaseCommander 10111 { - //$Category "Military" + //$Category "Enemies - Military" Speed 10 Health 300 Radius 16 @@ -154,7 +155,7 @@ Actor MilitaryBaseCommander 10111 } Actor MilitaryBaseCommander2 : MilitaryBaseCommander 11111 { - //$Category "Military" + //$Category "Enemies - Military" DropItem "MilitaryBaseBunkerSpecialCard" Health 6000 Speed 15 @@ -163,7 +164,7 @@ Actor MilitaryBaseCommander2 : MilitaryBaseCommander 11111 } Actor MilitaryBaseGuard 10112 { - //$Category "Military" + //$Category "Enemies - Military" Speed 10 Health 300 Radius 16 @@ -213,7 +214,7 @@ Actor MilitaryBaseGuard 10112 } Actor MilitaryBaseOpposition 10113 { - //$Category "Military" + //$Category "Enemies - Military" Speed 10 Health 300 Radius 16 @@ -263,7 +264,7 @@ Actor MilitaryBaseOpposition 10113 } Actor MilitaryBaseSniperGuard 10114 { - //$Category "Military" + //$Category "Enemies - Military" Speed 10 Health 300 Radius 16 @@ -319,7 +320,7 @@ Actor MilitaryBaseSniperGuard 10114 } Actor Terrorist 10115 { - //$Category "Enemies" + //$Category "Enemies - Humans" Speed 10 Health 300 Radius 16 @@ -369,7 +370,7 @@ Actor Terrorist 10115 } ACTOR Jitterskull { - //$Category "Spirits" + //$Category "Enemies - Ghouls" Scale 0.13 Height 70 Radius 15 @@ -418,7 +419,7 @@ ACTOR Jitterskull } ACTOR RLAgitatingRevenant : Revenant 17756 { - //$Category "SpecialMonsters" + //$Category "Monsters - Special" MeleeSound "" PainSound "misc/aaaaaa" Health 5000 @@ -517,7 +518,7 @@ ACTOR PowerRLAgitationCheck : Powerup } ACTOR CREEPER_AND_RAVAGER_SPECIAL 15608 { - //$Category "SpecialMonsters" + //$Category "Monsters - Ghouls" OBITUARY "THE RAVAGER PLACED A CURSE UPON %o." HITOBITUARY "%o SOUL WAS SUCKED OUT BY THE RAVAGER." HEALTH 100 @@ -607,7 +608,7 @@ ACTOR RAVAGERBALL_SPC } ACTOR SHAR_SVIBORGA 26361 { - //$Category "SpecialMonsters" + //$Category "Monsters - Special" OBITUARY "%o. Dismassed." HITOBITUARY "%o. Dismassed." HEALTH 100 @@ -660,7 +661,7 @@ ACTOR SHAR_SVIBORGA 26361 } Actor JustinBieber 26362 { - //$Category "SpecialMonsters" + //$Category "Monsters - Special" floatspeed 15 Speed 200 Scale 0.5 @@ -700,7 +701,7 @@ Actor JustinBieber 26362 } ACTOR ChainsawZombie 3204 { - //$Category "SpecialMonsters" + //$Category "Monsters - Special" Scale 0.666 Health 30 Radius 20 @@ -770,7 +771,7 @@ ACTOR ChainsawZombie 3204 } ACTOR Prikolist 26399 { - //$Category "SpecialNPC" + //$Category "Monsters - Special" Species "Player" DamageFactor "Tourettes", 0.0 Health 200 @@ -983,6 +984,7 @@ ACTOR Prikolist 26399 } Actor David : ZombieMan 26400 { + //$Category "Monsters - Special" +MISSILEMORE +MISSILEEVENMORE +LOOKALLAROUND @@ -1006,4 +1008,235 @@ Actor David : ZombieMan 26400 POSS AABBCCDD 3 A_FastChase Loop } +} +ACTOR SkyBoxCyberdemon : Cyberdemon 26404 +{ + //$Category "Monsters - Special" + +LOOKALLAROUND + Speed 5 +} + +Actor BlackDemon 26391 +{ + //$Category "Monsters - Demons" + Health 200 + PainChance 160 + Speed 10 + Radius 30 + Height 56 + Mass 400 + Monster + +FLOORCLIP + SeeSound "demon/sight" + AttackSound "demon/melee" + PainSound "demon/pain" + DeathSound "demon/death" + ActiveSound "demon/active" + Obituary "%o was bit by a Black Demon." + States + { + Spawn: + DSRG AB 10 A_Look + Loop + See: + DSRG AABBCCDD 2 Fast A_Chase + Loop + Melee: + DSRG EF 8 Fast A_FaceTarget + DSRG G 8 Fast A_SargAttack + Goto See + Pain: + DSRG H 2 Fast + DSRG H 2 Fast A_Pain + Goto See + Death: + DSRG I 8 + DSRG J 8 A_Scream + DSRG K 4 + DSRG L 4 A_NoBlocking + DSRG M 4 + DSRG N -1 + Stop + Raise: + DSRG N 5 + DSRG MLKJI 5 + Goto See + } +} + +ACTOR AlphaGuard 26405 +{ + //$Category "Monsters - Humans" + Health 70 + PainChance 150 + Speed 7 + Radius 24 + Height 64 + Mass 400 + Monster + +SEESDAGGERS + +NOSPLASHALERT + +FLOORCLIP + +NEVERRESPAWN + MinMissileChance 150 + Tag "Alpha Guard" + SeeSound "player/taunt" + PainSound "*pain" + DeathSound "*death" + ActiveSound "player/taunt" + Obituary "%o was zealously shot down by an Alpha Guard." + DropItem "Clip" + States + { + Spawn: + AGRD AB 5 A_Look + Loop + See: + AGRD ABCD 6 A_Chase + Loop + Missile: + AGRD E 8 A_FaceTarget + AGRD F 0 A_PlaySound ("weapons/shotgf", CHAN_WEAPON) + AGRD F 0 A_FaceTarget + AGRD F 6 A_CustomBulletAttack (8, 0, 1, 3*random(1,5), "BulletPuff", 2048, CBAF_NORANDOM) + Goto See + Pain: + AGRD O 8 A_Pain + Goto See + XDeath: + Death: + AGRD G 4 + AGRD H 4 A_Scream + AGRD I 4 + AGRD J 3 + AGRD K 3 A_NoBlocking + AGRD L 3 + AGRD M 3 + AGRD N -1 + Stop + Raise: + AGRD NMLKJ 3 + AGRD IHG 4 + Goto See + } +} + +ACTOR ZeroSergant 26406 +{ + //$Category "Monsters - Humans" + Health 70 + PainChance 150 + Speed 7 + Radius 24 + Height 64 + Mass 400 + Monster + +SEESDAGGERS + +NOSPLASHALERT + +FLOORCLIP + +NEVERRESPAWN + MinMissileChance 150 + Tag "Zero Sergant" + SeeSound "player/taunt" + PainSound "*pain" + DeathSound "*death" + ActiveSound "player/taunt" + Obituary "%o was zealously shot down by an Alpha Guard." + DropItem "Clip" + States + { + Spawn: + SGT0 AB 5 A_Look + Loop + See: + SGT0 ABCD 6 A_Chase + Loop + Missile: + SGT0 E 6 A_FaceTarget + SGT0 F 0 A_PlaySound ("AK47/Fire", CHAN_WEAPON) + SGT0 F 0 A_FaceTarget + SGT0 F 3 A_CustomBulletAttack (8, 0, 1, 3*random(1,5), "BulletPuff", 2048, CBAF_NORANDOM) + Goto Missile+1 + Pain: + SGT0 O 8 A_Pain + Goto See + XDeath: + Death: + SGT0 G 4 + SGT0 H 4 A_Scream + SGT0 I 4 + SGT0 J 3 + SGT0 K 3 A_NoBlocking + SGT0 L 3 + SGT0 M 3 + SGT0 N -1 + Stop + Raise: + SGT0 NMLKJ 3 + SGT0 IHG 4 + Goto See + } +} + +ACTOR PlasmaZombie : ZombieMan 26407 +{ + //$Category "Monsters - Humans" + Health 40 + Radius 20 + Height 56 + Speed 8 + PainChance 200 + Monster + +FLOORCLIP + SeeSound "grunt/sight" + AttackSound "grunt/attack" + PainSound "grunt/pain" + DeathSound "grunt/death" + ActiveSound "grunt/active" + Obituary "%o was killed by a Plasmatic ZombieMan." + DropItem Cell + MissileType PlasmaBall + States + { + Spawn: + ZMAY AB 10 A_Look + Loop + See: + ZMAY AABBCCDD 4 A_Chase + Loop + Missile: + ZMAY E 10 A_FaceTarget + ZMAY F 5 A_MissileAttack + ZMAY E 5 A_FaceTarget + ZMAY F 5 A_MissileAttack + ZMAY E 5 A_FaceTarget + ZMAY F 5 A_MissileAttack + Goto See + Pain: + ZMAY G 3 + ZMAY G 3 A_Pain + Goto See + XDeath: + Death: + ZMAY H 5 + ZMAY I 5 A_Scream + ZMAY J 5 A_NoBlocking + ZMAY K 5 + ZMAY L -1 + Stop + Raise: + ZMAY K 5 + ZMAY JIH 5 + Goto See + } +} + +ACTOR IcePlasmaZombie : PlasmaZombie 26408 +{ + //$Category "Monsters - Humans" + Obituary "%o was killed by a Frozen Plasmatic ZombieMan." + DropItem Cell + MissileType IcePlasmaBall + Translation Ice + DamageType Ice } \ No newline at end of file diff --git a/pk3_data/ACTORS/NPC/ENEMIES/EXTRA.dec b/pk3_data/ACTORS/NPC/ENEMIES/EXTRA.dec index ec484d53..8792aa59 100644 --- a/pk3_data/ACTORS/NPC/ENEMIES/EXTRA.dec +++ b/pk3_data/ACTORS/NPC/ENEMIES/EXTRA.dec @@ -5935,7 +5935,7 @@ ACTOR DFlare :enemy Height 5 Speed 25 Damage 4 - SpawnID 252 + //SpawnID 252 RenderStyle Add DamageType Fire Alpha 0.85 diff --git a/pk3_data/ACTORS/NPC/ENEMIES/MINIBOSSES.dec b/pk3_data/ACTORS/NPC/ENEMIES/MINIBOSSES.dec index 05d6a9be..5f07807f 100644 --- a/pk3_data/ACTORS/NPC/ENEMIES/MINIBOSSES.dec +++ b/pk3_data/ACTORS/NPC/ENEMIES/MINIBOSSES.dec @@ -1,5 +1,6 @@ ACTOR CyberdemonLord 8758 { + //$Category "BOSSES - Mini" Health 10000 Radius 80 Height 220 @@ -85,5 +86,6 @@ ACTOR CyberdemonLord 8758 } ACTOR CyberdemonLordMP: CyberdemonLord 8759 { + //$Category "BOSSES - Mini" Health 40000 } \ No newline at end of file diff --git a/pk3_data/ACTORS/NPC/ENEMIES/MONSTERS.dec b/pk3_data/ACTORS/NPC/ENEMIES/MONSTERS.dec index 7ae1da68..dc3efab6 100644 --- a/pk3_data/ACTORS/NPC/ENEMIES/MONSTERS.dec +++ b/pk3_data/ACTORS/NPC/ENEMIES/MONSTERS.dec @@ -1,138 +1,134 @@ - actor ShrunkEnemy { - MONSTER - -COUNTKILL - Scale 0.2 - meleerange 8 + MONSTER + -COUNTKILL + Scale 0.2 + meleerange 8 } - actor WoundedCheck : Inventory { - inventory.amount 0 - inventory.maxamount 1 + inventory.amount 0 + inventory.maxamount 1 } - actor ExpandedDeathCheck : Inventory { - inventory.amount 0 - inventory.maxamount 1 + inventory.amount 0 + inventory.maxamount 1 } - actor AlienSpecies { - damagefactor "AlienShrinker", 0.0 - mass 1000 + damagefactor "AlienShrinker", 0.0 + mass 1000 } - actor Alien_Green : AlienSpecies 26377 { + //$Category "Monsters - Duke Nukem 3D" //Bloodtype "Brutal_Blood" GibHealth 11 - obituary "%o was killed by a trooper." - health 55 - radius 20 - height 56 - speed 8 - painchance 64 - seesound "alien/sight" - attacksound "alien/attack" - painsound "alien/pain" - deathsound "alien/death" - activesound "alien/active" - dropitem "PistolAmmo" 96 - MONSTER - +FLOORCLIP - WoundHealth 10 - scale 0.65 - states - { - Spawn: - TNT1 A 0 - TNT1 A 0 Thing_ChangeTID(0,1000) - ENE1 AB 10 A_Look - loop - See: - ENE1 AABBCCDD 3 A_Chase - loop - Missile: - ENE1 E 0 A_Jump(128,"Missile2","Missile3") - ENE1 E 7 A_FaceTarget - ENE1 E 0 A_PlayWeaponSound("alien/attack") - ENE1 F 6 bright A_CustomMissile("AlienBullet",32,-4,random(-8,8)) - ENE1 E 7 - goto See - Missile2: - ENE1 E 7 A_FaceTarget - ENE1 E 0 A_PlayWeaponSound("alien/attack") - ENE1 F 6 bright A_CustomMissile("AlienBullet",32,-4,random(-8,8)) - ENE1 E 7 - ENE1 E 0 A_PlayWeaponSound("alien/attack") - ENE1 F 0 bright A_CustomMissile("AlienBullet",32,-4,random(-8,8)) - goto See - Missile3: - ENE1 R 10 A_FaceTarget - ENE1 R 0 A_PlayWeaponSound("alien/attack") - ENE1 S 6 bright A_CustomMissile("AlienBullet",32,-4,-8) - ENE1 R 6 A_FaceTarget - ENE1 R 0 A_PlayWeaponSound("alien/attack") - ENE1 S 6 bright A_CustomMissile("AlienBullet",32,-4,0) - ENE1 R 6 A_FaceTarget - ENE1 R 0 A_PlayWeaponSound("alien/attack") - ENE1 S 6 bright A_CustomMissile("AlienBullet",32,-4,8) - ENE1 R 10 A_FaceTarget - goto See - Pain: - ENE1 A 3 A_CustomMissile ("Brutal_Blood", 48, 0, random (0, 360), 2, random (0, 160)) - ENE1 A 3 A_Pain - goto See - Death: - ENE1 I 0 A_JumpIfInventory("WoundedCheck",1,"WoundDeath") - ENE1 I 0 A_JumpIfInventory("ExpandedDeathCheck",1,"Death.Expander") - ENE1 I 7 A_CustomMissile ("Brutal_Blood", 48, 0, random (0, 360), 2, random (0, 160)) - ENE1 J 7 A_Scream - ENE1 K 7 A_NoBlocking - ENE1 L 7 A_CustomMissile ("MediumBloodSpot", 4, 0, random (0, 360), 2, random (0, 160)) - TNT1 A 0 A_SpawnItem("Alien_GreenDeadBody",0,0,0,0) //ENE1 M -1 - TNT1 A -1 - stop - Wound: - ENE1 I 1 A_Jump(128,"DeathCause") - ENE1 I 6 A_Scream - ENE1 J 7 A_GiveInventory("WoundedCheck",1) - ENE1 KL 7 - ENE1 N 7 A_PlaySoundEx("alien/choke","Body",0) - ENE1 OPOPOPOPOPOPO 10 - ENE1 A 0 A_Jump(96,2) - ENE1 O 1 A_Die - stop - ENE1 A 0 A_GiveInventory("Health",20) - ENE1 A 0 A_TakeInventory("WoundedCheck",1) - goto See - WoundDeath: - ENE1 N 7 A_Scream - ENE1 L 7 - ENE1 M -1 A_NoBlocking - stop - DeathCause: - ENE1 AABB 3 A_Wander - ENE1 A 1 A_Die - stop - Death.Shrinker: - ENE1 A 0 - ENE1 A 0 A_PlaySound("shrinker/shrink") - ENE1 A 20 A_Pain - ENE1 A 0 A_CustomMissile("ShrinkEffect",8,0,0) - ENE1 M 0 - ENE1 A 0 A_SpawnItemEx("Alien_GreenShrunk",0,0,0,0,0,0,0,32,0) - stop - XDeath: - ENE1 A 0 - Death.Commander: - Death.CycloidEmperor: - Death.Explosion: - ENE1 A 0 A_XScream - ENE1 A 0 A_NoBlocking + obituary "%o was killed by a trooper." + health 55 + radius 20 + height 56 + speed 8 + painchance 64 + seesound "alien/sight" + attacksound "alien/attack" + painsound "alien/pain" + deathsound "alien/death" + activesound "alien/active" + dropitem "PistolAmmo" 96 + MONSTER + +FLOORCLIP + WoundHealth 10 + scale 0.65 + states + { +Spawn: + TNT1 A 0 + TNT1 A 0 Thing_ChangeTID(0,1000) + ENE1 AB 10 A_Look + loop +See: + ENE1 AABBCCDD 3 A_Chase + loop +Missile: + ENE1 E 0 A_Jump(128,"Missile2","Missile3") + ENE1 E 7 A_FaceTarget + ENE1 E 0 A_PlayWeaponSound("alien/attack") + ENE1 F 6 bright A_CustomMissile("AlienBullet",32,-4,random(-8,8)) + ENE1 E 7 + goto See +Missile2: + ENE1 E 7 A_FaceTarget + ENE1 E 0 A_PlayWeaponSound("alien/attack") + ENE1 F 6 bright A_CustomMissile("AlienBullet",32,-4,random(-8,8)) + ENE1 E 7 + ENE1 E 0 A_PlayWeaponSound("alien/attack") + ENE1 F 0 bright A_CustomMissile("AlienBullet",32,-4,random(-8,8)) + goto See +Missile3: + ENE1 R 10 A_FaceTarget + ENE1 R 0 A_PlayWeaponSound("alien/attack") + ENE1 S 6 bright A_CustomMissile("AlienBullet",32,-4,-8) + ENE1 R 6 A_FaceTarget + ENE1 R 0 A_PlayWeaponSound("alien/attack") + ENE1 S 6 bright A_CustomMissile("AlienBullet",32,-4,0) + ENE1 R 6 A_FaceTarget + ENE1 R 0 A_PlayWeaponSound("alien/attack") + ENE1 S 6 bright A_CustomMissile("AlienBullet",32,-4,8) + ENE1 R 10 A_FaceTarget + goto See +Pain: + ENE1 A 3 A_CustomMissile ("Brutal_Blood", 48, 0, random (0, 360), 2, random (0, 160)) + ENE1 A 3 A_Pain + goto See +Death: + ENE1 I 0 A_JumpIfInventory("WoundedCheck",1,"WoundDeath") + ENE1 I 0 A_JumpIfInventory("ExpandedDeathCheck",1,"Death.Expander") + ENE1 I 7 A_CustomMissile ("Brutal_Blood", 48, 0, random (0, 360), 2, random (0, 160)) + ENE1 J 7 A_Scream + ENE1 K 7 A_NoBlocking + ENE1 L 7 A_CustomMissile ("MediumBloodSpot", 4, 0, random (0, 360), 2, random (0, 160)) + TNT1 A 0 A_SpawnItem("Alien_GreenDeadBody",0,0,0,0) //ENE1 M -1 + TNT1 A -1 + stop +Wound: + ENE1 I 1 A_Jump(128,"DeathCause") + ENE1 I 6 A_Scream + ENE1 J 7 A_GiveInventory("WoundedCheck",1) + ENE1 KL 7 + ENE1 N 7 A_PlaySoundEx("alien/choke","Body",0) + ENE1 OPOPOPOPOPOPO 10 + ENE1 A 0 A_Jump(96,2) + ENE1 O 1 A_Die + stop + ENE1 A 0 A_GiveInventory("Health",20) + ENE1 A 0 A_TakeInventory("WoundedCheck",1) + goto See +WoundDeath: + ENE1 N 7 A_Scream + ENE1 L 7 + ENE1 M -1 A_NoBlocking + stop +DeathCause: + ENE1 AABB 3 A_Wander + ENE1 A 1 A_Die + stop + Death.Shrinker: + ENE1 A 0 + ENE1 A 0 A_PlaySound("shrinker/shrink") + ENE1 A 20 A_Pain + ENE1 A 0 A_CustomMissile("ShrinkEffect",8,0,0) + ENE1 M 0 + ENE1 A 0 A_SpawnItemEx("Alien_GreenShrunk",0,0,0,0,0,0,0,32,0) + stop +XDeath: + ENE1 A 0 + Death.Commander: + Death.CycloidEmperor: + Death.Explosion: + ENE1 A 0 A_XScream + ENE1 A 0 A_NoBlocking TNT1 AAAAAA 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130)) TNT1 AA 0 A_CustomMissile ("XDeath1", 32, 0, random (0, 360), 2, random (0, 160)) TNT1 AA 0 A_CustomMissile ("XDeath2", 32, 0, random (0, 360), 2, random (0, 160)) @@ -142,44 +138,44 @@ actor Alien_Green : AlienSpecies 26377 TNT1 AAAA 0 A_CustomMissile ("Instestin", 32, 0, random (0, 360), 2, random (0, 160)) TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 35, 0, random (0, 360), 2, random (0, 160)) TNT1 AAAAAA 0 bright A_CustomMissile ("SuperGoreSpawner", 32, 0, random (0, 360), 2, random (50, 130)) - ENE1 A 0 A_SpawnDebris("DukeGibs1") - ENE1 A 0 A_SpawnDebris("DukeGibs2") - ENE1 A 0 A_SpawnDebris("DukeGibs3") - ENE1 A 0 A_SpawnDebris("DukeGibs4") - ENE1 A 0 A_SpawnDebris("DukeGibs5") + ENE1 A 0 A_SpawnDebris("DukeGibs1") + ENE1 A 0 A_SpawnDebris("DukeGibs2") + ENE1 A 0 A_SpawnDebris("DukeGibs3") + ENE1 A 0 A_SpawnDebris("DukeGibs4") + ENE1 A 0 A_SpawnDebris("DukeGibs5") TNT1 A 0 A_CustomMissile ("GiantBloodSpot", 4, 0, random (0, 360), 2, random (0, 160)) - GIB5 E -1 A_SpawnDebris("DukeGibs6") - stop - Death.Expander: - TNT1 A 0 A_SpawnItemEx("AlienExpand_0",0,0,0,0,0,0,0,1,0) - TNT1 A 5 A_PlaySound("expander/expand") - TNT1 A 5 A_SpawnItemEx("AlienExpand_1",0,0,0,0,0,0,0,1,0) - TNT1 A 5 A_SpawnItemEx("AlienExpand_2",0,0,0,0,0,0,0,1,0) - TNT1 A 5 A_SpawnItemEx("AlienExpand_3",0,0,0,0,0,0,0,1,0) - TNT1 A 5 A_SpawnItemEx("AlienExpand_4",0,0,0,0,0,0,0,1,0) - TNT1 A 5 A_SpawnItemEx("AlienExpand_5",0,0,0,0,0,0,0,1,0) - TNT1 A 5 A_SpawnItemEx("AlienExpand_6",0,0,0,0,0,0,0,1,0) - TNT1 A 5 A_SpawnItemEx("AlienExpand_7",0,0,0,0,0,0,0,1,0) - TNT1 AAAAA 5 A_SpawnItemEx("AlienExpand_8",0,0,0,0,0,0,0,1,0) - TNT1 A 0 A_SpawnItemEx("BrutalExplosion",0,0,32,0,0,0,0,1,0) - goto Death.Explosion - Wound.Expander: - TNT1 A 0 - TNT1 A 0 A_GiveInventory("ExpandedDeathCheck",1) - TNT1 A 1 A_Die - stop - Crush: + GIB5 E -1 A_SpawnDebris("DukeGibs6") + stop + Death.Expander: + TNT1 A 0 A_SpawnItemEx("AlienExpand_0",0,0,0,0,0,0,0,1,0) + TNT1 A 5 A_PlaySound("expander/expand") + TNT1 A 5 A_SpawnItemEx("AlienExpand_1",0,0,0,0,0,0,0,1,0) + TNT1 A 5 A_SpawnItemEx("AlienExpand_2",0,0,0,0,0,0,0,1,0) + TNT1 A 5 A_SpawnItemEx("AlienExpand_3",0,0,0,0,0,0,0,1,0) + TNT1 A 5 A_SpawnItemEx("AlienExpand_4",0,0,0,0,0,0,0,1,0) + TNT1 A 5 A_SpawnItemEx("AlienExpand_5",0,0,0,0,0,0,0,1,0) + TNT1 A 5 A_SpawnItemEx("AlienExpand_6",0,0,0,0,0,0,0,1,0) + TNT1 A 5 A_SpawnItemEx("AlienExpand_7",0,0,0,0,0,0,0,1,0) + TNT1 AAAAA 5 A_SpawnItemEx("AlienExpand_8",0,0,0,0,0,0,0,1,0) + TNT1 A 0 A_SpawnItemEx("BrutalExplosion",0,0,32,0,0,0,0,1,0) + goto Death.Explosion + Wound.Expander: + TNT1 A 0 + TNT1 A 0 A_GiveInventory("ExpandedDeathCheck",1) + TNT1 A 1 A_Die + stop +Crush: TNT1 AAAAAAAAAA 0 A_CustomMissile ("BloodTr255", 0, 0, random (0, 360), 2, random (0, 360)) TNT1 A 0 A_PlaySound("misc/xdeath4") TNT1 AAAAAA 1 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130)) TNT1 A 0 A_CustomMissile ("GiantBloodSpot", 4, 0, random (0, 360), 2, random (0, 160)) TNT1 A -1 Stop - } + } } ACTOR Alien_GreenDeadBody { - scale 0.65 + scale 0.65 Health 50 -NOGRAVITY +FLOORCLIP @@ -193,11 +189,11 @@ ACTOR Alien_GreenDeadBody DamageFactor "Punch", 0.0 States { - Spawn: +Spawn: ENE1 M 1 Loop - Death: - XDeath: +Death: +XDeath: TNT1 AAAAAA 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130)) TNT1 AA 0 A_CustomMissile ("XDeath1", 32, 0, random (0, 360), 2, random (0, 160)) TNT1 AA 0 A_CustomMissile ("XDeath2", 32, 0, random (0, 360), 2, random (0, 160)) @@ -210,7 +206,7 @@ ACTOR Alien_GreenDeadBody TNT1 A 0 A_CustomMissile ("GiantBloodSpot", 4, 0, random (0, 360), 2, random (0, 160)) TNT1 A -1 Stop - Crush: +Crush: TNT1 AAAAAAAAAA 0 A_CustomMissile ("BloodTr255", 0, 0, random (0, 360), 2, random (0, 360)) TNT1 A 0 A_PlaySound("misc/xdeath4") TNT1 AAAAAA 1 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130)) @@ -221,622 +217,605 @@ ACTOR Alien_GreenDeadBody } actor Alien_GreenWeak : Alien_Green { - health 25 - woundhealth 1 + health 25 + woundhealth 1 } - actor Alien_GreenShrunk : ShrunkEnemy { - health 1 - radius 20 - height 16 - mass 5 - speed 2 - activesound "alien/active" - +FLOORCLIP - damagefactor "Shrinker", 0.0 - states - { - Spawn: - ENE1 AB 10 A_Look - loop - See: - ENE1 AABBCCDD 3 A_Chase - loop - Pain: - ENE1 A 0 - ENE1 A 1 A_Pain - goto See - Melee: - ENE1 A 0 - ENE1 A 0 A_GiveToTarget("EnemySquishItem",1) - ENE1 ABCDABCDABCD 6 - goto See - Death: - ENE1 I 0 - XDeath: - ENE1 I 0 A_XScream - ENE1 I 0 A_NoBlocking - ENE1 A 0 A_SpawnDebris("DukeGibs5") - ENE1 A 0 A_SpawnDebris("DukeGibs6") - stop - Unshrink: - ENE1 A 0 A_CustomMissile("ShrinkEffect",32,0,0) - ENE1 A 0 A_SpawnItemEx("Alien_GreenWeak",0,0,0,0,0,0,0,32,0) - stop - } -} - + health 1 + radius 20 + height 16 + mass 5 + speed 2 + activesound "alien/active" + +FLOORCLIP + damagefactor "Shrinker", 0.0 + states + { +Spawn: + ENE1 AB 10 A_Look + loop +See: + ENE1 AABBCCDD 3 A_Chase + loop +Pain: + ENE1 A 0 + ENE1 A 1 A_Pain + goto See +Melee: + ENE1 A 0 + ENE1 A 0 A_GiveToTarget("EnemySquishItem",1) + ENE1 ABCDABCDABCD 6 + goto See +Death: + ENE1 I 0 +XDeath: + ENE1 I 0 A_XScream + ENE1 I 0 A_NoBlocking + ENE1 A 0 A_SpawnDebris("DukeGibs5") + ENE1 A 0 A_SpawnDebris("DukeGibs6") + stop +Unshrink: + ENE1 A 0 A_CustomMissile("ShrinkEffect",32,0,0) + ENE1 A 0 A_SpawnItemEx("Alien_GreenWeak",0,0,0,0,0,0,0,32,0) + stop + } +} actor AlienBullet { - Radius 13 - Height 8 - Speed 35 - Damage (7) - Projectile - decal bulletchip - scale 0.5 - States - { - Spawn: - EN1X A 0 bright A_SpawnItemEx("AlienBulletTrail",-30,0,0,0,0,0,0,128,0) - EN1X A 0 bright A_SpawnItemEx("AlienBulletTrail",-25,0,0,0,0,0,0,128,0) - EN1X A 0 bright A_SpawnItemEx("AlienBulletTrail",-20,0,0,0,0,0,0,128,0) - EN1X A 0 bright A_SpawnItemEx("AlienBulletTrail",-15,0,0,0,0,0,0,128,0) - EN1X A 0 bright A_SpawnItemEx("AlienBulletTrail",-10,0,0,0,0,0,0,128,0) - EN1X A 1 bright A_SpawnItemEx("AlienBulletTrail",-5,0,0,0,0,0,0,128,0) - loop - Death: - TNT1 A 1 - stop - } -} - + Radius 13 + Height 8 + Speed 35 + Damage (7) + Projectile + decal bulletchip + scale 0.5 + States + { +Spawn: + EN1X A 0 bright A_SpawnItemEx("AlienBulletTrail",-30,0,0,0,0,0,0,128,0) + EN1X A 0 bright A_SpawnItemEx("AlienBulletTrail",-25,0,0,0,0,0,0,128,0) + EN1X A 0 bright A_SpawnItemEx("AlienBulletTrail",-20,0,0,0,0,0,0,128,0) + EN1X A 0 bright A_SpawnItemEx("AlienBulletTrail",-15,0,0,0,0,0,0,128,0) + EN1X A 0 bright A_SpawnItemEx("AlienBulletTrail",-10,0,0,0,0,0,0,128,0) + EN1X A 1 bright A_SpawnItemEx("AlienBulletTrail",-5,0,0,0,0,0,0,128,0) + loop +Death: + TNT1 A 1 + stop + } +} actor AlienBulletTrail { - Radius 0 - Height 0 - Speed 0 - Damage 0 - Projectile - scale 0.5 - States - { - Spawn: - EN1X A 2 bright - stop - } -} - + Radius 0 + Height 0 + Speed 0 + Damage 0 + Projectile + scale 0.5 + States + { +Spawn: + EN1X A 2 bright + stop + } +} actor Alien_Red : Alien_Green { - obituary "%o was killed by a trooper." - health 60 - radius 20 - height 56 - speed 8 - painchance 64 - seesound "alien/sight" - attacksound "alien/attack" - painsound "alien/pain" - deathsound "alien/death" - activesound "alien/active" - dropitem "PistolAmmo" 128 - MONSTER - +FLOORCLIP - WoundHealth 10 - scale 0.65 - Translation "112:127=176:191", "9:12=188:191" - states - { - Spawn: - TNT1 A 0 - TNT1 A 0 A_SetShootable - TNT1 A 0 Thing_ChangeTID(0,1000) - ENE1 AB 10 A_Look - loop - See: - ENE1 AABBCCDD 3 A_Chase - loop - Missile: - ENE1 E 0 A_Jump(128,"Missile2","Missile3","Teleport") - ENE1 E 7 A_FaceTarget - ENE1 E 0 A_PlayWeaponSound("alien/attack") - ENE1 F 6 bright A_CustomMissile("AlienBullet",32,-4,random(-8,8)) - ENE1 E 7 - goto See - Missile2: - ENE1 E 7 A_FaceTarget - ENE1 E 0 A_PlayWeaponSound("alien/attack") - ENE1 F 6 bright A_CustomMissile("AlienBullet",32,-4,random(-8,8)) - ENE1 E 7 - ENE1 E 0 A_PlayWeaponSound("alien/attack") - ENE1 F 0 bright A_CustomMissile("AlienBullet",32,-4,random(-8,8)) - goto See - Missile3: - ENE1 R 10 A_FaceTarget - ENE1 R 0 A_PlayWeaponSound("alien/attack") - ENE1 S 6 bright A_CustomMissile("AlienBullet",32,-4,-8) - ENE1 R 6 A_FaceTarget - ENE1 R 0 A_PlayWeaponSound("alien/attack") - ENE1 S 6 bright A_CustomMissile("AlienBullet",32,-4,0) - ENE1 R 6 A_FaceTarget - ENE1 R 0 A_PlayWeaponSound("alien/attack") - ENE1 S 6 bright A_CustomMissile("AlienBullet",32,-4,8) - ENE1 R 10 A_FaceTarget - goto See - Teleport: - ENE1 T 10 - ENE1 U 10 A_CustomMissile("AlienTeleport",32,0,0) - TNT1 A 0 A_UnsetShootable - TNT1 QQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQ 1 A_ExtChase(0,0,0,0) - TNT1 QQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQ 0 A_Wander - TNT1 A 0 A_SetShootable - TNT1 A 10 A_CustomMissile("AlienTeleport",32,0,0) - ENE1 T 10 - goto Missile+1 - Pain: - ENE1 A 0 - ENE1 A 1 A_Pain - goto See - Death: - ENE1 I 0 A_JumpIfInventory("WoundedCheck",1,"WoundDeath") - ENE1 I 0 A_JumpIfInventory("ExpandedDeathCheck",1,"Death.Expander") - ENE1 I 7 A_Scream - ENE1 J 7 - ENE1 K 7 A_NoBlocking - ENE1 L 7 - ENE1 M -1 - stop - Wound: - ENE1 I 1 A_Jump(128,"DeathCause") - ENE1 I 6 A_Scream - ENE1 J 7 A_GiveInventory("WoundedCheck",1) - ENE1 KL 7 - ENE1 N 7 A_PlaySoundEx("alien/choke","Body",0) - ENE1 OPOPOPOPOPOPO 10 - ENE1 A 0 A_Jump(96,2) - ENE1 O 1 A_Die - stop - ENE1 A 0 A_GiveInventory("Health",20) - ENE1 A 0 A_TakeInventory("WoundedCheck",1) - goto See - WoundDeath: - ENE1 N 7 A_Scream - ENE1 L 7 - ENE1 M -1 A_NoBlocking - stop - DeathCause: - ENE1 AABB 3 A_Wander - ENE1 A 1 A_Die - stop - Death.Shrinker: - ENE1 A 0 - ENE1 A 0 A_PlaySound("shrinker/shrink") - ENE1 A 20 A_Pain - ENE1 A 0 A_CustomMissile("ShrinkEffect",8,0,0) - ENE1 A 0 A_SpawnItemEx("Alien_RedShrunk",0,0,0,0,0,0,0,32,0) - stop - XDeath: - ENE1 A 0 - Death.Commander: - Death.CycloidEmperor: - Death.Explosion: - ENE1 A 0 A_XScream - ENE1 A 0 A_NoBlocking - ENE1 A 0 A_SpawnDebris("DukeGibs1") - ENE1 A 0 A_SpawnDebris("DukeGibs2") - ENE1 A 0 A_SpawnDebris("DukeGibs3") - ENE1 A 0 A_SpawnDebris("DukeGibs4") - ENE1 A 0 A_SpawnDebris("DukeGibs5") - GIB5 E -1 A_SpawnDebris("DukeGibs6") - stop - Death.Expander: - TNT1 A 0 A_SpawnItemEx("AlienExpand_0",0,0,0,0,0,0,0,1,0) - TNT1 A 5 A_PlaySound("expander/expand") - TNT1 A 5 A_SpawnItemEx("AlienExpand_1",0,0,0,0,0,0,0,1,0) - TNT1 A 5 A_SpawnItemEx("AlienExpand_2",0,0,0,0,0,0,0,1,0) - TNT1 A 5 A_SpawnItemEx("AlienExpand_3",0,0,0,0,0,0,0,1,0) - TNT1 A 5 A_SpawnItemEx("AlienExpand_4",0,0,0,0,0,0,0,1,0) - TNT1 A 5 A_SpawnItemEx("AlienExpand_5",0,0,0,0,0,0,0,1,0) - TNT1 A 5 A_SpawnItemEx("AlienExpand_6",0,0,0,0,0,0,0,1,0) - TNT1 A 5 A_SpawnItemEx("AlienExpand_7",0,0,0,0,0,0,0,1,0) - TNT1 AAAAA 5 A_SpawnItemEx("AlienExpand_8",0,0,0,0,0,0,0,1,0) - TNT1 A 0 A_SpawnItemEx("BrutalExplosion",0,0,32,0,0,0,0,1,0) - goto Death.Explosion - Wound.Expander: - TNT1 A 0 - TNT1 A 0 A_GiveInventory("ExpandedDeathCheck",1) - TNT1 A 1 A_Die - stop - } -} - + //$Category "Monsters - Duke Nukem 3D" + obituary "%o was killed by a trooper." + health 60 + radius 20 + height 56 + speed 8 + painchance 64 + seesound "alien/sight" + attacksound "alien/attack" + painsound "alien/pain" + deathsound "alien/death" + activesound "alien/active" + dropitem "PistolAmmo" 128 + MONSTER + +FLOORCLIP + WoundHealth 10 + scale 0.65 + Translation "112:127=176:191", "9:12=188:191" + states + { +Spawn: + TNT1 A 0 + TNT1 A 0 A_SetShootable + TNT1 A 0 Thing_ChangeTID(0,1000) + ENE1 AB 10 A_Look + loop +See: + ENE1 AABBCCDD 3 A_Chase + loop +Missile: + ENE1 E 0 A_Jump(128,"Missile2","Missile3","Teleport") + ENE1 E 7 A_FaceTarget + ENE1 E 0 A_PlayWeaponSound("alien/attack") + ENE1 F 6 bright A_CustomMissile("AlienBullet",32,-4,random(-8,8)) + ENE1 E 7 + goto See +Missile2: + ENE1 E 7 A_FaceTarget + ENE1 E 0 A_PlayWeaponSound("alien/attack") + ENE1 F 6 bright A_CustomMissile("AlienBullet",32,-4,random(-8,8)) + ENE1 E 7 + ENE1 E 0 A_PlayWeaponSound("alien/attack") + ENE1 F 0 bright A_CustomMissile("AlienBullet",32,-4,random(-8,8)) + goto See +Missile3: + ENE1 R 10 A_FaceTarget + ENE1 R 0 A_PlayWeaponSound("alien/attack") + ENE1 S 6 bright A_CustomMissile("AlienBullet",32,-4,-8) + ENE1 R 6 A_FaceTarget + ENE1 R 0 A_PlayWeaponSound("alien/attack") + ENE1 S 6 bright A_CustomMissile("AlienBullet",32,-4,0) + ENE1 R 6 A_FaceTarget + ENE1 R 0 A_PlayWeaponSound("alien/attack") + ENE1 S 6 bright A_CustomMissile("AlienBullet",32,-4,8) + ENE1 R 10 A_FaceTarget + goto See +Teleport: + ENE1 T 10 + ENE1 U 10 A_CustomMissile("AlienTeleport",32,0,0) + TNT1 A 0 A_UnsetShootable + TNT1 QQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQ 1 A_ExtChase(0,0,0,0) + TNT1 QQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQ 0 A_Wander + TNT1 A 0 A_SetShootable + TNT1 A 10 A_CustomMissile("AlienTeleport",32,0,0) + ENE1 T 10 + goto Missile+1 +Pain: + ENE1 A 0 + ENE1 A 1 A_Pain + goto See +Death: + ENE1 I 0 A_JumpIfInventory("WoundedCheck",1,"WoundDeath") + ENE1 I 0 A_JumpIfInventory("ExpandedDeathCheck",1,"Death.Expander") + ENE1 I 7 A_Scream + ENE1 J 7 + ENE1 K 7 A_NoBlocking + ENE1 L 7 + ENE1 M -1 + stop +Wound: + ENE1 I 1 A_Jump(128,"DeathCause") + ENE1 I 6 A_Scream + ENE1 J 7 A_GiveInventory("WoundedCheck",1) + ENE1 KL 7 + ENE1 N 7 A_PlaySoundEx("alien/choke","Body",0) + ENE1 OPOPOPOPOPOPO 10 + ENE1 A 0 A_Jump(96,2) + ENE1 O 1 A_Die + stop + ENE1 A 0 A_GiveInventory("Health",20) + ENE1 A 0 A_TakeInventory("WoundedCheck",1) + goto See +WoundDeath: + ENE1 N 7 A_Scream + ENE1 L 7 + ENE1 M -1 A_NoBlocking + stop +DeathCause: + ENE1 AABB 3 A_Wander + ENE1 A 1 A_Die + stop + Death.Shrinker: + ENE1 A 0 + ENE1 A 0 A_PlaySound("shrinker/shrink") + ENE1 A 20 A_Pain + ENE1 A 0 A_CustomMissile("ShrinkEffect",8,0,0) + ENE1 A 0 A_SpawnItemEx("Alien_RedShrunk",0,0,0,0,0,0,0,32,0) + stop +XDeath: + ENE1 A 0 + Death.Commander: + Death.CycloidEmperor: + Death.Explosion: + ENE1 A 0 A_XScream + ENE1 A 0 A_NoBlocking + ENE1 A 0 A_SpawnDebris("DukeGibs1") + ENE1 A 0 A_SpawnDebris("DukeGibs2") + ENE1 A 0 A_SpawnDebris("DukeGibs3") + ENE1 A 0 A_SpawnDebris("DukeGibs4") + ENE1 A 0 A_SpawnDebris("DukeGibs5") + GIB5 E -1 A_SpawnDebris("DukeGibs6") + stop + Death.Expander: + TNT1 A 0 A_SpawnItemEx("AlienExpand_0",0,0,0,0,0,0,0,1,0) + TNT1 A 5 A_PlaySound("expander/expand") + TNT1 A 5 A_SpawnItemEx("AlienExpand_1",0,0,0,0,0,0,0,1,0) + TNT1 A 5 A_SpawnItemEx("AlienExpand_2",0,0,0,0,0,0,0,1,0) + TNT1 A 5 A_SpawnItemEx("AlienExpand_3",0,0,0,0,0,0,0,1,0) + TNT1 A 5 A_SpawnItemEx("AlienExpand_4",0,0,0,0,0,0,0,1,0) + TNT1 A 5 A_SpawnItemEx("AlienExpand_5",0,0,0,0,0,0,0,1,0) + TNT1 A 5 A_SpawnItemEx("AlienExpand_6",0,0,0,0,0,0,0,1,0) + TNT1 A 5 A_SpawnItemEx("AlienExpand_7",0,0,0,0,0,0,0,1,0) + TNT1 AAAAA 5 A_SpawnItemEx("AlienExpand_8",0,0,0,0,0,0,0,1,0) + TNT1 A 0 A_SpawnItemEx("BrutalExplosion",0,0,32,0,0,0,0,1,0) + goto Death.Explosion + Wound.Expander: + TNT1 A 0 + TNT1 A 0 A_GiveInventory("ExpandedDeathCheck",1) + TNT1 A 1 A_Die + stop + } +} actor Alien_RedWeak : Alien_Red { - health 30 - woundhealth 1 + health 30 + woundhealth 1 } - actor Alien_RedShrunk : ShrunkEnemy { - health 1 - radius 20 - height 16 - mass 5 - speed 2 - activesound "alien/active" - +FLOORCLIP - Translation "112:127=176:191", "9:12=188:191" - damagefactor "Shrinker", 0.0 - states - { - Spawn: - TNT1 A 0 - TNT1 A 0 Thing_SetSpecial(0,80,500,0,0) - ENE1 AB 10 A_Look - loop - See: - ENE1 AABBCCDD 3 A_Chase - loop - Melee: - ENE1 A 0 - ENE1 A 0 A_GiveToTarget("EnemySquishItem",1) - ENE1 ABCDABCDABCD 6 - goto See - Pain: - ENE1 A 0 - ENE1 A 1 A_Pain - goto See - Death: - ENE1 I 0 - XDeath: - ENE1 I 0 A_XScream - ENE1 I 0 A_NoBlocking - ENE1 A 0 A_SpawnDebris("DukeGibs5") - ENE1 A 0 A_SpawnDebris("DukeGibs6") - stop - Unshrink: - ENE1 A 0 A_CustomMissile("ShrinkEffect",32,0,0) - ENE1 M 0 A_NoBlocking - ENE1 A 0 A_SpawnItemEx("Alien_RedWeak",0,0,0,0,0,0,0,32,0) - stop - } -} - + health 1 + radius 20 + height 16 + mass 5 + speed 2 + activesound "alien/active" + +FLOORCLIP + Translation "112:127=176:191", "9:12=188:191" + damagefactor "Shrinker", 0.0 + states + { +Spawn: + TNT1 A 0 + TNT1 A 0 Thing_SetSpecial(0,80,500,0,0) + ENE1 AB 10 A_Look + loop +See: + ENE1 AABBCCDD 3 A_Chase + loop +Melee: + ENE1 A 0 + ENE1 A 0 A_GiveToTarget("EnemySquishItem",1) + ENE1 ABCDABCDABCD 6 + goto See +Pain: + ENE1 A 0 + ENE1 A 1 A_Pain + goto See +Death: + ENE1 I 0 +XDeath: + ENE1 I 0 A_XScream + ENE1 I 0 A_NoBlocking + ENE1 A 0 A_SpawnDebris("DukeGibs5") + ENE1 A 0 A_SpawnDebris("DukeGibs6") + stop +Unshrink: + ENE1 A 0 A_CustomMissile("ShrinkEffect",32,0,0) + ENE1 M 0 A_NoBlocking + ENE1 A 0 A_SpawnItemEx("Alien_RedWeak",0,0,0,0,0,0,0,32,0) + stop + } +} ACTOR AlienTeleport { - +NOBLOCKMAP - +NOTELEPORT - +NOGRAVITY - RenderStyle Add - States - { - Spawn: - DTEL A 0 - DTEL A 2 Bright A_PlaySound("misc/teleport") - DTEL BCDEF 2 Bright - Stop - } -} - + +NOBLOCKMAP + +NOTELEPORT + +NOGRAVITY + RenderStyle Add + States + { +Spawn: + DTEL A 0 + DTEL A 2 Bright A_PlaySound("misc/teleport") + DTEL BCDEF 2 Bright + Stop + } +} ACTOR AlienExpand_0 { - +NOBLOCKMAP - +NOTELEPORT - +NOGRAVITY - scale 0.7 - States - { - Spawn: - ENE1 A 6 - Stop - } -} - + +NOBLOCKMAP + +NOTELEPORT + +NOGRAVITY + scale 0.7 + States + { +Spawn: + ENE1 A 6 + Stop + } +} ACTOR AlienExpand_1 : AlienExpand_0 { - scale 0.75 + scale 0.75 } - ACTOR AlienExpand_2 : AlienExpand_0 { - scale 0.80 + scale 0.80 } - ACTOR AlienExpand_3 : AlienExpand_0 { - scale 0.85 + scale 0.85 } - ACTOR AlienExpand_4 : AlienExpand_0 { - scale 0.90 + scale 0.90 } - ACTOR AlienExpand_5 : AlienExpand_0 { - scale 0.95 + scale 0.95 } - ACTOR AlienExpand_6 : AlienExpand_0 { - scale 1.00 + scale 1.00 } - ACTOR AlienExpand_7 : AlienExpand_0 { - scale 1.10 + scale 1.10 } - ACTOR AlienExpand_8 : AlienExpand_0 { - scale 1.15 + scale 1.15 } - actor Alien_Blue : AlienSpecies { - obituary "%o was killed by a trooper." - health 55 - radius 20 - height 56 - speed 8 - painchance 64 - seesound "alien/sight" - attacksound "alien/attack" - painsound "alien/pain" - deathsound "alien/death" - activesound "alien/active" - dropitem "PistolAmmo" 96 - MONSTER - +FLOORCLIP - scale 0.65 - Translation "112:127=192:207", "9:12=240:243" - +FLOAT - +NOGRAVITY - states - { - Spawn: - TNT1 A 0 - TNT1 A 0 A_SetShootable - TNT1 A 0 Thing_ChangeTID(0,1000) - ENE1 G 10 A_Look - loop - See: - ENE1 G 0 A_PlaySoundEx("alien/jetpack","SoundSlot7",1) - ENE1 GG 3 A_Chase - loop - Missile: - ENE1 G 0 A_Jump(32,"Teleport") - ENE1 G 0 A_PlayWeaponSound("alien/attack") - ENE1 H 0 A_FaceTarget - ENE1 H 0 A_CustomMissile("AlienBullet",32,-4,random(-8,8)) - ENE1 H 3 bright A_ExtChase(0,0,0,0) - ENE1 GGGGGG 3 A_ExtChase(0,0,0,0) - goto See - Teleport: - ENE1 A 0 - ENE1 A 0 A_CustomMissile("AlienTeleport",32,0,0) - ENE1 G 0 A_StopSoundEx("SoundSlot7") - TNT1 A 0 A_UnsetShootable - TNT1 QQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQ 1 A_ExtChase(0,0,0,0) - TNT1 QQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQ 0 A_Wander - TNT1 A 0 A_SetShootable - TNT1 A 10 A_CustomMissile("AlienTeleport",32,0,0) - ENE1 G 0 A_PlayWeaponSound("alien/attack") - ENE1 H 0 A_FaceTarget - ENE1 H 0 A_CustomMissile("AlienBullet",32,-4,random(-8,8)) - ENE1 G 0 A_PlaySoundEx("alien/jetpack","SoundSlot7",1) - ENE1 H 3 bright A_ExtChase(0,0,0,0) - ENE1 GGGGGG 3 A_ExtChase(0,0,0,0) - goto See - Pain: - ENE1 G 0 - ENE1 G 0 A_Pain - goto See - Death: - ENE1 G 0 A_StopSoundEx("SoundSlot7") - ENE1 I 7 - wait - Crash: - ENE1 I 0 A_PlaySound("alien/death") - ENE1 I 0 A_NoBlocking - ENE1 I 0 A_XScream - ENE1 A 0 A_SpawnDebris("DukeGibs5") - ENE1 A 0 A_SpawnDebris("DukeGibs6") - ENE1 I 7 - ENE1 J 7 - ENE1 K 7 - ENE1 L 7 - ENE1 M -1 - stop - Death.Shrinker: - ENE1 A 0 - ENE1 G 0 A_StopSoundEx("SoundSlot7") - ENE1 A 0 A_PlaySound("shrinker/shrink") - ENE1 G 0 A_UnsetSolid - ENE1 G 20 A_Pain - ENE1 A 0 A_CustomMissile("ShrinkEffect",8,0,0) - ENE1 M 0 - ENE1 A 0 A_SpawnItemEx("Alien_BlueShrunk",0,0,0,0,0,0,0,32,0) - stop - XDeath: - ENE1 A 0 - Death.Commander: - Death.CycloidEmperor: - Crash.Explosion: - Death.Explosion: - ENE1 A 0 A_XScream - ENE1 G 0 A_StopSoundEx("SoundSlot7") - ENE1 G 0 A_Gravity - ENE1 A 0 A_NoBlocking - ENE1 A 0 A_SpawnDebris("DukeGibs1") - ENE1 A 0 A_SpawnDebris("DukeGibs2") - ENE1 A 0 A_SpawnDebris("DukeGibs3") - ENE1 A 0 A_SpawnDebris("DukeGibs4") - ENE1 A 0 A_SpawnDebris("DukeGibs5") - GIB5 E -1 A_SpawnDebris("DukeGibs6") - stop - Crash.Expander: - Death.Expander: - TNT1 A 0 A_SpawnItemEx("AlienExpand_0",0,0,0,0,0,0,0,1,0) - ENE1 G 0 A_StopSoundEx("SoundSlot7") - ENE1 G 0 A_UnsetSolid - ENE1 G 0 A_NoGravity - TNT1 A 5 A_PlaySound("expander/expand") - TNT1 A 5 A_SpawnItemEx("AlienExpand_1",0,0,0,0,0,0,0,1,0) - TNT1 A 5 A_SpawnItemEx("AlienExpand_2",0,0,0,0,0,0,0,1,0) - TNT1 A 5 A_SpawnItemEx("AlienExpand_3",0,0,0,0,0,0,0,1,0) - TNT1 A 5 A_SpawnItemEx("AlienExpand_4",0,0,0,0,0,0,0,1,0) - TNT1 A 5 A_SpawnItemEx("AlienExpand_5",0,0,0,0,0,0,0,1,0) - TNT1 A 5 A_SpawnItemEx("AlienExpand_6",0,0,0,0,0,0,0,1,0) - TNT1 A 5 A_SpawnItemEx("AlienExpand_7",0,0,0,0,0,0,0,1,0) - TNT1 AAAAA 5 A_SpawnItemEx("AlienExpand_8",0,0,0,0,0,0,0,1,0) - TNT1 A 0 A_SpawnItemEx("BrutalExplosion",0,0,32,0,0,0,0,1,0) - goto Death.Explosion - GIB5 E -1 A_SpawnDebris("DukeGibs6") - stop - Crash.Shrinker: - TNT1 A 0 - goto Death.Shrinker+4 - } -} - + //$Category "Monsters - Duke Nukem 3D" + obituary "%o was killed by a trooper." + health 55 + radius 20 + height 56 + speed 8 + painchance 64 + seesound "alien/sight" + attacksound "alien/attack" + painsound "alien/pain" + deathsound "alien/death" + activesound "alien/active" + dropitem "PistolAmmo" 96 + MONSTER + +FLOORCLIP + scale 0.65 + Translation "112:127=192:207", "9:12=240:243" + +FLOAT + +NOGRAVITY + states + { +Spawn: + TNT1 A 0 + TNT1 A 0 A_SetShootable + TNT1 A 0 Thing_ChangeTID(0,1000) + ENE1 G 10 A_Look + loop +See: + ENE1 G 0 A_PlaySoundEx("alien/jetpack","SoundSlot7",1) + ENE1 GG 3 A_Chase + loop +Missile: + ENE1 G 0 A_Jump(32,"Teleport") + ENE1 G 0 A_PlayWeaponSound("alien/attack") + ENE1 H 0 A_FaceTarget + ENE1 H 0 A_CustomMissile("AlienBullet",32,-4,random(-8,8)) + ENE1 H 3 bright A_ExtChase(0,0,0,0) + ENE1 GGGGGG 3 A_ExtChase(0,0,0,0) + goto See +Teleport: + ENE1 A 0 + ENE1 A 0 A_CustomMissile("AlienTeleport",32,0,0) + ENE1 G 0 A_StopSoundEx("SoundSlot7") + TNT1 A 0 A_UnsetShootable + TNT1 QQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQ 1 A_ExtChase(0,0,0,0) + TNT1 QQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQ 0 A_Wander + TNT1 A 0 A_SetShootable + TNT1 A 10 A_CustomMissile("AlienTeleport",32,0,0) + ENE1 G 0 A_PlayWeaponSound("alien/attack") + ENE1 H 0 A_FaceTarget + ENE1 H 0 A_CustomMissile("AlienBullet",32,-4,random(-8,8)) + ENE1 G 0 A_PlaySoundEx("alien/jetpack","SoundSlot7",1) + ENE1 H 3 bright A_ExtChase(0,0,0,0) + ENE1 GGGGGG 3 A_ExtChase(0,0,0,0) + goto See +Pain: + ENE1 G 0 + ENE1 G 0 A_Pain + goto See +Death: + ENE1 G 0 A_StopSoundEx("SoundSlot7") + ENE1 I 7 + wait +Crash: + ENE1 I 0 A_PlaySound("alien/death") + ENE1 I 0 A_NoBlocking + ENE1 I 0 A_XScream + ENE1 A 0 A_SpawnDebris("DukeGibs5") + ENE1 A 0 A_SpawnDebris("DukeGibs6") + ENE1 I 7 + ENE1 J 7 + ENE1 K 7 + ENE1 L 7 + ENE1 M -1 + stop + Death.Shrinker: + ENE1 A 0 + ENE1 G 0 A_StopSoundEx("SoundSlot7") + ENE1 A 0 A_PlaySound("shrinker/shrink") + ENE1 G 0 A_UnsetSolid + ENE1 G 20 A_Pain + ENE1 A 0 A_CustomMissile("ShrinkEffect",8,0,0) + ENE1 M 0 + ENE1 A 0 A_SpawnItemEx("Alien_BlueShrunk",0,0,0,0,0,0,0,32,0) + stop +XDeath: + ENE1 A 0 + Death.Commander: + Death.CycloidEmperor: + Crash.Explosion: + Death.Explosion: + ENE1 A 0 A_XScream + ENE1 G 0 A_StopSoundEx("SoundSlot7") + ENE1 G 0 A_Gravity + ENE1 A 0 A_NoBlocking + ENE1 A 0 A_SpawnDebris("DukeGibs1") + ENE1 A 0 A_SpawnDebris("DukeGibs2") + ENE1 A 0 A_SpawnDebris("DukeGibs3") + ENE1 A 0 A_SpawnDebris("DukeGibs4") + ENE1 A 0 A_SpawnDebris("DukeGibs5") + GIB5 E -1 A_SpawnDebris("DukeGibs6") + stop + Crash.Expander: + Death.Expander: + TNT1 A 0 A_SpawnItemEx("AlienExpand_0",0,0,0,0,0,0,0,1,0) + ENE1 G 0 A_StopSoundEx("SoundSlot7") + ENE1 G 0 A_UnsetSolid + ENE1 G 0 A_NoGravity + TNT1 A 5 A_PlaySound("expander/expand") + TNT1 A 5 A_SpawnItemEx("AlienExpand_1",0,0,0,0,0,0,0,1,0) + TNT1 A 5 A_SpawnItemEx("AlienExpand_2",0,0,0,0,0,0,0,1,0) + TNT1 A 5 A_SpawnItemEx("AlienExpand_3",0,0,0,0,0,0,0,1,0) + TNT1 A 5 A_SpawnItemEx("AlienExpand_4",0,0,0,0,0,0,0,1,0) + TNT1 A 5 A_SpawnItemEx("AlienExpand_5",0,0,0,0,0,0,0,1,0) + TNT1 A 5 A_SpawnItemEx("AlienExpand_6",0,0,0,0,0,0,0,1,0) + TNT1 A 5 A_SpawnItemEx("AlienExpand_7",0,0,0,0,0,0,0,1,0) + TNT1 AAAAA 5 A_SpawnItemEx("AlienExpand_8",0,0,0,0,0,0,0,1,0) + TNT1 A 0 A_SpawnItemEx("BrutalExplosion",0,0,32,0,0,0,0,1,0) + goto Death.Explosion + GIB5 E -1 A_SpawnDebris("DukeGibs6") + stop + Crash.Shrinker: + TNT1 A 0 + goto Death.Shrinker+4 + } +} actor Alien_BlueWeak : Alien_Blue { - health 25 - woundhealth 1 + health 25 + woundhealth 1 } - actor Alien_BlueShrunk : ShrunkEnemy { - health 1 - radius 20 - height 16 - mass 5 - speed 2 - activesound "alien/active" - +FLOORCLIP - damagefactor "Shrinker", 0.0 - Translation "112:127=192:207", "9:12=240:243" - states - { - Spawn: - ENE1 AB 10 A_Look - loop - See: - ENE1 AABBCCDD 3 A_Chase - loop - Melee: - ENE1 A 0 - ENE1 A 0 A_GiveToTarget("EnemySquishItem",1) - ENE1 ABCDABCDABCD 6 - goto See - Pain: - ENE1 A 0 - ENE1 A 1 A_Pain - goto See - Death: - ENE1 I 0 - XDeath: - ENE1 I 0 A_XScream - ENE1 I 0 A_NoBlocking - ENE1 A 0 A_SpawnDebris("DukeGibs5") - ENE1 A 0 A_SpawnDebris("DukeGibs6") - stop - Unshrink: - ENE1 A 0 A_CustomMissile("ShrinkEffect",32,0,0) - ENE1 A 0 A_SpawnItemEx("Alien_BlueWeak",0,0,0,0,0,0,0,32,0) - stop - } -} - + health 1 + radius 20 + height 16 + mass 5 + speed 2 + activesound "alien/active" + +FLOORCLIP + damagefactor "Shrinker", 0.0 + Translation "112:127=192:207", "9:12=240:243" + states + { +Spawn: + ENE1 AB 10 A_Look + loop +See: + ENE1 AABBCCDD 3 A_Chase + loop +Melee: + ENE1 A 0 + ENE1 A 0 A_GiveToTarget("EnemySquishItem",1) + ENE1 ABCDABCDABCD 6 + goto See +Pain: + ENE1 A 0 + ENE1 A 1 A_Pain + goto See +Death: + ENE1 I 0 +XDeath: + ENE1 I 0 A_XScream + ENE1 I 0 A_NoBlocking + ENE1 A 0 A_SpawnDebris("DukeGibs5") + ENE1 A 0 A_SpawnDebris("DukeGibs6") + stop +Unshrink: + ENE1 A 0 A_CustomMissile("ShrinkEffect",32,0,0) + ENE1 A 0 A_SpawnItemEx("Alien_BlueWeak",0,0,0,0,0,0,0,32,0) + stop + } +} actor PigCop 26378 { + //$Category "Monsters - Duke Nukem 3D" //Bloodtype "Brutal_Blood" GibHealth 11 - obituary "%o was gunned down by a Pigcop." - health 100 - radius 16 - height 56 - mass 1000 - speed 7 - painchance 64 - seesound "pig/sight" - attacksound "shotgun/shoot" - painsound "pig/pain" - deathsound "pig/death" - activesound "pig/active" - dropitem "PigCopShotgun" 128 - MONSTER - +FLOORCLIP - scale 0.7 - decal bulletchip - damagefactor "PigCop", 0.0 - damagefactor "AlienShrinker", 0.0 - states - { - Spawn: - TNT1 A 0 - TNT1 A 0 Thing_ChangeTID(0,1000) - ENE2 AB 10 A_Look - loop - See: - ENE2 AABBCCDD 3 A_Chase - loop - Missile: - ENE2 E 0 A_Jump(96,"Missile2") - ENE2 FF 12 A_FaceTarget - TNT1 A 0 A_CustomMissile("MuzzleFlashMedium",32,0,0) - TNT1 A 0 A_CustomBulletAttack(8.6, 8.6, 6, 2, "PigCopPuff") - ENE2 G 10 bright A_CustomMissile("MonsterTracer", 38, 0, random(-8, 8), 0) - ENE2 E 5 - ENE2 E 10 A_PlaySound("shotgun/pump") - ENE2 E 7 A_Jump(64,"Missile") - goto See - Missile2: - ENE2 HII 7 A_FaceTarget - TNT1 A 0 A_CustomMissile("MuzzleFlashMedium",32,0,0) - TNT1 A 0 A_CustomBulletAttack(8.6, 8.6, 6, 2, "PigCopPuff") - ENE2 J 10 bright A_CustomMissile("MonsterTracer", 38, 0, random(-8, 8), 0) - ENE2 I 15 - ENE2 I 10 A_PlaySound("shotgun/pump") - TNT1 A 0 A_CustomMissile("MuzzleFlashMedium",32,0,0) - TNT1 A 0 A_CustomBulletAttack(8.6, 8.6, 6, 2, "PigCopPuff") - ENE2 J 10 bright A_CustomMissile("MonsterTracer", 38, 0, random(-8, 8), 0) - ENE2 I 11 - ENE2 I 10 A_PlaySound("shotgun/pump") - ENE2 H 7 - goto See - Pain: - ENE2 A 2 A_CustomMissile ("Brutal_Blood", 48, 0, random (0, 360), 2, random (0, 160)) - ENE2 A 2 A_Pain - goto See - Death: - ENE2 K 7 A_CustomMissile ("Brutal_Blood", 48, 0, random (0, 360), 2, random (0, 160)) - ENE2 L 7 A_Scream - ENE2 M 7 A_NoBlocking - ENE2 N 7 A_CustomMissile ("Brutal_Blood", 48, 0, random (0, 360), 2, random (0, 160)) - ENE2 O 7 A_CustomMissile ("MediumBloodSpot", 4, 0, random (0, 360), 2, random (0, 160)) + obituary "%o was gunned down by a Pigcop." + health 100 + radius 16 + height 56 + mass 1000 + speed 7 + painchance 64 + seesound "pig/sight" + attacksound "shotgun/shoot" + painsound "pig/pain" + deathsound "pig/death" + activesound "pig/active" + dropitem "PigCopShotgun" 128 + MONSTER + +FLOORCLIP + scale 0.7 + decal bulletchip + damagefactor "PigCop", 0.0 + damagefactor "AlienShrinker", 0.0 + states + { +Spawn: + TNT1 A 0 + TNT1 A 0 Thing_ChangeTID(0,1000) + ENE2 AB 10 A_Look + loop +See: + ENE2 AABBCCDD 3 A_Chase + loop +Missile: + ENE2 E 0 A_Jump(96,"Missile2") + ENE2 FF 12 A_FaceTarget + TNT1 A 0 A_CustomMissile("MuzzleFlashMedium",32,0,0) + TNT1 A 0 A_CustomBulletAttack(8.6, 8.6, 6, 2, "PigCopPuff") + ENE2 G 10 bright A_CustomMissile("MonsterTracer", 38, 0, random(-8, 8), 0) + ENE2 E 5 + ENE2 E 10 A_PlaySound("shotgun/pump") + ENE2 E 7 A_Jump(64,"Missile") + goto See +Missile2: + ENE2 HII 7 A_FaceTarget + TNT1 A 0 A_CustomMissile("MuzzleFlashMedium",32,0,0) + TNT1 A 0 A_CustomBulletAttack(8.6, 8.6, 6, 2, "PigCopPuff") + ENE2 J 10 bright A_CustomMissile("MonsterTracer", 38, 0, random(-8, 8), 0) + ENE2 I 15 + ENE2 I 10 A_PlaySound("shotgun/pump") + TNT1 A 0 A_CustomMissile("MuzzleFlashMedium",32,0,0) + TNT1 A 0 A_CustomBulletAttack(8.6, 8.6, 6, 2, "PigCopPuff") + ENE2 J 10 bright A_CustomMissile("MonsterTracer", 38, 0, random(-8, 8), 0) + ENE2 I 11 + ENE2 I 10 A_PlaySound("shotgun/pump") + ENE2 H 7 + goto See +Pain: + ENE2 A 2 A_CustomMissile ("Brutal_Blood", 48, 0, random (0, 360), 2, random (0, 160)) + ENE2 A 2 A_Pain + goto See +Death: + ENE2 K 7 A_CustomMissile ("Brutal_Blood", 48, 0, random (0, 360), 2, random (0, 160)) + ENE2 L 7 A_Scream + ENE2 M 7 A_NoBlocking + ENE2 N 7 A_CustomMissile ("Brutal_Blood", 48, 0, random (0, 360), 2, random (0, 160)) + ENE2 O 7 A_CustomMissile ("MediumBloodSpot", 4, 0, random (0, 360), 2, random (0, 160)) TNT1 A 0 A_SpawnItem("PigCopDeadBody",0,0,0,0) TNT1 A -1 - stop - Death.Shrinker: - ENE2 A 0 - ENE2 A 0 A_PlaySound("shrinker/shrink") - ENE2 A 20 A_Pain - ENE2 A 0 A_CustomMissile("ShrinkEffect",8,0,0) - ENE2 M 0 - ENE2 A 0 A_SpawnItemEx("PigCopShrunk",0,0,0,0,0,0,0,32,0) - stop - XDeath: - ENE2 A 0 - Death.Commander: - Death.CycloidEmperor: - Death.Explosion: - ENE2 A 0 A_XScream - ENE2 A 0 A_NoBlocking - TNT1 AAAAAA 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130)) + stop + Death.Shrinker: + ENE2 A 0 + ENE2 A 0 A_PlaySound("shrinker/shrink") + ENE2 A 20 A_Pain + ENE2 A 0 A_CustomMissile("ShrinkEffect",8,0,0) + ENE2 M 0 + ENE2 A 0 A_SpawnItemEx("PigCopShrunk",0,0,0,0,0,0,0,32,0) + stop +XDeath: + ENE2 A 0 + Death.Commander: + Death.CycloidEmperor: + Death.Explosion: + ENE2 A 0 A_XScream + ENE2 A 0 A_NoBlocking + TNT1 AAAAAA 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130)) TNT1 AA 0 A_CustomMissile ("XDeath1", 32, 0, random (0, 360), 2, random (0, 160)) TNT1 AA 0 A_CustomMissile ("XDeath2", 32, 0, random (0, 360), 2, random (0, 160)) TNT1 AA 0 A_CustomMissile ("XDeath3", 32, 0, random (0, 360), 2, random (0, 160)) @@ -845,39 +824,39 @@ actor PigCop 26378 TNT1 AAAA 0 A_CustomMissile ("Instestin", 32, 0, random (0, 360), 2, random (0, 160)) TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 35, 0, random (0, 360), 2, random (0, 160)) TNT1 AAAAAA 0 bright A_CustomMissile ("SuperGoreSpawner", 32, 0, random (0, 360), 2, random (50, 130)) - ENE2 A 0 A_SpawnDebris("DukeGibs1") - ENE2 A 0 A_SpawnDebris("DukeGibs2") - ENE2 A 0 A_SpawnDebris("DukeGibs3") - ENE2 A 0 A_SpawnDebris("DukeGibs4") - ENE2 A 0 A_SpawnDebris("DukeGibs5") - TNT1 A 0 A_CustomMissile ("GiantBloodSpot", 4, 0, random (0, 360), 2, random (0, 160)) - GIB5 E -1 A_SpawnDebris("DukeGibs6") - stop - Death.Expander: - TNT1 A 0 A_SpawnItemEx("PigCopExpand_0",0,0,0,0,0,0,0,1,0) - TNT1 A 5 A_PlaySound("expander/expand") - TNT1 A 5 A_SpawnItemEx("PigCopExpand_1",0,0,0,0,0,0,0,1,0) - TNT1 A 5 A_SpawnItemEx("PigCopExpand_2",0,0,0,0,0,0,0,1,0) - TNT1 A 5 A_SpawnItemEx("PigCopExpand_3",0,0,0,0,0,0,0,1,0) - TNT1 A 5 A_SpawnItemEx("PigCopExpand_4",0,0,0,0,0,0,0,1,0) - TNT1 A 5 A_SpawnItemEx("PigCopExpand_5",0,0,0,0,0,0,0,1,0) - TNT1 A 5 A_SpawnItemEx("PigCopExpand_6",0,0,0,0,0,0,0,1,0) - TNT1 A 5 A_SpawnItemEx("PigCopExpand_7",0,0,0,0,0,0,0,1,0) - TNT1 AAAAA 5 A_SpawnItemEx("PigCopExpand_8",0,0,0,0,0,0,0,1,0) - TNT1 A 0 A_SpawnItemEx("BrutalExplosion",0,0,32,0,0,0,0,1,0) - goto Death.Explosion - Crush: + ENE2 A 0 A_SpawnDebris("DukeGibs1") + ENE2 A 0 A_SpawnDebris("DukeGibs2") + ENE2 A 0 A_SpawnDebris("DukeGibs3") + ENE2 A 0 A_SpawnDebris("DukeGibs4") + ENE2 A 0 A_SpawnDebris("DukeGibs5") + TNT1 A 0 A_CustomMissile ("GiantBloodSpot", 4, 0, random (0, 360), 2, random (0, 160)) + GIB5 E -1 A_SpawnDebris("DukeGibs6") + stop + Death.Expander: + TNT1 A 0 A_SpawnItemEx("PigCopExpand_0",0,0,0,0,0,0,0,1,0) + TNT1 A 5 A_PlaySound("expander/expand") + TNT1 A 5 A_SpawnItemEx("PigCopExpand_1",0,0,0,0,0,0,0,1,0) + TNT1 A 5 A_SpawnItemEx("PigCopExpand_2",0,0,0,0,0,0,0,1,0) + TNT1 A 5 A_SpawnItemEx("PigCopExpand_3",0,0,0,0,0,0,0,1,0) + TNT1 A 5 A_SpawnItemEx("PigCopExpand_4",0,0,0,0,0,0,0,1,0) + TNT1 A 5 A_SpawnItemEx("PigCopExpand_5",0,0,0,0,0,0,0,1,0) + TNT1 A 5 A_SpawnItemEx("PigCopExpand_6",0,0,0,0,0,0,0,1,0) + TNT1 A 5 A_SpawnItemEx("PigCopExpand_7",0,0,0,0,0,0,0,1,0) + TNT1 AAAAA 5 A_SpawnItemEx("PigCopExpand_8",0,0,0,0,0,0,0,1,0) + TNT1 A 0 A_SpawnItemEx("BrutalExplosion",0,0,32,0,0,0,0,1,0) + goto Death.Explosion +Crush: XMED AAAAAAAAAA 0 A_CustomMissile ("BloodTr255", 0, 0, random (0, 360), 2, random (0, 360)) XMED A 0 A_PlaySound("misc/xdeath4") XMED EEEEE 1 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130)) XMED A 0 A_CustomMissile ("GiantBloodSpot", 4, 0, random (0, 360), 2, random (0, 160)) XMED E -1 Stop - } + } } ACTOR PigCopDeadBody { - scale 0.7 + scale 0.7 Health 50 -NOGRAVITY +FLOORCLIP @@ -891,11 +870,11 @@ ACTOR PigCopDeadBody DamageFactor "Punch", 0.0 States { - Spawn: +Spawn: ENE2 P 1 Loop - Death: - XDeath: +Death: +XDeath: TNT1 AAAAAA 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130)) TNT1 AA 0 A_CustomMissile ("XDeath1", 32, 0, random (0, 360), 2, random (0, 160)) TNT1 AA 0 A_CustomMissile ("XDeath2", 32, 0, random (0, 360), 2, random (0, 160)) @@ -908,7 +887,7 @@ ACTOR PigCopDeadBody TNT1 A 0 A_CustomMissile ("GiantBloodSpot", 4, 0, random (0, 360), 2, random (0, 160)) TNT1 A -1 Stop - Crush: +Crush: TNT1 AAAAAAAAAA 0 A_CustomMissile ("BloodTr255", 0, 0, random (0, 360), 2, random (0, 360)) TNT1 A 0 A_PlaySound("misc/xdeath4") TNT1 AAAAAA 1 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130)) @@ -917,262 +896,250 @@ ACTOR PigCopDeadBody Stop } } - actor PigCopPuff : BulletPuff { - damagetype "PigCop" + damagetype "PigCop" } - actor PigCopWeak : PigCop { - health 20 + health 20 } - actor PigCopShrunk : ShrunkEnemy { - health 1 - radius 16 - height 16 - mass 5 - speed 2 - activesound "pig/active" - +FLOORCLIP - damagefactor "Shrinker", 0.0 - states - { - Spawn: - ENE2 AB 10 A_Look - loop - See: - ENE2 AABBCCDD 3 A_Chase - loop - Melee: - ENE2 A 0 - ENE2 A 0 A_GiveToTarget("EnemySquishItem",1) - ENE2 ABCDABCDABCD 6 - goto See - Pain: - ENE2 A 0 - ENE2 A 1 A_Pain - goto See - Death: - ENE2 I 0 - XDeath: - ENE2 I 0 A_XScream - ENE2 I 0 A_NoBlocking - ENE2 A 0 A_SpawnDebris("DukeGibs5") - ENE2 A 0 A_SpawnDebris("DukeGibs6") - stop - Unshrink: - ENE2 A 0 A_CustomMissile("ShrinkEffect",32,0,0) - ENE2 A 0 A_SpawnItemEx("PigCopWeak",0,0,0,0,0,0,0,32,0) - stop - } -} - + health 1 + radius 16 + height 16 + mass 5 + speed 2 + activesound "pig/active" + +FLOORCLIP + damagefactor "Shrinker", 0.0 + states + { +Spawn: + ENE2 AB 10 A_Look + loop +See: + ENE2 AABBCCDD 3 A_Chase + loop +Melee: + ENE2 A 0 + ENE2 A 0 A_GiveToTarget("EnemySquishItem",1) + ENE2 ABCDABCDABCD 6 + goto See +Pain: + ENE2 A 0 + ENE2 A 1 A_Pain + goto See +Death: + ENE2 I 0 +XDeath: + ENE2 I 0 A_XScream + ENE2 I 0 A_NoBlocking + ENE2 A 0 A_SpawnDebris("DukeGibs5") + ENE2 A 0 A_SpawnDebris("DukeGibs6") + stop +Unshrink: + ENE2 A 0 A_CustomMissile("ShrinkEffect",32,0,0) + ENE2 A 0 A_SpawnItemEx("PigCopWeak",0,0,0,0,0,0,0,32,0) + stop + } +} ACTOR PigCopExpand_0 { - +NOBLOCKMAP - +NOTELEPORT - +NOGRAVITY - scale 0.83 - States - { - Spawn: - ENE2 A 6 - Stop - } -} - + +NOBLOCKMAP + +NOTELEPORT + +NOGRAVITY + scale 0.83 + States + { +Spawn: + ENE2 A 6 + Stop + } +} ACTOR PigCopExpand_1 : PigCopExpand_0 { - scale 0.86 + scale 0.86 } - ACTOR PigCopExpand_2 : PigCopExpand_0 { - scale 0.89 + scale 0.89 } - ACTOR PigCopExpand_3 : PigCopExpand_0 { - scale 0.92 + scale 0.92 } - ACTOR PigCopExpand_4 : PigCopExpand_0 { - scale 0.95 + scale 0.95 } - ACTOR PigCopExpand_5 : PigCopExpand_0 { - scale 0.98 + scale 0.98 } - ACTOR PigCopExpand_6 : PigCopExpand_0 { - scale 1.01 + scale 1.01 } - ACTOR PigCopExpand_7 : PigCopExpand_0 { - scale 1.04 + scale 1.04 } - ACTOR PigCopExpand_8 : PigCopExpand_0 { - scale 1.07 + scale 1.07 } - actor CycloidEmperor 26379 { + //$Category "Monsters - Duke Nukem 3D" //Bloodtype "Brutal_Blood" - obituary "%o was annihilated by the Cycloid Emperor." - DamageType "CycloidEmperor" - health 6000 - radius 40 - height 110 - mass 5000 - speed 12 - painchance 8 - seesound "emperor/sight" - painsound "emperor/pain" - deathsound "emperor/death" - activesound "emperor/active" - MONSTER - +FLOORCLIP - scale 1.0 - decal bulletchip - damagefactor "Shrinker", 0.6 - damagefactor "Expander", 1.0 - damagefactor "AlienShrinker", 0.0 - damagefactor "CycloidEmperor", 0.0 - damagefactor "Explosion", 0.5 - +QUICKTORETALIATE - //+BOSS - +MISSILEMORE - +MISSILEEVENMORE - //+FULLVOLACTIVE - +NOICEDEATH - minmissilechance 1 - states - { - Spawn: - CYCL A 0 - CYCL A 0 Thing_ChangeTID(0,1000) - CYCL AB 10 A_Look - loop - See: - CYCL AABBCCDD 4 A_Chase - loop - Missile: - CYCL A 0 A_JumpIfCloser(400,"Missile2") - CYCL F 0 A_FaceTarget - CYCL F 25 A_PlaySound("emperor/attack1") - CYCL F 0 A_FaceTarget - TNT1 A 0 A_CustomMissile("MuzzleFlashMedium",48,16,0) - CYCL F 0 A_FaceTarget - CYCL E 6 bright - TNT1 A 0 A_CustomMissile("MuzzleFlashMedium",48,16,0) - CYCL F 0 A_FaceTarget - CYCL F 0 bright A_CustomMissile("Rocket",48,16,random(-16,16)) - CYCL E 6 bright A_CustomMissile("Rocket",48,16,random(-16,16)) - TNT1 A 0 A_CustomMissile("MuzzleFlashMedium",48,16,0) - CYCL F 0 A_FaceTarget - CYCL F 6 bright - TNT1 A 0 A_CustomMissile("MuzzleFlashMedium",48,16,0) - CYCL F 0 A_FaceTarget - CYCL F 0 bright A_CustomMissile("Rocket",48,16,random(-16,16)) - CYCL F 6 bright A_CustomMissile("Rocket",48,16,random(-16,16)) - TNT1 A 0 A_CustomMissile("MuzzleFlashMedium",48,16,0) - CYCL F 0 A_FaceTarget - CYCL E 6 bright - TNT1 A 0 A_CustomMissile("MuzzleFlashMedium",48,16,0) - CYCL F 0 A_FaceTarget - CYCL F 0 bright A_CustomMissile("Rocket",48,16,random(-16,16)) - CYCL E 6 bright A_CustomMissile("Rocket",48,16,random(-16,16)) - TNT1 A 0 A_CustomMissile("MuzzleFlashMedium",48,16,0) - CYCL F 0 A_FaceTarget - CYCL F 6 bright - TNT1 A 0 A_CustomMissile("MuzzleFlashMedium",48,16,0) - CYCL F 0 A_FaceTarget - CYCL F 0 bright A_CustomMissile("Rocket",48,16,random(-16,16)) - CYCL F 6 bright A_CustomMissile("Rocket",48,16,random(-16,16)) - TNT1 A 0 A_CustomMissile("MuzzleFlashMedium",48,16,0) - CYCL F 0 A_FaceTarget - CYCL E 6 bright - TNT1 A 0 A_CustomMissile("MuzzleFlashMedium",48,16,0) - CYCL F 0 A_FaceTarget - CYCL F 0 bright A_CustomMissile("Rocket",48,16,random(-16,16)) - CYCL E 6 bright A_CustomMissile("Rocket",48,16,random(-16,16)) - CYCL F 0 A_CPosRefire - goto Missile+3 - Missile2: - CYCL G 0 A_FaceTarget - CYCL G 35 A_PlaySound("emperor/attack2") - CYCL H 0 A_PlayWeaponSound("octobrain/attack") - CYCL H 0 A_FaceTarget - CYCL H 0 bright A_CustomMissile("EmperorBrainEffect",54,0,0) - CYCL H 1 bright A_CustomMissile("EmperorBrainAttack",54,0,0) - CYCL H 0 bright A_CustomMissile("EmperorBrainEffect",54,0,-12) - CYCL H 1 bright A_CustomMissile("EmperorBrainAttack",54,0,-12) - CYCL H 0 bright A_CustomMissile("EmperorBrainEffect",54,0,8) - CYCL H 1 bright A_CustomMissile("EmperorBrainAttack",54,0,8) - CYCL H 0 bright A_CustomMissile("EmperorBrainEffect",54,0,19) - CYCL H 1 bright A_CustomMissile("EmperorBrainAttack",54,0,19) - CYCL H 0 bright A_CustomMissile("EmperorBrainEffect",54,0,24) - CYCL H 1 bright A_CustomMissile("EmperorBrainAttack",54,0,24) - CYCL H 0 bright A_CustomMissile("EmperorBrainEffect",54,0,-18) - CYCL H 1 bright A_CustomMissile("EmperorBrainAttack",54,0,-18) - CYCL H 0 bright A_CustomMissile("EmperorBrainEffect",54,0,8) - CYCL H 1 bright A_CustomMissile("EmperorBrainAttack",54,0,8) - CYCL H 0 bright A_CustomMissile("EmperorBrainEffect",54,0,3) - CYCL H 1 bright A_CustomMissile("EmperorBrainAttack",54,0,3) - CYCL H 0 bright A_CustomMissile("EmperorBrainEffect",54,0,-3) - CYCL H 1 bright A_CustomMissile("EmperorBrainAttack",54,0,-3) - CYCL H 0 bright A_CustomMissile("EmperorBrainEffect",54,0,-8) - CYCL H 1 bright A_CustomMissile("EmperorBrainAttack",54,0,-8) - CYCL H 0 bright A_CustomMissile("EmperorBrainEffect",54,0,19) - CYCL H 1 bright A_CustomMissile("EmperorBrainAttack",54,0,19) - CYCL H 0 bright A_CustomMissile("EmperorBrainEffect",54,0,-26) - CYCL H 1 bright A_CustomMissile("EmperorBrainAttack",54,0,-26) - CYCL H 0 bright A_CustomMissile("EmperorBrainEffect",54,0,12) - CYCL H 1 bright A_CustomMissile("EmperorBrainAttack",54,0,12) - CYCL H 0 bright A_CustomMissile("EmperorBrainEffect",54,0,0) - CYCL H 1 bright A_CustomMissile("EmperorBrainAttack",54,0,0) - CYCL H 0 bright A_CustomMissile("EmperorBrainEffect",54,0,8) - CYCL H 1 bright A_CustomMissile("EmperorBrainAttack",54,0,8) - CYCL H 0 bright A_CustomMissile("EmperorBrainEffect",54,0,-4) - CYCL H 1 bright A_CustomMissile("EmperorBrainAttack",54,0,-4) - CYCL H 0 bright A_CustomMissile("EmperorBrainEffect",54,0,0) - CYCL H 1 bright A_CustomMissile("EmperorBrainAttack",54,0,0) - CYCL H 0 bright A_CustomMissile("EmperorBrainEffect",54,0,-12) - CYCL H 1 bright A_CustomMissile("EmperorBrainAttack",54,0,-12) - CYCL H 0 bright A_CustomMissile("EmperorBrainEffect",54,0,8) - CYCL H 1 bright A_CustomMissile("EmperorBrainAttack",54,0,8) - CYCL H 0 bright A_CustomMissile("EmperorBrainEffect",54,0,19) - CYCL H 1 bright A_CustomMissile("EmperorBrainAttack",54,0,19) - CYCL H 0 bright A_CustomMissile("EmperorBrainEffect",54,0,24) - CYCL H 1 bright A_CustomMissile("EmperorBrainAttack",54,0,24) - CYCL H 0 bright A_CustomMissile("EmperorBrainEffect",54,0,-18) - CYCL H 1 bright A_CustomMissile("EmperorBrainAttack",54,0,-18) - CYCL H 0 bright A_CustomMissile("EmperorBrainEffect",54,0,8) - CYCL H 1 bright A_CustomMissile("EmperorBrainAttack",54,0,8) - CYCL H 0 bright A_CustomMissile("EmperorBrainEffect",54,0,3) - CYCL H 1 bright A_CustomMissile("EmperorBrainAttack",54,0,3) - CYCL H 0 bright A_CustomMissile("EmperorBrainEffect",54,0,-3) - CYCL H 1 bright A_CustomMissile("EmperorBrainAttack",54,0,-3) - CYCL H 20 bright - goto See - Pain: - CYCL A 0 A_CustomMissile ("Brutal_Blood", 58, 0, random (0, 360), 2, random (0, 160)) - CYCL A 10 A_Pain - goto Missile - Death: - CYCL I 20 A_CustomMissile ("Brutal_Blood", 58, 0, random (0, 360), 2, random (0, 160)) - CYCL J 10 A_Scream - CYCL K 10 A_NoBlocking - TNT1 AAAAAA 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130)) + obituary "%o was annihilated by the Cycloid Emperor." + DamageType "CycloidEmperor" + health 6000 + radius 40 + height 110 + mass 5000 + speed 12 + painchance 8 + seesound "emperor/sight" + painsound "emperor/pain" + deathsound "emperor/death" + activesound "emperor/active" + MONSTER + +FLOORCLIP + scale 1.0 + decal bulletchip + damagefactor "Shrinker", 0.6 + damagefactor "Expander", 1.0 + damagefactor "AlienShrinker", 0.0 + damagefactor "CycloidEmperor", 0.0 + damagefactor "Explosion", 0.5 + +QUICKTORETALIATE + //+BOSS + +MISSILEMORE + +MISSILEEVENMORE + //+FULLVOLACTIVE + +NOICEDEATH + minmissilechance 1 + states + { +Spawn: + CYCL A 0 + CYCL A 0 Thing_ChangeTID(0,1000) + CYCL AB 10 A_Look + loop +See: + CYCL AABBCCDD 4 A_Chase + loop +Missile: + CYCL A 0 A_JumpIfCloser(400,"Missile2") + CYCL F 0 A_FaceTarget + CYCL F 25 A_PlaySound("emperor/attack1") + CYCL F 0 A_FaceTarget + TNT1 A 0 A_CustomMissile("MuzzleFlashMedium",48,16,0) + CYCL F 0 A_FaceTarget + CYCL E 6 bright + TNT1 A 0 A_CustomMissile("MuzzleFlashMedium",48,16,0) + CYCL F 0 A_FaceTarget + CYCL F 0 bright A_CustomMissile("Rocket",48,16,random(-16,16)) + CYCL E 6 bright A_CustomMissile("Rocket",48,16,random(-16,16)) + TNT1 A 0 A_CustomMissile("MuzzleFlashMedium",48,16,0) + CYCL F 0 A_FaceTarget + CYCL F 6 bright + TNT1 A 0 A_CustomMissile("MuzzleFlashMedium",48,16,0) + CYCL F 0 A_FaceTarget + CYCL F 0 bright A_CustomMissile("Rocket",48,16,random(-16,16)) + CYCL F 6 bright A_CustomMissile("Rocket",48,16,random(-16,16)) + TNT1 A 0 A_CustomMissile("MuzzleFlashMedium",48,16,0) + CYCL F 0 A_FaceTarget + CYCL E 6 bright + TNT1 A 0 A_CustomMissile("MuzzleFlashMedium",48,16,0) + CYCL F 0 A_FaceTarget + CYCL F 0 bright A_CustomMissile("Rocket",48,16,random(-16,16)) + CYCL E 6 bright A_CustomMissile("Rocket",48,16,random(-16,16)) + TNT1 A 0 A_CustomMissile("MuzzleFlashMedium",48,16,0) + CYCL F 0 A_FaceTarget + CYCL F 6 bright + TNT1 A 0 A_CustomMissile("MuzzleFlashMedium",48,16,0) + CYCL F 0 A_FaceTarget + CYCL F 0 bright A_CustomMissile("Rocket",48,16,random(-16,16)) + CYCL F 6 bright A_CustomMissile("Rocket",48,16,random(-16,16)) + TNT1 A 0 A_CustomMissile("MuzzleFlashMedium",48,16,0) + CYCL F 0 A_FaceTarget + CYCL E 6 bright + TNT1 A 0 A_CustomMissile("MuzzleFlashMedium",48,16,0) + CYCL F 0 A_FaceTarget + CYCL F 0 bright A_CustomMissile("Rocket",48,16,random(-16,16)) + CYCL E 6 bright A_CustomMissile("Rocket",48,16,random(-16,16)) + CYCL F 0 A_CPosRefire + goto Missile+3 +Missile2: + CYCL G 0 A_FaceTarget + CYCL G 35 A_PlaySound("emperor/attack2") + CYCL H 0 A_PlayWeaponSound("octobrain/attack") + CYCL H 0 A_FaceTarget + CYCL H 0 bright A_CustomMissile("EmperorBrainEffect",54,0,0) + CYCL H 1 bright A_CustomMissile("EmperorBrainAttack",54,0,0) + CYCL H 0 bright A_CustomMissile("EmperorBrainEffect",54,0,-12) + CYCL H 1 bright A_CustomMissile("EmperorBrainAttack",54,0,-12) + CYCL H 0 bright A_CustomMissile("EmperorBrainEffect",54,0,8) + CYCL H 1 bright A_CustomMissile("EmperorBrainAttack",54,0,8) + CYCL H 0 bright A_CustomMissile("EmperorBrainEffect",54,0,19) + CYCL H 1 bright A_CustomMissile("EmperorBrainAttack",54,0,19) + CYCL H 0 bright A_CustomMissile("EmperorBrainEffect",54,0,24) + CYCL H 1 bright A_CustomMissile("EmperorBrainAttack",54,0,24) + CYCL H 0 bright A_CustomMissile("EmperorBrainEffect",54,0,-18) + CYCL H 1 bright A_CustomMissile("EmperorBrainAttack",54,0,-18) + CYCL H 0 bright A_CustomMissile("EmperorBrainEffect",54,0,8) + CYCL H 1 bright A_CustomMissile("EmperorBrainAttack",54,0,8) + CYCL H 0 bright A_CustomMissile("EmperorBrainEffect",54,0,3) + CYCL H 1 bright A_CustomMissile("EmperorBrainAttack",54,0,3) + CYCL H 0 bright A_CustomMissile("EmperorBrainEffect",54,0,-3) + CYCL H 1 bright A_CustomMissile("EmperorBrainAttack",54,0,-3) + CYCL H 0 bright A_CustomMissile("EmperorBrainEffect",54,0,-8) + CYCL H 1 bright A_CustomMissile("EmperorBrainAttack",54,0,-8) + CYCL H 0 bright A_CustomMissile("EmperorBrainEffect",54,0,19) + CYCL H 1 bright A_CustomMissile("EmperorBrainAttack",54,0,19) + CYCL H 0 bright A_CustomMissile("EmperorBrainEffect",54,0,-26) + CYCL H 1 bright A_CustomMissile("EmperorBrainAttack",54,0,-26) + CYCL H 0 bright A_CustomMissile("EmperorBrainEffect",54,0,12) + CYCL H 1 bright A_CustomMissile("EmperorBrainAttack",54,0,12) + CYCL H 0 bright A_CustomMissile("EmperorBrainEffect",54,0,0) + CYCL H 1 bright A_CustomMissile("EmperorBrainAttack",54,0,0) + CYCL H 0 bright A_CustomMissile("EmperorBrainEffect",54,0,8) + CYCL H 1 bright A_CustomMissile("EmperorBrainAttack",54,0,8) + CYCL H 0 bright A_CustomMissile("EmperorBrainEffect",54,0,-4) + CYCL H 1 bright A_CustomMissile("EmperorBrainAttack",54,0,-4) + CYCL H 0 bright A_CustomMissile("EmperorBrainEffect",54,0,0) + CYCL H 1 bright A_CustomMissile("EmperorBrainAttack",54,0,0) + CYCL H 0 bright A_CustomMissile("EmperorBrainEffect",54,0,-12) + CYCL H 1 bright A_CustomMissile("EmperorBrainAttack",54,0,-12) + CYCL H 0 bright A_CustomMissile("EmperorBrainEffect",54,0,8) + CYCL H 1 bright A_CustomMissile("EmperorBrainAttack",54,0,8) + CYCL H 0 bright A_CustomMissile("EmperorBrainEffect",54,0,19) + CYCL H 1 bright A_CustomMissile("EmperorBrainAttack",54,0,19) + CYCL H 0 bright A_CustomMissile("EmperorBrainEffect",54,0,24) + CYCL H 1 bright A_CustomMissile("EmperorBrainAttack",54,0,24) + CYCL H 0 bright A_CustomMissile("EmperorBrainEffect",54,0,-18) + CYCL H 1 bright A_CustomMissile("EmperorBrainAttack",54,0,-18) + CYCL H 0 bright A_CustomMissile("EmperorBrainEffect",54,0,8) + CYCL H 1 bright A_CustomMissile("EmperorBrainAttack",54,0,8) + CYCL H 0 bright A_CustomMissile("EmperorBrainEffect",54,0,3) + CYCL H 1 bright A_CustomMissile("EmperorBrainAttack",54,0,3) + CYCL H 0 bright A_CustomMissile("EmperorBrainEffect",54,0,-3) + CYCL H 1 bright A_CustomMissile("EmperorBrainAttack",54,0,-3) + CYCL H 20 bright + goto See +Pain: + CYCL A 0 A_CustomMissile ("Brutal_Blood", 58, 0, random (0, 360), 2, random (0, 160)) + CYCL A 10 A_Pain + goto Missile +Death: + CYCL I 20 A_CustomMissile ("Brutal_Blood", 58, 0, random (0, 360), 2, random (0, 160)) + CYCL J 10 A_Scream + CYCL K 10 A_NoBlocking + TNT1 AAAAAA 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130)) TNT1 AAA 0 A_CustomMissile ("XDeath1", 52, 0, random (0, 360), 2, random (0, 160)) TNT1 AAA 0 A_CustomMissile ("XDeath2", 52, 0, random (0, 360), 2, random (0, 160)) TNT1 AAA 0 A_CustomMissile ("XDeath3", 52, 0, random (0, 360), 2, random (0, 160)) @@ -1181,63 +1148,59 @@ actor CycloidEmperor 26379 TNT1 AAAAAAA 0 A_CustomMissile ("Instestin", 52, 0, random (0, 360), 2, random (0, 160)) TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 55, 0, random (0, 360), 2, random (0, 160)) TNT1 AAAAAAAAAA 0 bright A_CustomMissile ("SuperGoreSpawner", 52, 0, random (0, 360), 2, random (50, 130)) - CYCL LMNOP 10 - TNT1 A 0 A_CustomMissile ("GiantBloodSpot", 4, 0, random (0, 360), 2, random (0, 160)) - CYCL Q -1 A_BossDeath - stop - Crush: + CYCL LMNOP 10 + TNT1 A 0 A_CustomMissile ("GiantBloodSpot", 4, 0, random (0, 360), 2, random (0, 160)) + CYCL Q -1 A_BossDeath + stop +Crush: XBIG AAAAAAAAAA 0 A_CustomMissile ("BloodTr255", 0, 0, random (0, 360), 2, random (0, 360)) XBIG A 0 A_PlaySound("misc/xdeath4") XBIG EEEEE 1 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130)) XBIG A 0 A_CustomMissile ("GiantBloodSpot", 4, 0, random (0, 360), 2, random (0, 160)) XBIG E -1 Stop - } + } } - actor EmperorBrainAttack { - Radius 16 - Height 8 - Speed 14 - Damage (30) - Projectile - scale 0.3 - obituary "%o had his brain turned to mush by the Cycloid Emperor." - States - { - Spawn: - TNT1 A 80 - stop - Death: - TNT1 A 35 - stop - } -} - + Radius 16 + Height 8 + Speed 14 + Damage (30) + Projectile + scale 0.3 + obituary "%o had his brain turned to mush by the Cycloid Emperor." + States + { +Spawn: + TNT1 A 80 + stop +Death: + TNT1 A 35 + stop + } +} actor EmperorBrainEffect { - Radius 16 - Height 8 - Speed 14 - Damage 0 - Projectile - scale 0.3 - -MISSILE - +NOBLOCKMONST - States - { - Spawn: - EN5X ABCDEFGHIJKLMNOPQRST 3 bright - stop - Death: - TNT1 A 35 - stop - } -} - + Radius 16 + Height 8 + Speed 14 + Damage 0 + Projectile + scale 0.3 + -MISSILE + +NOBLOCKMONST + States + { +Spawn: + EN5X ABCDEFGHIJKLMNOPQRST 3 bright + stop +Death: + TNT1 A 35 + stop + } +} //Water Fountain effect, by solarsnowfall - Actor WtrFountain 20000 { +IsMonster @@ -1245,15 +1208,14 @@ Actor WtrFountain 20000 Alpha 0 States { - Spawn: +Spawn: DROP A 1 thing_projectilegravity(1, random(200, 202), random(0, 360), random(0, 10), random(20, 60)) Loop } } - Actor DropletA { - SpawnId 200 + //SpawnID 200 +Missile +DontSplash RenderStyle Add @@ -1261,29 +1223,26 @@ Actor DropletA Scale .5 States { - Spawn: +Spawn: DROP A 1 Loop - Death: +Death: DROP A 1 A_CustomMissile("DropletD", 4, 0, random(0, 360)) DROP A 0 A_CustomMissile("DropletD", 4, 0, random(0, 360)) DROP A 0 A_CustomMissile("DropletD", 4, 0, random(0, 360)) Stop } } - Actor DropletB : DropletA { - //SpawnId 201 + //SpawnID 201 Scale .4 } - Actor DropletC : DropletA { - //SpawnId 202 + //SpawnID 202 Scale .3 } - Actor DropletD { Speed 5 @@ -1294,18 +1253,16 @@ Actor DropletD Scale .15 States { - Spawn: +Spawn: DROP A 1 Loop } } - //Rain effect, by solarsnowfall - Actor Dripper 20002 { - SpawnId 203 - +Missile + //SpawnID 203 + +Missile +NoClip +NoGravity +NoBlockMap @@ -1313,13 +1270,12 @@ Actor Dripper 20002 Alpha 0 States { - Spawn: +Spawn: DROP A 1 DROP A 1 A_CustomMissile("DripperRainDrop", 0, 0, 0) Stop } } - Actor DripperRainDrop { +Missile @@ -1329,10 +1285,10 @@ Actor DripperRainDrop Xscale .5 States { - Spawn: +Spawn: DROP A 1 Loop - Death: +Death: DROP A 1 A_SetTranslucent(.4, 1) DROP A 1 A_SetTranslucent(.35, 1) DROP A 1 A_SetTranslucent(.3, 1) @@ -1343,19 +1299,17 @@ Actor DripperRainDrop Stop } } - //Bubble Effect, by solarsnowfall - Actor BubbleA { - SpawnId 204 + //SpawnID 204 +Missile RenderStyle Add Alpha .5 Scale .6 States { - Spawn: +Spawn: BUBL A 2 BUBL B 2 BUBL C 2 @@ -1387,21 +1341,17 @@ Actor BubbleA Stop } } - Actor BubbleB : BubbleA { - SpawnId 205 + //SpawnID 205 Scale .5 } - Actor BubbleC : BubbleA { - SpawnId 206 + //SpawnID 206 Scale .4 } - //Water splashes, by Caligari_87 - ACTOR Water_Splash { renderstyle add @@ -1411,14 +1361,13 @@ ACTOR Water_Splash +NOGRAVITY States { - Spawn: +Spawn: SPSH AA 2 A_SpawnDebris("Water_Drop") SPSH B 3 A_PlaySound("water/splash") SPSH CDEFG 3 Stop } } - ACTOR Water_Small_Splash { renderstyle add @@ -1428,13 +1377,12 @@ ACTOR Water_Small_Splash +NOGRAVITY States { - Spawn: +Spawn: SPSH A 3 A_PlaySound("water/drip") SPSH BCDEFG 3 Stop } } - ACTOR Water_Drop { renderstyle add @@ -1457,470 +1405,404 @@ ACTOR Water_Drop Stop } } - // //Monsters 9600+ // - //Fish, by Phobus - ACTOR Fish 9600 { - Health 25 - Radius 16 - Height 24 - Mass 40 - Speed 24 - PainChance 220 - MONSTER - +NOGRAVITY - +FLOAT - +DONTFALL - SeeSound "fish/alert" - AttackSound "fish/attack" - PainSound "fish/pain" - DeathSound "fish/pain" - MeleeDamage 2 - Obituary "%o is fish food" - States - { - Spawn: - FISH AB 10 A_Look - Loop - See: - FISH AABBCCDD 4 A_CHASE - Loop - Melee: - FISH E 4 A_FaceTarget - FISH F 4 A_MeleeAttack - FISH G 4 - Goto See - Pain: - FISH H 3 - FISH H 3 A_Pain - Goto See - Death: - FISH I 5 - FISH J 10 A_Scream - FISH K 5 A_Fall - FISH L 5 - FISH M -1 - Stop - Raise: - FISH LKJI 5 - Goto See - } -} - + Health 25 + Radius 16 + Height 24 + Mass 40 + Speed 24 + PainChance 220 + MONSTER + +NOGRAVITY + +FLOAT + +DONTFALL + SeeSound "fish/alert" + AttackSound "fish/attack" + PainSound "fish/pain" + DeathSound "fish/pain" + MeleeDamage 2 + Obituary "%o is fish food" + States + { +Spawn: + FISH AB 10 A_Look + Loop +See: + FISH AABBCCDD 4 A_CHASE + Loop +Melee: + FISH E 4 A_FaceTarget + FISH F 4 A_MeleeAttack + FISH G 4 + Goto See +Pain: + FISH H 3 + FISH H 3 A_Pain + Goto See +Death: + FISH I 5 + FISH J 10 A_Scream + FISH K 5 A_Fall + FISH L 5 + FISH M -1 + Stop +Raise: + FISH LKJI 5 + Goto See + } +} //Jelly, by Phobus - ACTOR Jelly 9601 { - Health 200 - Radius 20 - Height 56 - Mass 10 - Speed 8 - PainChance 170 - MONSTER - +NOGRAVITY - +FLOAT - +DONTFALL - AttackSound "jelly/flame" - MeleeSound "jelly/whip" - MeleeDamage 2 - Obituary "Way to take on the Jellies..." - HitObituary "%o was whipped by a Jelly" - States - { - Spawn: - JELL A 10 A_Look - Loop - See: - JELL AABBCCDD 4 A_Chase - Loop - Melee: - JELL H 4 A_FaceTarget - JELL I 4 A_MeleeAttack - JELL J 4 - Goto See - Missile: - JELL E 5 A_FaceTarget - JELL F 5 A_FaceTarget - JELL G 0 A_PlaySound ("jelly/flame") - JELL G 0 A_Custommissile ("JELLFLAME",36,0,0) - JELL G 2 A_FaceTarget - JELL F 0 A_Custommissile ("JELLFLAME",36,0,0) - JELL F 2 A_FaceTarget - JELL G 0 A_Custommissile ("JELLFLAMENoDamage",36,0,0) - JELL G 2 A_FaceTarget - JELL F 0 A_Custommissile ("JELLFLAME",36,0,0) - JELL F 2 A_FaceTarget - JELL G 0 A_Custommissile ("JELLFLAMENoDamage",36,0,0) - JELL G 2 A_FaceTarget - JELL F 0 A_Custommissile ("JELLFLAME",36,0,0) - JELL F 2 A_FaceTarget - JELL G 2 A_FaceTarget - JELL G 0 A_Custommissile ("JELLFLAME",36,0,0) - JELL G 2 A_FaceTarget - JELL G 2 A_FaceTarget - JELL F 0 A_Custommissile ("JELLFLAME",36,0,0) - JELL F 2 A_FaceTarget - JELL G 0 A_Custommissile ("JELLFLAMENoDamage",36,0,0) - JELL G 2 A_FaceTarget - JELL F 0 A_Custommissile ("JELLFLAME",36,0,0) - JELL F 2 A_FaceTarget - JELL G 2 A_FaceTarget - JELL G 0 A_Custommissile ("JELLFLAME",36,0,0) - JELL G 2 A_FaceTarget - JELL G 2 A_FaceTarget - JELL F 0 A_Custommissile ("JELLFLAME",36,0,0) - JELL F 2 A_FaceTarget - JELL G 2 A_FaceTarget - JELL G 2 A_FaceTarget - JELL F 5 A_FaceTarget - JELL E 5 A_FaceTarget - Goto See - Pain: - JELL K 6 - Goto See - Death: - JELL L 5 - JELL M 5 - JELL N 5 A_Fall - JELL O 5 - JELL P -1 - Stop - Raise: - JELL ONML 5 - Goto See - } -} - + Health 200 + Radius 20 + Height 56 + Mass 10 + Speed 8 + PainChance 170 + MONSTER + +NOGRAVITY + +FLOAT + +DONTFALL + AttackSound "jelly/flame" + MeleeSound "jelly/whip" + MeleeDamage 2 + Obituary "Way to take on the Jellies..." + HitObituary "%o was whipped by a Jelly" + States + { +Spawn: + JELL A 10 A_Look + Loop +See: + JELL AABBCCDD 4 A_Chase + Loop +Melee: + JELL H 4 A_FaceTarget + JELL I 4 A_MeleeAttack + JELL J 4 + Goto See +Missile: + JELL E 5 A_FaceTarget + JELL F 5 A_FaceTarget + JELL G 0 A_PlaySound ("jelly/flame") + JELL G 0 A_Custommissile ("JELLFLAME",36,0,0) + JELL G 2 A_FaceTarget + JELL F 0 A_Custommissile ("JELLFLAME",36,0,0) + JELL F 2 A_FaceTarget + JELL G 0 A_Custommissile ("JELLFLAMENoDamage",36,0,0) + JELL G 2 A_FaceTarget + JELL F 0 A_Custommissile ("JELLFLAME",36,0,0) + JELL F 2 A_FaceTarget + JELL G 0 A_Custommissile ("JELLFLAMENoDamage",36,0,0) + JELL G 2 A_FaceTarget + JELL F 0 A_Custommissile ("JELLFLAME",36,0,0) + JELL F 2 A_FaceTarget + JELL G 2 A_FaceTarget + JELL G 0 A_Custommissile ("JELLFLAME",36,0,0) + JELL G 2 A_FaceTarget + JELL G 2 A_FaceTarget + JELL F 0 A_Custommissile ("JELLFLAME",36,0,0) + JELL F 2 A_FaceTarget + JELL G 0 A_Custommissile ("JELLFLAMENoDamage",36,0,0) + JELL G 2 A_FaceTarget + JELL F 0 A_Custommissile ("JELLFLAME",36,0,0) + JELL F 2 A_FaceTarget + JELL G 2 A_FaceTarget + JELL G 0 A_Custommissile ("JELLFLAME",36,0,0) + JELL G 2 A_FaceTarget + JELL G 2 A_FaceTarget + JELL F 0 A_Custommissile ("JELLFLAME",36,0,0) + JELL F 2 A_FaceTarget + JELL G 2 A_FaceTarget + JELL G 2 A_FaceTarget + JELL F 5 A_FaceTarget + JELL E 5 A_FaceTarget + Goto See +Pain: + JELL K 6 + Goto See +Death: + JELL L 5 + JELL M 5 + JELL N 5 A_Fall + JELL O 5 + JELL P -1 + Stop +Raise: + JELL ONML 5 + Goto See + } +} ACTOR JELLFLAME { - Radius 6 - Height 10 - Speed 5 - Damage 3 - PROJECTILE - RENDERSTYLE ADD - ALPHA 0.67 - States - { - Spawn: - JFIR ABCDEFGH 3 BRIGHT - Death: - JFIR IJKLMNOP 3 BRIGHT - Stop - } -} - - + Radius 6 + Height 10 + Speed 5 + Damage 3 + PROJECTILE + RENDERSTYLE ADD + ALPHA 0.67 + States + { +Spawn: + JFIR ABCDEFGH 3 BRIGHT +Death: + JFIR IJKLMNOP 3 BRIGHT + Stop + } +} ACTOR JELLFLAMENoDamage : JELLFLAME { - Damage 0 + Damage 0 } - //Nautilus, by Phobus - ACTOR Nautilus 9602 { - Health 4000 - Radius 32 - Height 96 - Speed 16 - Mass 5000 - PainChance 5 - MeleeDamage 6 - MONSTER - +BOSS - +NOGRAVITY - +FLOAT - +DONTFALL - +MISSILEMORE - +MISSILEEVENMORE - SeeSound "nautilus/see" - MeleeSound "nautilus/melee" - ActiveSound "nautilus/active" - PainSound "nautilus/pain" - DeathSound "nautilus/death" - Obituary "%o was shocked at the power of the Nautilus" - HitObituary "%o was pinched to death by the Nautilus" - States - { - Spawn: - LOBS AB 10 A_Look - Loop - See: - LOBS A 7 A_Chase - LOBS A 0 A_JumpIfCloser(128,29) - LOBS B 5 A_Chase - LOBS C 5 A_Chase - LOBS D 3 A_Chase - LOBS E 7 A_Chase - Loop - Melee: - LOBS F 8 - LOBS G 8 A_FaceTarget - LOBS H 5 A_MeleeAttack - LOBS I 5 A_MeleeAttack - LOBS G 8 A_FaceTarget - LOBS H 5 A_MeleeAttack - LOBS I 5 A_MeleeAttack - LOBS G 8 - LOBS F 8 A_FaceTarget - Goto See - Missile: - LOBS J 5 A_FaceTarget - LOBS J 0 A_CustomMissile ("NautilusShield",0,0,0,0) - LOBS J 0 A_PlaySound ("nautilus/chargeup") - LOBS K 5 A_FaceTarget - LOBS K 0 A_PlaySound ("nautilus/chargeup") - LOBS L 5 A_FaceTarget - LOBS L 0 A_PlaySound ("nautilus/chargeup") - LOBS M 5 A_FaceTarget - LOBS M 0 A_PlaySound ("nautilus/chargeup") - LOBS N 5 A_CustomMissile ("NautilusBall",52,0,0,0) - LOBS N 0 A_CustomMissile ("NautilusZap",52,0,20,0) - LOBS N 0 A_CustomMissile ("NautilusZap",52,0,340,0) - Goto See - LOBS B 5 A_Chase - LOBS C 5 A_CustomMissile ("NautilusRad",48,0,0,0) - LOBS C 0 A_CustomMissile ("NautilusRad",48,0,30,0) - LOBS C 0 A_CustomMissile ("NautilusRad",48,0,60,0) - LOBS C 0 A_CustomMissile ("NautilusRad",48,0,90,0) - LOBS C 0 A_CustomMissile ("NautilusRad",48,0,120,0) - LOBS C 0 A_CustomMissile ("NautilusRad",48,0,150,0) - LOBS C 0 A_CustomMissile ("NautilusRad",48,0,180,0) - LOBS C 0 A_CustomMissile ("NautilusRad",48,0,210,0) - LOBS C 0 A_CustomMissile ("NautilusRad",48,0,240,0) - LOBS C 0 A_CustomMissile ("NautilusRad",48,0,270,0) - LOBS C 0 A_CustomMissile ("NautilusRad",48,0,300,0) - LOBS C 0 A_CustomMissile ("NautilusRad",48,0,330,0) - LOBS D 3 A_Chase - Goto See+4 - Pain: - LOBS O 6 - LOBS O 6 A_Pain - Goto See - Death: - LOBS P 10 - LOBS Q 10 A_Scream - LOBS R 10 A_Die - LOBS S -1 - Stop - } -} - + Health 4000 + Radius 32 + Height 96 + Speed 16 + Mass 5000 + PainChance 5 + MeleeDamage 6 + MONSTER + +BOSS + +NOGRAVITY + +FLOAT + +DONTFALL + +MISSILEMORE + +MISSILEEVENMORE + SeeSound "nautilus/see" + MeleeSound "nautilus/melee" + ActiveSound "nautilus/active" + PainSound "nautilus/pain" + DeathSound "nautilus/death" + Obituary "%o was shocked at the power of the Nautilus" + HitObituary "%o was pinched to death by the Nautilus" + States + { +Spawn: + LOBS AB 10 A_Look + Loop +See: + LOBS A 7 A_Chase + LOBS A 0 A_JumpIfCloser(128,29) + LOBS B 5 A_Chase + LOBS C 5 A_Chase + LOBS D 3 A_Chase + LOBS E 7 A_Chase + Loop +Melee: + LOBS F 8 + LOBS G 8 A_FaceTarget + LOBS H 5 A_MeleeAttack + LOBS I 5 A_MeleeAttack + LOBS G 8 A_FaceTarget + LOBS H 5 A_MeleeAttack + LOBS I 5 A_MeleeAttack + LOBS G 8 + LOBS F 8 A_FaceTarget + Goto See +Missile: + LOBS J 5 A_FaceTarget + LOBS J 0 A_CustomMissile ("NautilusShield",0,0,0,0) + LOBS J 0 A_PlaySound ("nautilus/chargeup") + LOBS K 5 A_FaceTarget + LOBS K 0 A_PlaySound ("nautilus/chargeup") + LOBS L 5 A_FaceTarget + LOBS L 0 A_PlaySound ("nautilus/chargeup") + LOBS M 5 A_FaceTarget + LOBS M 0 A_PlaySound ("nautilus/chargeup") + LOBS N 5 A_CustomMissile ("NautilusBall",52,0,0,0) + LOBS N 0 A_CustomMissile ("NautilusZap",52,0,20,0) + LOBS N 0 A_CustomMissile ("NautilusZap",52,0,340,0) + Goto See + LOBS B 5 A_Chase + LOBS C 5 A_CustomMissile ("NautilusRad",48,0,0,0) + LOBS C 0 A_CustomMissile ("NautilusRad",48,0,30,0) + LOBS C 0 A_CustomMissile ("NautilusRad",48,0,60,0) + LOBS C 0 A_CustomMissile ("NautilusRad",48,0,90,0) + LOBS C 0 A_CustomMissile ("NautilusRad",48,0,120,0) + LOBS C 0 A_CustomMissile ("NautilusRad",48,0,150,0) + LOBS C 0 A_CustomMissile ("NautilusRad",48,0,180,0) + LOBS C 0 A_CustomMissile ("NautilusRad",48,0,210,0) + LOBS C 0 A_CustomMissile ("NautilusRad",48,0,240,0) + LOBS C 0 A_CustomMissile ("NautilusRad",48,0,270,0) + LOBS C 0 A_CustomMissile ("NautilusRad",48,0,300,0) + LOBS C 0 A_CustomMissile ("NautilusRad",48,0,330,0) + LOBS D 3 A_Chase + Goto See+4 +Pain: + LOBS O 6 + LOBS O 6 A_Pain + Goto See +Death: + LOBS P 10 + LOBS Q 10 A_Scream + LOBS R 10 A_Die + LOBS S -1 + Stop + } +} ACTOR NautilusBall { - Radius 8 - Height 16 - Speed 28 - Damage 9 - PROJECTILE - RENDERSTYLE ADD - Alpha 0.5 - SeeSound "nautilus/fire" - DeathSound "nautilus/shotx" - States - { - Spawn: - LBAL A 4 Bright - LBAL B 4 Bright A_PlaySound ("nautilus/chargeup") - LBAL C 4 Bright - Loop - Death: - LBAL DEFGH 3 Bright - Stop - } -} - + Radius 8 + Height 16 + Speed 28 + Damage 9 + PROJECTILE + RENDERSTYLE ADD + Alpha 0.5 + SeeSound "nautilus/fire" + DeathSound "nautilus/shotx" + States + { +Spawn: + LBAL A 4 Bright + LBAL B 4 Bright A_PlaySound ("nautilus/chargeup") + LBAL C 4 Bright + Loop +Death: + LBAL DEFGH 3 Bright + Stop + } +} ACTOR NautilusZap { - Radius 4 - Height 6 - Speed 24 - Damage 3 - PROJECTILE - RENDERSTYLE ADD - Alpha 0.8 - SeeSound "nautilus/chargeup" - DeathSound "nautilus/chargeup" - States - { - Spawn: - LZAP A 5 Bright - Loop - Death: - LZAP A 1 Bright - Stop - } -} - + Radius 4 + Height 6 + Speed 24 + Damage 3 + PROJECTILE + RENDERSTYLE ADD + Alpha 0.8 + SeeSound "nautilus/chargeup" + DeathSound "nautilus/chargeup" + States + { +Spawn: + LZAP A 5 Bright + Loop +Death: + LZAP A 1 Bright + Stop + } +} ACTOR NautilusRad { - Radius 4 - Height 8 - Speed 24 - Damage 2 - PROJECTILE - States - { - Spawn: - NULL A 5 - Goto Death - Death: - NULL A 2 - Stop - } -} - + Radius 4 + Height 8 + Speed 24 + Damage 2 + PROJECTILE + States + { +Spawn: + NULL A 5 + Goto Death +Death: + NULL A 2 + Stop + } +} ACTOR NautilusShield { - Radius 50 - Height 100 - Speed 0 - +NoGravity - +NoClip - +Shootable - +Invulnerable - +Reflective - SeeSound "nautilus/fire" - RENDERSTYLE ADD - Alpha 0.4 - States - { - Spawn: - LSHD A 14 Bright - Goto Death - Death: - LSHD A 1 Bright - Stop - } -} - + Radius 50 + Height 100 + Speed 0 + +NoGravity + +NoClip + +Shootable + +Invulnerable + +Reflective + SeeSound "nautilus/fire" + RENDERSTYLE ADD + Alpha 0.4 + States + { +Spawn: + LSHD A 14 Bright + Goto Death +Death: + LSHD A 1 Bright + Stop + } +} //Exploding Starfish - ACTOR FloorStarFish 9603 { - Radius 32 - Height 16 - Speed 0 - Mass 1000000 - Health 20 - deathsound "weapons/rocklx" - obituary "%o shouldn't shoot defenseless starfish" - +SOLID - +SHOOTABLE - +NOICEDEATH - +DONTFALL - states - { - Spawn: - STRF A 6 - loop - Death: - STRF A 6 bright A_Scream - STRF A 0 A_CustomMissile ("FloorStarFishExplosion",16,0,0,0) - stop - } -} - + Radius 32 + Height 16 + Speed 0 + Mass 1000000 + Health 20 + deathsound "weapons/rocklx" + obituary "%o shouldn't shoot defenseless starfish" + +SOLID + +SHOOTABLE + +NOICEDEATH + +DONTFALL + states + { +Spawn: + STRF A 6 + loop +Death: + STRF A 6 bright A_Scream + STRF A 0 A_CustomMissile ("FloorStarFishExplosion",16,0,0,0) + stop + } +} ACTOR FloorStarFishExplosion { - Radius 8 - Height 16 - Speed 0 - PROJECTILE - states - { - Spawn: - MISL B 2 bright - MISL B 6 bright A_Explode (random(4,16)*20,128) - MISL C 6 bright - MISL D 4 bright - stop - } -} - + Radius 8 + Height 16 + Speed 0 + PROJECTILE + states + { +Spawn: + MISL B 2 bright + MISL B 6 bright A_Explode (random(4,16)*20,128) + MISL C 6 bright + MISL D 4 bright + stop + } +} ACTOR CeilingStarFish : FloorStarFish 9604 { - +SPAWNCEILING - +NOGRAVITY - states - { - Spawn: - STRC A 6 - loop - Death: - STRC A 6 bright A_Scream - STRC A 0 A_CustomMissile ("Explosion",-2,0,0,0) - stop - } -} - + +SPAWNCEILING + +NOGRAVITY + states + { +Spawn: + STRC A 6 + loop +Death: + STRC A 6 bright A_Scream + STRC A 0 A_CustomMissile ("Explosion",-2,0,0,0) + stop + } +} ACTOR WallStarFish : FloorStarFish 9605 { - +NOGRAVITY - Radius 8 - Height 64 - states - { - Spawn: - STRW A 6 - loop - Death: - STRW A 6 bright A_Scream - STRW A 0 A_CustomMissile ("Explosion",38,0,0,0) - stop - } -} - -Actor BlackDemon 26391 -{ - Health 200 - PainChance 160 - Speed 10 - Radius 30 - Height 56 - Mass 400 - Monster - +FLOORCLIP - SeeSound "demon/sight" - AttackSound "demon/melee" - PainSound "demon/pain" - DeathSound "demon/death" - ActiveSound "demon/active" - Obituary "%o was bit by a Black Demon." - States - { - Spawn: - DSRG AB 10 A_Look - Loop - See: - DSRG AABBCCDD 2 Fast A_Chase - Loop - Melee: - DSRG EF 8 Fast A_FaceTarget - DSRG G 8 Fast A_SargAttack - Goto See - Pain: - DSRG H 2 Fast - DSRG H 2 Fast A_Pain - Goto See - Death: - DSRG I 8 - DSRG J 8 A_Scream - DSRG K 4 - DSRG L 4 A_NoBlocking - DSRG M 4 - DSRG N -1 - Stop - Raise: - DSRG N 5 - DSRG MLKJI 5 - Goto See - } -} + +NOGRAVITY + Radius 8 + Height 64 + states + { +Spawn: + STRW A 6 + loop +Death: + STRW A 6 bright A_Scream + STRW A 0 A_CustomMissile ("Explosion",38,0,0,0) + stop + } +} \ No newline at end of file diff --git a/pk3_data/ACTORS/NPC/ENEMIES/MONSTERS_DEFAULT.dec b/pk3_data/ACTORS/NPC/ENEMIES/MONSTERS_DEFAULT.dec index 18b2eb13..11e8e930 100644 --- a/pk3_data/ACTORS/NPC/ENEMIES/MONSTERS_DEFAULT.dec +++ b/pk3_data/ACTORS/NPC/ENEMIES/MONSTERS_DEFAULT.dec @@ -71,6 +71,7 @@ Spawn: } ACTOR BrutalizedZombieMan: Zombieman Replaces Zombieman { + //$Category "Monsters - Brutalized" Bloodtype "Brutal_Blood" GibHealth 15 States @@ -130,6 +131,7 @@ Crush: } ACTOR BrutalizedShotgunGuy: Shotgunguy Replaces Shotgunguy { + //$Category "Monsters - Brutalized" Bloodtype "Brutal_Blood" GibHealth 15 States @@ -193,6 +195,7 @@ Crush: } ACTOR BrutalizedChaingunGuy: Chaingunguy Replaces Chaingunguy { + //$Category "Monsters - Brutalized" Bloodtype "Brutal_Blood" GibHealth 15 States @@ -243,6 +246,7 @@ Crush: } ACTOR BrutalizedWolfensteinSS: WolfensteinSS Replaces WolfensteinSS { + //$Category "Monsters - Brutalized" Bloodtype "Brutal_Blood" GibHealth 15 States @@ -291,6 +295,7 @@ Crush: } ACTOR BrutalizedImp: DoomImp Replaces DoomImp { + //$Category "Monsters - Brutalized" Bloodtype "Brutal_Blood" GibHealth 15 States @@ -350,6 +355,7 @@ Crush: } ACTOR BrutalizedDemon: Demon Replaces Demon { + //$Category "Monsters - Brutalized" Bloodtype "Brutal_Blood" GibHealth 25 States @@ -399,6 +405,7 @@ Crush: } ACTOR BrutalizedHellKnight: HelLKnight Replaces HellKnight { + //$Category "Monsters - Brutalized" BloodColor "00 88 00" Bloodtype "Brutal_Blood" GibHealth 30 @@ -450,6 +457,7 @@ Crush: } ACTOR BrutalizedBaronOfHell: BaronOfHell Replaces BaronOfHell { + //$Category "Monsters - Brutalized" BloodColor "00 88 00" Bloodtype "Brutal_Blood" GibHealth 30 @@ -501,6 +509,7 @@ Crush: } ACTOR BrutalizedCacodemon: Cacodemon Replaces Cacodemon { + //$Category "Monsters - Brutalized" Bloodcolor "12 2 F0" Bloodtype "Brutal_Blood" GibHealth 30 @@ -550,6 +559,7 @@ Crush: } ACTOR BrutalizedRevenant: Revenant Replaces Revenant { + //$Category "Monsters - Brutalized" Bloodtype "Brutal_Blood" GibHealth 30 States @@ -595,6 +605,7 @@ Crush: } ACTOR BrutalizedFatso: Fatso Replaces Fatso { + //$Category "Monsters - Brutalized" Bloodtype "Brutal_Blood" GibHealth 30 States @@ -644,6 +655,7 @@ Crush: } ACTOR BrutalizedArachnotron: Arachnotron Replaces Arachnotron { + //$Category "Monsters - Brutalized" Bloodtype "Brutal_Blood" GibHealth 30 States @@ -698,6 +710,7 @@ Crush: } ACTOR BrutalizedCyberdemon: Cyberdemon Replaces Cyberdemon { + //$Category "Monsters - Brutalized" Bloodtype "Brutal_Blood" Scale 1.1 States @@ -741,6 +754,7 @@ Crush: } ACTOR BrutalizedSpiderMastermind: SpiderMastermind Replaces SpiderMastermind { + //$Category "Monsters - Brutalized" Bloodtype "Brutal_Blood" States { @@ -782,6 +796,7 @@ Crush: } ACTOR BrutalizedArchvile: Archvile Replaces Archvile { + //$Category "Monsters - Brutalized" Bloodtype "Brutal_Blood" GibHealth 20 States diff --git a/pk3_data/ACTORS/NPC/ENEMIES/TYPE_Z/BaseEnemy.dec b/pk3_data/ACTORS/NPC/ENEMIES/TYPE_Z/BaseEnemy.dec deleted file mode 100644 index e69de29b..00000000 diff --git a/pk3_data/ACTORS/NPC/ENEMIES/TYPE_Z/Bomber2.dec b/pk3_data/ACTORS/NPC/ENEMIES/TYPE_Z/Bomber2.dec index 146cb5da..97662956 100644 --- a/pk3_data/ACTORS/NPC/ENEMIES/TYPE_Z/Bomber2.dec +++ b/pk3_data/ACTORS/NPC/ENEMIES/TYPE_Z/Bomber2.dec @@ -1,6 +1,6 @@ ACTOR Bomber2 { - SpawnID 112 + //SpawnID 112 YScale 0.35 XScale 0.4 Radius 20 diff --git a/pk3_data/ACTORS/NPC/ENEMIES/TYPE_Z/Enforcer.dec b/pk3_data/ACTORS/NPC/ENEMIES/TYPE_Z/Enforcer.dec index ce551283..85dd963c 100644 --- a/pk3_data/ACTORS/NPC/ENEMIES/TYPE_Z/Enforcer.dec +++ b/pk3_data/ACTORS/NPC/ENEMIES/TYPE_Z/Enforcer.dec @@ -1,6 +1,6 @@ ACTOR WWTEnforcer { - SpawnID 3 + //SpawnID 3 Scale 0.65 Radius 20 Height 56 diff --git a/pk3_data/ACTORS/NPC/ENEMIES/TYPE_Z/MrFalcon.dec b/pk3_data/ACTORS/NPC/ENEMIES/TYPE_Z/MrFalcon.dec index ecee75c7..2e3c0e08 100644 --- a/pk3_data/ACTORS/NPC/ENEMIES/TYPE_Z/MrFalcon.dec +++ b/pk3_data/ACTORS/NPC/ENEMIES/TYPE_Z/MrFalcon.dec @@ -5,7 +5,7 @@ ACTOR MrFalconReload : Inventory ACTOR MrFalcon { - SpawnID 7 + //SpawnID 7 YScale 0.35 XScale 0.4 Radius 20 diff --git a/pk3_data/ACTORS/NPC/ENEMIES/TYPE_Z/Scientist.dec b/pk3_data/ACTORS/NPC/ENEMIES/TYPE_Z/Scientist.dec index ca518c07..a4a029c4 100644 --- a/pk3_data/ACTORS/NPC/ENEMIES/TYPE_Z/Scientist.dec +++ b/pk3_data/ACTORS/NPC/ENEMIES/TYPE_Z/Scientist.dec @@ -1,6 +1,6 @@ ACTOR WWTScientist { - SpawnID 6 + //SpawnID 6 YScale 0.35 XScale 0.4 Radius 20 diff --git a/pk3_data/ACTORS/NPC/ENEMIES/TYPE_Z/Wesker.dec b/pk3_data/ACTORS/NPC/ENEMIES/TYPE_Z/Wesker.dec index 747c69c1..c2ea8c59 100644 --- a/pk3_data/ACTORS/NPC/ENEMIES/TYPE_Z/Wesker.dec +++ b/pk3_data/ACTORS/NPC/ENEMIES/TYPE_Z/Wesker.dec @@ -1,6 +1,6 @@ ACTOR Wesker { - SpawnID 114 + //SpawnID 114 YScale 0.35 XScale 0.4 Radius 20 diff --git a/pk3_data/ACTORS/NPC/FRIENDS/FRIENDLY_NPC.dec b/pk3_data/ACTORS/NPC/FRIENDS/FRIENDLY_NPC.dec index d7592899..70f473cf 100644 --- a/pk3_data/ACTORS/NPC/FRIENDS/FRIENDLY_NPC.dec +++ b/pk3_data/ACTORS/NPC/FRIENDS/FRIENDLY_NPC.dec @@ -1,5 +1,6 @@ ACTOR Thamara 11888 { + //$Category "NPC - Friendly" Health 500 Speed 10 PainChance 180 @@ -44,6 +45,7 @@ ACTOR Thamara 11888 } ACTOR Banana 23222 { + //$Category "NPC - Friendly" Health 200 PainChance 0 Radius 25 diff --git a/pk3_data/ACTORS/PLAYER.dec b/pk3_data/ACTORS/PLAYER.dec index 1e984941..4d25fe61 100644 --- a/pk3_data/ACTORS/PLAYER.dec +++ b/pk3_data/ACTORS/PLAYER.dec @@ -1,4 +1,5 @@ -ACTOR Guest : PlayerPawn +ACTOR "DPT-HQ-Player" : PlayerPawn { +NOSKIN } +ACTOR Guest : "DPT-HQ-Player" { DamageFactor "PrisonPower", 100.0 Speed 1 @@ -160,7 +161,7 @@ ACTOR Guest : PlayerPawn } } -ACTOR RebelClass : PlayerPawn +ACTOR RebelClass : "DPT-HQ-Player" { DamageFactor "PrisonPower", 100.0 Speed 1 @@ -296,11 +297,11 @@ ACTOR RebelClass : PlayerPawn Stop XDeath: STRM A 0 A_TakeInventory("DrunkLevel", 100) - STRM O 5 - STRM P 5 A_XScream - STRM Q 5 A_NoBlocking - STRM RSTUV 5 - STRM W -1 + STRM H 5 + STRM I 5 A_XScream + STRM J 5 A_NoBlocking + STRM KLM 5 + STRM N -1 Stop Burn: BURN A 0 A_TakeInventory("DrunkLevel", 100) @@ -321,7 +322,7 @@ ACTOR RebelClass : PlayerPawn } } -ACTOR Armyman : PlayerPawn +ACTOR Armyman : "DPT-HQ-Player" { DamageFactor "PrisonPower", 100.0 Speed 1 @@ -488,7 +489,7 @@ ACTOR Armyman : PlayerPawn } } -ACTOR Pocik : PlayerPawn +ACTOR Pocik : "DPT-HQ-Player" { DamageFactor "PrisonPower", 100.0 Speed 1 @@ -614,7 +615,7 @@ ACTOR Pocik : PlayerPawn POCK G 4 A_Pain Goto Spawn_Drunk Death: - POCK A 0 A_TakeInventory("DrunkLevel", 100) + POCK A 1 A_TakeInventory("DrunkLevel", 100) POCK H 10 POCK I 10 A_PlayerScream POCK J 10 A_NoBlocking @@ -622,7 +623,7 @@ ACTOR Pocik : PlayerPawn POCK N -1 Stop XDeath: - POCK A 0 A_TakeInventory("DrunkLevel", 100) + POCK A 1 A_TakeInventory("DrunkLevel", 100) POCK O 5 POCK P 5 A_XScream POCK Q 5 A_NoBlocking @@ -630,7 +631,7 @@ ACTOR Pocik : PlayerPawn POCK W -1 Stop Burn: - BURN A 0 A_TakeInventory("DrunkLevel", 100) + BURN A 1 A_TakeInventory("DrunkLevel", 100) BURN A 3 Bright A_PlaySound("*burndeath") BURN B 3 Bright BURN C 3 Bright @@ -648,7 +649,7 @@ ACTOR Pocik : PlayerPawn } } -ACTOR Cop : PlayerPawn +ACTOR Cop : "DPT-HQ-Player" { DamageFactor "PrisonPower", 0.0 Speed 1 @@ -795,7 +796,7 @@ ACTOR Cop : PlayerPawn } } -ACTOR Mingebag : PlayerPawn +ACTOR Mingebag : "DPT-HQ-Player" { Speed 1 Health 100 @@ -1085,7 +1086,7 @@ ACTOR Mingebag : PlayerPawn } } -ACTOR Mage : PlayerPawn +ACTOR Mage : "DPT-HQ-Player" { DamageFactor "PrisonPower", 100.0 Health 100 @@ -1259,7 +1260,7 @@ ACTOR Mage : PlayerPawn } } -ACTOR Healer : PlayerPawn +ACTOR Healer : "DPT-HQ-Player" { DamageFactor "PrisonPower", 100.0 Speed 1 @@ -1421,7 +1422,7 @@ ACTOR Healer : PlayerPawn } } -ACTOR ImbaPers : PlayerPawn +ACTOR ImbaPers : "DPT-HQ-Player" { DamageFactor "PrisonPower", 100.0 Scale 0.8 @@ -1582,7 +1583,7 @@ ACTOR ImbaPers : PlayerPawn } } -ACTOR CalebClass : PlayerPawn +ACTOR CalebClass : "DPT-HQ-Player" { DamageFactor "PrisonPower", 100.0 Speed 1 @@ -1742,7 +1743,7 @@ ACTOR CalebClass : PlayerPawn } } -ACTOR Troll : PlayerPawn +ACTOR Troll : "DPT-HQ-Player" { DamageFactor "PrisonPower", 100.0 Speed 1 @@ -1902,7 +1903,7 @@ ACTOR Troll : PlayerPawn } } -ACTOR Ya_Zhe_MaTb : PlayerPawn +ACTOR Ya_Zhe_MaTb : "DPT-HQ-Player" { DamageFactor "PrisonPower", 100.0 Speed 1 @@ -2063,7 +2064,7 @@ ACTOR Ya_Zhe_MaTb : PlayerPawn } } -ACTOR Brutal_Player : PlayerPawn +ACTOR Brutal_Player : "DPT-HQ-Player" { DamageFactor "PrisonPower", 100.0 Speed 1 @@ -2224,7 +2225,7 @@ ACTOR Brutal_Player : PlayerPawn } } -ACTOR DartPower : PlayerPawn +ACTOR DartPower : "DPT-HQ-Player" { DamageFactor "PrisonPower", 100.0 Speed 0.75 @@ -2237,7 +2238,6 @@ ACTOR DartPower : PlayerPawn Player.DamageScreenColor "00 88 FF" Player.DisplayName "SIMPSON-NEKEK" Player.SoundClass "DartPower" - //Player.StartItem "IonRifle" Player.StartItem "Icegun" Player.StartItem "UACM360" Player.StartItem "Gothic_Shotgun" @@ -2253,7 +2253,7 @@ ACTOR DartPower : PlayerPawn Player.StartItem "RedSprayPaint" Player.StartItem "GreenSprayPaint" Player.StartItem "SprayPaint" - Player.StartItem "Dick" + Player.StartItem "DartPowerDick" Player.StartItem "DPTKEYCARD", 1 Player.StartItem "Artipoisonbag", 25 Player.ColorRange 112, 127 @@ -2394,7 +2394,7 @@ ACTOR DartPower : PlayerPawn } } -ACTOR Ronikari : PlayerPawn +ACTOR Ronikari : "DPT-HQ-Player" { DamageFactor "PrisonPower", 100.0 Speed 1 @@ -2555,7 +2555,7 @@ ACTOR Ronikari : PlayerPawn } } -ACTOR NickBock : PlayerPawn +ACTOR NickBock : "DPT-HQ-Player" { DamageFactor "PrisonPower", 100.0 Speed 1 @@ -2716,7 +2716,7 @@ ACTOR NickBock : PlayerPawn } } -ACTOR Ovlab : PlayerPawn +ACTOR Ovlab : "DPT-HQ-Player" { Scale 1.1 DamageFactor "PrisonPower", 100.0 @@ -2895,7 +2895,7 @@ ACTOR Ovlab : PlayerPawn } } -ACTOR LazyPanda : PlayerPawn +ACTOR LazyPanda : "DPT-HQ-Player" { DamageFactor "PrisonPower", 100.0 Speed 2.0 // над спросить // 2.0 или 2? WTF? @@ -3063,7 +3063,7 @@ ACTOR LazyPanda : PlayerPawn } } -ACTOR NighMare : PlayerPawn +ACTOR NighMare : "DPT-HQ-Player" { DamageFactor "PrisonPower", 100.0 Speed 0.75 @@ -3227,7 +3227,7 @@ ACTOR NighMare : PlayerPawn } } -ACTOR Velaron : PlayerPawn +ACTOR Velaron : "DPT-HQ-Player" { DamageFactor "PrisonPower", 100.0 Speed 1 @@ -3388,7 +3388,7 @@ ACTOR Velaron : PlayerPawn } } -ACTOR Benellus : PlayerPawn +ACTOR Benellus : "DPT-HQ-Player" { DamageFactor "PrisonPower", 100.0 Scale 0.5 @@ -3554,7 +3554,7 @@ ACTOR Benellus : PlayerPawn ACTOR WhiteFatShot : FatShot { Translation "176:191=80:95" } -ACTOR Zero775 : PlayerPawn +ACTOR Zero775 : "DPT-HQ-Player" { DamageFactor "PrisonPower", 100.0 Speed 1 @@ -3582,118 +3582,118 @@ ACTOR Zero775 : PlayerPawn States { Spawn: - PLAY A 1 - PLAY A 0 A_JumpIfInventory("DrunkLevel", 40, "Spawn_Drunk") + GARD A 1 + GARD A 0 A_JumpIfInventory("DrunkLevel", 40, "Spawn_Drunk") Loop Spawn_Drunk: - PLAY A 0 A_JumpIf (momx > 0, "See_Drunk") - PLAY A 0 A_JumpIf (momy > 0, "See_Drunk") - PLAY A 0 A_JumpIf (momx < 0, "See_Drunk") - PLAY A 0 A_JumpIf (momy < 0, "See_Drunk") - PLAY A 20 - PLAY A 0 A_Jump(255, "SpD_1", "SpD_2", "SpD_3") + GARD A 0 A_JumpIf (momx > 0, "See_Drunk") + GARD A 0 A_JumpIf (momy > 0, "See_Drunk") + GARD A 0 A_JumpIf (momx < 0, "See_Drunk") + GARD A 0 A_JumpIf (momy < 0, "See_Drunk") + GARD A 20 + GARD A 0 A_Jump(255, "SpD_1", "SpD_2", "SpD_3") Goto SpD_3 SpD_1: - PLAY A 0 A_JumpIf (momx > 0, "See_Drunk") - PLAY A 0 A_JumpIf (momy > 0, "See_Drunk") - PLAY A 0 A_JumpIf (momx < 0, "See_Drunk") - PLAY A 0 A_JumpIf (momy < 0, "See_Drunk") - PLAY A 1 A_SetPitch(-0.20) - PLAY A 1 A_SetPitch(0.20) - PLAY A 1 A_SetPitch(0.30) - PLAY A 1 A_SetPitch(-0.42) + GARD A 0 A_JumpIf (momx > 0, "See_Drunk") + GARD A 0 A_JumpIf (momy > 0, "See_Drunk") + GARD A 0 A_JumpIf (momx < 0, "See_Drunk") + GARD A 0 A_JumpIf (momy < 0, "See_Drunk") + GARD A 1 A_SetPitch(-0.20) + GARD A 1 A_SetPitch(0.20) + GARD A 1 A_SetPitch(0.30) + GARD A 1 A_SetPitch(-0.42) Goto Spawn_Drunk SpD_2: - PLAY A 0 A_JumpIf (momx > 0, "See_Drunk") - PLAY A 0 A_JumpIf (momy > 0, "See_Drunk") - PLAY A 0 A_JumpIf (momx < 0, "See_Drunk") - PLAY A 0 A_JumpIf (momy < 0, "See_Drunk") - PLAY A 1 A_SetPitch(-0.30) - PLAY A 1 A_SetPitch(-0.30) - PLAY A 1 A_SetPitch(-0.30) - PLAY A 1 A_SetPitch(-0.30) + GARD A 0 A_JumpIf (momx > 0, "See_Drunk") + GARD A 0 A_JumpIf (momy > 0, "See_Drunk") + GARD A 0 A_JumpIf (momx < 0, "See_Drunk") + GARD A 0 A_JumpIf (momy < 0, "See_Drunk") + GARD A 1 A_SetPitch(-0.30) + GARD A 1 A_SetPitch(-0.30) + GARD A 1 A_SetPitch(-0.30) + GARD A 1 A_SetPitch(-0.30) Goto Spawn_Drunk SpD_3: - PLAY A 0 A_JumpIf (momx > 0, "See_Drunk") - PLAY A 0 A_JumpIf (momy > 0, "See_Drunk") - PLAY A 0 A_JumpIf (momx < 0, "See_Drunk") - PLAY A 0 A_JumpIf (momy < 0, "See_Drunk") - PLAY A 1 A_SetPitch(0.30) - PLAY A 1 A_SetPitch(0.30) - PLAY A 1 A_SetPitch(0.30) - PLAY A 1 A_SetPitch(0.30) - PLAY A 1 A_SetAngle(random(-angle-15,angle+15)) + GARD A 0 A_JumpIf (momx > 0, "See_Drunk") + GARD A 0 A_JumpIf (momy > 0, "See_Drunk") + GARD A 0 A_JumpIf (momx < 0, "See_Drunk") + GARD A 0 A_JumpIf (momy < 0, "See_Drunk") + GARD A 1 A_SetPitch(0.30) + GARD A 1 A_SetPitch(0.30) + GARD A 1 A_SetPitch(0.30) + GARD A 1 A_SetPitch(0.30) + GARD A 1 A_SetAngle(random(-angle-15,angle+15)) Goto Spawn_Drunk See: - PLAY AB 4 A_JumpIfInventory("DrunkLevel", 40, "See_Drunk") - PLAY A 0 A_SpawnItem("Footstep",30,0.001) - PLAY CD 4 A_JumpIfInventory("DrunkLevel", 40, "See_Drunk") - PLAY A 0 A_SpawnItem("Footstep",30,0.001) + GARD AB 4 A_JumpIfInventory("DrunkLevel", 40, "See_Drunk") + GARD A 0 A_SpawnItem("Footstep",30,0.001) + GARD CD 4 A_JumpIfInventory("DrunkLevel", 40, "See_Drunk") + GARD A 0 A_SpawnItem("Footstep",30,0.001) Loop See_Drunk: - PLAY AB 4 A_SetPitch(-0.30) - PLAY CD 4 A_SetPitch(0.50) - PLAY AB 4 A_SetPitch(-0.20) - PLAY CD 4 A_SetPitch(0.25) - PLAY A 0 A_Jump(26, "Vomit") - PLAY AB 4 A_SetPitch(-0.90) - PLAY CD 4 A_SetAngle(random(angle-5,angle+5)) + GARD AB 4 A_SetPitch(-0.30) + GARD CD 4 A_SetPitch(0.50) + GARD AB 4 A_SetPitch(-0.20) + GARD CD 4 A_SetPitch(0.25) + GARD A 0 A_Jump(26, "Vomit") + GARD AB 4 A_SetPitch(-0.90) + GARD CD 4 A_SetAngle(random(angle-5,angle+5)) Goto Spawn_Drunk Vomit: - PLAY GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG 1 A_Stop - PLAY G 0 A_PlaySound("player/vomit", 2) - PLAY GGGGGGGGGG 1 A_Stop - PLAY G 0 A_SetPitch(-0.85) - PLAY GGGGGGGG 2 A_SpawnItemEx("PlayerVomit", 6, random(-8, 8), 32, random(6, 18)) - PLAY A 0 A_takeinventory("DrunkLevel",20)//Half of the drunk line are lost - PLAY GGGGGGGG 1 A_Stop + GARD GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG 1 A_Stop + GARD G 0 A_PlaySound("player/vomit", 2) + GARD GGGGGGGGGG 1 A_Stop + GARD G 0 A_SetPitch(-0.85) + GARD GGGGGGGG 2 A_SpawnItemEx("PlayerVomit", 6, random(-8, 8), 32, random(6, 18)) + GARD A 0 A_takeinventory("DrunkLevel",20)//Half of the drunk line are lost + GARD GGGGGGGG 1 A_Stop Goto Spawn_Drunk Missile: - PLAY A 0 A_JumpIfInventory("DrunkLevel", 40, "Missile_Drunk") - PLAY E 12 + GARD A 0 A_JumpIfInventory("DrunkLevel", 40, "Missile_Drunk") + GARD E 12 Goto Spawn Missile_Drunk: - PLAY A 0 A_SetAngle(random(angle-12,angle+12)) - PLAY EEEEEE 2 A_SetAngle(random(angle-4,angle+4)) + GARD A 0 A_SetAngle(random(angle-12,angle+12)) + GARD EEEEEE 2 A_SetAngle(random(angle-4,angle+4)) Goto Spawn_Drunk Melee: - PLAY A 0 A_JumpIfInventory("DrunkLevel", 40, "Melee_Drunk") - PLAY F 6 BRIGHT + GARD A 0 A_JumpIfInventory("DrunkLevel", 40, "Melee_Drunk") + GARD F 6 BRIGHT Goto Missile Melee_Drunk: - PLAY FFFFFF 1 BRIGHT A_SetPitch(0.10) + GARD FFFFFF 1 BRIGHT A_SetPitch(0.10) Goto Missile_Drunk Pain.Jail: - PLAY A 0 ACS_ExecuteAlways(700, 0) + GARD A 0 ACS_ExecuteAlways(700, 0) Goto Spawn Pain.Fire: - PLAY G 4 - PLAY G 4 A_Playsound ("*burnpain")// A_Playsound("bodysplat") + GARD G 4 + GARD G 4 A_Playsound ("*burnpain")// A_Playsound("bodysplat") Goto Spawn Pain: - PLAY G 4 - PLAY G 4 A_Pain + GARD G 4 + GARD G 4 A_Pain Goto Spawn Pain_Drunk: - PLAY A 0 A_JumpIfInventory("DrunkLevel", 40, "Pain_Drunk") - PLAY G 4 A_SetPitch(0.75) - PLAY G 4 A_Pain + GARD A 0 A_JumpIfInventory("DrunkLevel", 40, "Pain_Drunk") + GARD G 4 A_SetPitch(0.75) + GARD G 4 A_Pain Goto Spawn_Drunk Death: - PLAY A 0 A_TakeInventory("DrunkLevel", 100) - PLAY H 10 - PLAY I 10 A_PlayerScream - PLAY J 10 A_NoBlocking - PLAY KLM 10 - PLAY N -1 + GARD A 0 A_TakeInventory("DrunkLevel", 100) + GARD H 10 + GARD I 10 A_PlayerScream + GARD J 10 A_NoBlocking + GARD KLM 10 + GARD N -1 Stop XDeath: - PLAY A 0 A_TakeInventory("DrunkLevel", 100) - PLAY O 5 - PLAY P 5 A_XScream - PLAY Q 5 A_NoBlocking - PLAY RSTUV 5 - PLAY W -1 + GARD A 0 A_TakeInventory("DrunkLevel", 100) + GARD O 5 + GARD P 5 A_XScream + GARD Q 5 A_NoBlocking + GARD RSTUV 5 + GARD W -1 Stop Burn: BURN A 0 A_TakeInventory("DrunkLevel", 100) @@ -3714,7 +3714,7 @@ ACTOR Zero775 : PlayerPawn } } -ACTOR Oppressor1338 : PlayerPawn +ACTOR Oppressor1338 : "DPT-HQ-Player" { DamageFactor "PrisonPower", 100.0 Speed 1 @@ -3883,7 +3883,7 @@ ACTOR Oppressor1338 : PlayerPawn } } -ACTOR Zendos : PlayerPawn +ACTOR Zendos : "DPT-HQ-Player" { DamageFactor "PrisonPower", 100.0 Speed 1 @@ -4042,7 +4042,7 @@ ACTOR Zendos : PlayerPawn } } -ACTOR Dean_Portman : PlayerPawn +ACTOR Dean_Portman : "DPT-HQ-Player" { DamageFactor "PrisonPower", 100.0 Speed 1 @@ -4203,7 +4203,7 @@ ACTOR Dean_Portman : PlayerPawn } } -ACTOR OVA : PlayerPawn +ACTOR OVA : "DPT-HQ-Player" { DamageFactor "PrisonPower", 100.0 Speed 2 @@ -4329,7 +4329,7 @@ ACTOR OVA_Shadow4 } } -ACTOR IDHLEB : PlayerPawn +ACTOR IDHLEB : "DPT-HQ-Player" { DamageFactor "PrisonPower", 100.0 Speed 1 @@ -4490,7 +4490,7 @@ ACTOR IDHLEB : PlayerPawn } } -ACTOR LXandro : PlayerPawn +ACTOR LXandro : "DPT-HQ-Player" { Player.ForwardMove 0.95, 0.925 Player.SideMove 0.95, 0.925 @@ -4506,13 +4506,13 @@ ACTOR LXandro : PlayerPawn PainChance 255 Player.DisplayName "WIP: Leutenant Xandro" Player.SoundClass "LXandro" + Player.StartItem "LXandroUnarmed" + Player.StartItem "LXandroPistol" + Player.StartItem "LXandroPistols" + Player.StartItem "LXandroShotgun" + Player.StartItem "LXandroChaingunCannon" Player.StartItem "LXandroDevastator" Player.StartItem "LXandroRPG" - Player.StartItem "LXandroChaingunCannon" - Player.StartItem "LXandroShotgun" - Player.StartItem "LXandroPistols" - Player.StartItem "LXandroPistol" - Player.StartItem "LXandroUnarmed" Player.StartItem "Dick" Player.StartItem "RocketAmmo", 100 Player.StartItem "Shell", 200 @@ -4664,7 +4664,7 @@ ACTOR LXandro : PlayerPawn } } -ACTOR GanGsteRinO999 : PlayerPawn +ACTOR GanGsteRinO999 : "DPT-HQ-Player" { DamageFactor "PrisonPower", 0.0 Speed 1 @@ -4825,7 +4825,7 @@ ACTOR GanGsteRinO999 : PlayerPawn } } -ACTOR DogClass : PlayerPawn +ACTOR DogClass : "DPT-HQ-Player" { DamageFactor "PrisonPower", 100.0 Speed 1 @@ -4985,8 +4985,169 @@ ACTOR DogClass : PlayerPawn } } +ACTOR VodkaClass : "DPT-HQ-Player" +{ + DamageFactor "PrisonPower", 100.0 + Speed 1 + Health 100 + Radius 16 + Height 56 + Mass 100 + PainChance 255 + Player.DisplayName "WIP: Vodka" + Player.SoundClass "Vodka" + Player.StartItem "VodkaUnarmed" + Player.StartItem "Dick" + Player.StartItem "SatchelAmmo", 5 + Player.StartItem "Satcheler" + Player.StartItem "BlueSprayPaint" + Player.StartItem "RedSprayPaint" + Player.StartItem "GreenSprayPaint" + Player.StartItem "SprayPaint" + Player.StartItem "Rivets", 225 + Player.StartItem "Stamina", 999 + Player.StartItem "HungryLevel", 999 + Player.StartItem "Cash", 999 + Player.StartItem "Artipoisonbag", 25 + Player.ColorRange 112, 127 + States + { + Spawn: + VODK A 1 + VODK A 0 A_JumpIfInventory("DrunkLevel", 40, "Spawn_Drunk") + Loop + Spawn_Drunk: + VODK A 0 A_JumpIf (momx > 0, "See_Drunk") + VODK A 0 A_JumpIf (momy > 0, "See_Drunk") + VODK A 0 A_JumpIf (momx < 0, "See_Drunk") + VODK A 0 A_JumpIf (momy < 0, "See_Drunk") + VODK A 20 + VODK A 0 A_Jump(255, "SpD_1", "SpD_2", "SpD_3") + Goto SpD_3 + SpD_1: + VODK A 0 A_JumpIf (momx > 0, "See_Drunk") + VODK A 0 A_JumpIf (momy > 0, "See_Drunk") + VODK A 0 A_JumpIf (momx < 0, "See_Drunk") + VODK A 0 A_JumpIf (momy < 0, "See_Drunk") + VODK A 1 A_SetPitch(-0.20) + VODK A 1 A_SetPitch(0.20) + VODK A 1 A_SetPitch(0.30) + VODK A 1 A_SetPitch(-0.42) + Goto Spawn_Drunk + SpD_2: + VODK A 0 A_JumpIf (momx > 0, "See_Drunk") + VODK A 0 A_JumpIf (momy > 0, "See_Drunk") + VODK A 0 A_JumpIf (momx < 0, "See_Drunk") + VODK A 0 A_JumpIf (momy < 0, "See_Drunk") + VODK A 1 A_SetPitch(-0.30) + VODK A 1 A_SetPitch(-0.30) + VODK A 1 A_SetPitch(-0.30) + VODK A 1 A_SetPitch(-0.30) + Goto Spawn_Drunk + SpD_3: + VODK A 0 A_JumpIf (momx > 0, "See_Drunk") + VODK A 0 A_JumpIf (momy > 0, "See_Drunk") + VODK A 0 A_JumpIf (momx < 0, "See_Drunk") + VODK A 0 A_JumpIf (momy < 0, "See_Drunk") + VODK A 1 A_SetPitch(0.30) + VODK A 1 A_SetPitch(0.30) + VODK A 1 A_SetPitch(0.30) + VODK A 1 A_SetPitch(0.30) + VODK A 1 A_SetAngle(random(-angle-15,angle+15)) + Goto Spawn_Drunk + See: + VODK AB 4 A_JumpIfInventory("DrunkLevel", 40, "See_Drunk") + VODK A 0 A_SpawnItem("Footstep",30,0.001) + VODK CD 4 A_JumpIfInventory("DrunkLevel", 40, "See_Drunk") + VODK A 0 A_SpawnItem("Footstep",30,0.001) + Loop + See_Drunk: + VODK AB 4 A_SetPitch(-0.30) + VODK CD 4 A_SetPitch(0.50) + VODK AB 4 A_SetPitch(-0.20) + VODK CD 4 A_SetPitch(0.25) + VODK A 0 A_Jump(26, "Vomit") + VODK AB 4 A_SetPitch(-0.90) + VODK CD 4 A_SetAngle(random(angle-5,angle+5)) + Goto Spawn_Drunk + Vomit: + VODK GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG 1 A_Stop + VODK G 0 A_PlaySound("player/vomit", 2) + VODK GGGGGGGGGG 1 A_Stop + VODK G 0 A_SetPitch(-0.85) + VODK GGGGGGGG 2 A_SpawnItemEx("PlayerVomit", 6, random(-8, 8), 32, random(6, 18)) + VODK A 0 A_takeinventory("DrunkLevel",20)//Half of the drunk line are lost + VODK GGGGGGGG 1 A_Stop + Goto Spawn_Drunk + Missile: + VODK A 0 A_JumpIfInventory("DrunkLevel", 40, "Missile_Drunk") + VODK E 12 + Goto Spawn + Missile_Drunk: + VODK A 0 A_SetAngle(random(angle-12,angle+12)) + VODK EEEEEE 2 A_SetAngle(random(angle-4,angle+4)) + Goto Spawn_Drunk + Melee: + VODK A 0 A_JumpIfInventory("DrunkLevel", 40, "Melee_Drunk") + VODK F 6 BRIGHT + Goto Missile + Melee_Drunk: + VODK FFFFFF 1 BRIGHT A_SetPitch(0.10) + Goto Missile_Drunk + Pain.Jail: + VODK A 0 ACS_ExecuteAlways(700, 0) + Goto Spawn + Pain.Fire: + VODK G 4 + VODK G 4 A_Playsound ("*burnpain")// A_Playsound("bodysplat") + Goto Spawn + Pain: + VODK G 4 + VODK G 4 A_Pain + Goto Spawn + Pain_Drunk: + VODK A 0 A_JumpIfInventory("DrunkLevel", 40, "Pain_Drunk") + VODK G 4 A_SetPitch(0.75) + VODK G 4 A_Pain + Goto Spawn_Drunk + Death: + VODK A 0 A_TakeInventory("DrunkLevel", 100) + VODK H 10 + VODK I 10 A_PlayerScream + VODK J 10 A_NoBlocking + VODK KLM 10 + VODK N -1 + Stop + XDeath: + VODK A 0 A_SpawnItemEx("MarineXDeath", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION) + VODK A 0 A_TakeInventory("DrunkLevel", 100) + VODK H 5 + VODK I 5 A_XScream + VODK J 5 A_NoBlocking + VODK KLM 5 + VODK N -1 + Stop + Burn: + BURN A 0 A_TakeInventory("DrunkLevel", 100) + BURN A 3 Bright A_PlaySound("*burndeath") + BURN B 3 Bright + BURN C 3 Bright + BURN D 3 Bright A_NoBlocking + BURN E 5 Bright + BURN FGH 5 Bright + BURN I 5 Bright + BURN JKL 5 Bright + BURN M 5 Bright + BURN N 5 Bright + BURN OPQPQ 5 Bright + BURN RSTU 7 Bright + BURN V -1 + Stop + } +} + /* -ACTOR TemplateClass : PlayerPawn +ACTOR TemplateClass : "DPT-HQ-Player" { DamageFactor "PrisonPower", 100.0 Speed 1 @@ -5149,7 +5310,7 @@ ACTOR TemplateClass : PlayerPawn */ // ETC -ACTOR ZombieManClass : PlayerPawn +ACTOR ZombieManClass : "DPT-HQ-Player" { Health 20 GibHealth 99999 @@ -5166,9 +5327,8 @@ ACTOR ZombieManClass : PlayerPawn Player.ViewHeight 41 Player.MaxHealth 20 Player.ViewHeight 41 - Player.SoundClass Brainless + Player.SoundClass "ZombieManClass" Player.JumpZ 10 - +NOSKIN +NOPAIN -PICKUP -FRIENDLY @@ -5211,7 +5371,7 @@ ACTOR ZombieManClass : PlayerPawn } } -ACTOR ShotgunGuyClass : PlayerPawn +ACTOR ShotgunGuyClass : "DPT-HQ-Player" { Health 30 gibhealth 99999 @@ -5229,9 +5389,8 @@ ACTOR ShotgunGuyClass : PlayerPawn Player.StartItem "Cash", 999 Player.JumpZ 8 Player.DisplayName "Sergeant" - Player.SoundClass "Brainless" + Player.SoundClass "ShotgunGuyClass" +NOPAIN - +NOSKIN -PICKUP -FRIENDLY +NOTARGET @@ -5271,7 +5430,7 @@ ACTOR ShotgunGuyClass : PlayerPawn } } -ACTOR ChainGunGuyClass : PlayerPawn +ACTOR ChainGunGuyClass : "DPT-HQ-Player" { Health 80 GibHealth 99999 @@ -5287,11 +5446,10 @@ ACTOR ChainGunGuyClass : PlayerPawn Player.DisplayName "Chaingunner" Player.MaxHealth 80 Player.ViewHeight 41 - Player.SoundClass Brainless + Player.SoundClass "ChainGunGuyClass" Player.JumpZ 10 +NOPAIN -PICKUP - +NOSKIN -FRIENDLY +NOTARGET +NOTRIGGER @@ -5341,7 +5499,7 @@ ACTOR FHeat : CustomInventory Inventory.Amount 0 Inventory.MaxAmount 100 } -ACTOR DooMImpClass : PlayerPawn +ACTOR DooMImpClass : "DPT-HQ-Player" { Health 60 GibHealth 99999 @@ -5353,7 +5511,7 @@ ACTOR DooMImpClass : PlayerPawn Player.MaxHealth 60 Player.JumpZ 7 Player.DisplayName "DoomImp" - Player.SoundClass "MImpale" + Player.SoundClass "DooMImpClass" Player.ViewHeight 45 Player.StartItem "ImpBaller" Player.StartItem "Stamina", 999 @@ -5362,7 +5520,6 @@ ACTOR DooMImpClass : PlayerPawn Player.DisplayName "DoomImp" -FRIENDLY +NOTARGET - +NOSKIN +NOPAIN -PICKUP +LONGMELEERANGE @@ -5407,7 +5564,7 @@ ACTOR DooMImpClass : PlayerPawn } } -ACTOR DemonClass : PlayerPawn +ACTOR DemonClass : "DPT-HQ-Player" { Health 350 GibHealth 99999 @@ -5422,14 +5579,13 @@ ACTOR DemonClass : PlayerPawn Player.StartItem "HungryLevel", 999 Player.StartItem "Cash", 999 Player.MaxHealth 150 - Player.SoundClass "Mdemon" + Player.SoundClass "DemonClass" Player.JumpZ 15 Player.ViewHeight 30 -FRIENDLY +NOTARGET -PICKUP +NOPAIN - +NOSKIN +LONGMELEERANGE +NOTRIGGER states @@ -5465,7 +5621,6 @@ ACTOR SpectreClass : DemonClass RenderStyle OptFuzzy Alpha 0.5 -PICKUP - +NOSKIN +SHADOW +NOPAIN -FRIENDLY @@ -5477,9 +5632,10 @@ ACTOR SpectreClass : DemonClass Player.StartItem "Stamina", 999 Player.StartItem "HungryLevel", 999 Player.StartItem "Cash", 999 + Player.SoundClass "DemonClass" } -ACTOR LostSoulClass : PlayerPawn +ACTOR LostSoulClass : "DPT-HQ-Player" { Health 100 GibHealth 99999 @@ -5490,18 +5646,17 @@ ACTOR LostSoulClass : PlayerPawn painchance 128 Player.DisplayName "Lost Soul" Player.MaxHealth 100 - Player.SoundClass "MLostSoul" + Player.SoundClass "LostSoulClass" Player.JumpZ 0 Player.ViewHeight 20 Player.AttackZOffset 5 RenderStyle SoulTrans Player.StartItem "MLostSoulWeap" - Player.StartItem "Flighter" + Player.StartItem "Flighter", 1 Player.StartItem "Stamina", 999 Player.StartItem "HungryLevel", 999 Player.StartItem "Cash", 999 -PICKUP - +NOSKIN +NOPAIN -FRIENDLY +NOTARGET @@ -5542,7 +5697,7 @@ ACTOR LostSoulClass : PlayerPawn } } -ACTOR CacodemonClass : PlayerPawn +ACTOR CacodemonClass : "DPT-HQ-Player" { Health 400 GibHealth 99999 @@ -5551,20 +5706,19 @@ ACTOR CacodemonClass : PlayerPawn Height 56 Mass 400 PainChance 128 - Player.DisplayName "CacoDemon" + Player.SoundClass "CacodemonClass" + Player.DisplayName "Cacodemon" Player.MaxHealth 400 Player.ViewHeight 40 - Player.SoundClass Cacodemon Player.JumpZ 0 BloodColor "blue" Player.StartItem "CacoBaller" - Player.StartItem "Flighter" + Player.StartItem "Flighter", 1 Player.StartItem "Stamina", 999 Player.StartItem "HungryLevel", 999 Player.StartItem "Cash", 999 BloodColor "blue" -PICKUP - +NOSKIN +NOPAIN -FRIENDLY +NOTARGET @@ -5602,7 +5756,7 @@ ACTOR CacodemonClass : PlayerPawn } } -ACTOR PainElementalClass : PlayerPawn +ACTOR PainElementalClass : "DPT-HQ-Player" { Speed 0.5 gibhealth 99999 @@ -5611,17 +5765,16 @@ ACTOR PainElementalClass : PlayerPawn Height 56 Mass 400 PainChance 128 - player.maxhealth 400 - player.soundclass "PainElementalClass" + Player.MaxHealth 400 + Player.SoundClass "PainElementalClass" Player.DisplayName "Pain Elemental" Player.StartItem "PainElementWeap" - Player.StartItem "Flighter" + Player.StartItem "Flighter", 1 Player.StartItem "Stamina", 999 Player.StartItem "HungryLevel", 999 Player.StartItem "Cash", 999 Player.JumpZ 0 -PICKUP - +NOSKIN +NOPAIN -FRIENDLY +NOTARGET @@ -5651,7 +5804,7 @@ ACTOR PainElementalClass : PlayerPawn } } -ACTOR RevenantClass : PlayerPawn +ACTOR RevenantClass : "DPT-HQ-Player" { Health 300 GibHealth 99999 @@ -5664,7 +5817,7 @@ ACTOR RevenantClass : PlayerPawn Scale 0.85 Player.MaxHealth 300 Player.ViewHeight 58 - Player.SoundClass "MSkeleton" + Player.SoundClass "RevenantClass" Player.JumpZ 7 Player.StartItem "RevenantGun" Player.DisplayName "Revenant" @@ -5675,7 +5828,6 @@ ACTOR RevenantClass : PlayerPawn -PICKUP +LONGMELEERANGE +MISSILEMORE - +NOSKIN +NOPAIN -FRIENDLY +NOTARGET @@ -5720,7 +5872,7 @@ ACTOR RevenantClass : PlayerPawn ACTOR PlayerVomit { - SpawnID 130 + //SpawnID 130 Mass 5 Projectile Speed 12 diff --git a/pk3_data/ACTORS/SKULLTAG_ACTORS/skulltagarmor.dec b/pk3_data/ACTORS/SKULLTAG_ACTORS/skulltagarmor.dec index 6dd212b1..26b3b34d 100644 --- a/pk3_data/ACTORS/SKULLTAG_ACTORS/skulltagarmor.dec +++ b/pk3_data/ACTORS/SKULLTAG_ACTORS/skulltagarmor.dec @@ -6,8 +6,8 @@ ACTOR RedArmor : BasicArmorPickup 5040 { - Game Doom - SpawnID 168 + //Game Doom + //SpawnID 168 Radius 20 Height 16 Armor.Savepercent 66.66666 diff --git a/pk3_data/ACTORS/SKULLTAG_ACTORS/skulltagdeadthings.dec b/pk3_data/ACTORS/SKULLTAG_ACTORS/skulltagdeadthings.dec index b7d3a2b1..70479984 100644 --- a/pk3_data/ACTORS/SKULLTAG_ACTORS/skulltagdeadthings.dec +++ b/pk3_data/ACTORS/SKULLTAG_ACTORS/skulltagdeadthings.dec @@ -7,7 +7,7 @@ actor DeadCyberdemon : Cyberdemon 5070 { Skip_Super - Game Doom + //Game Doom DropItem None States { diff --git a/pk3_data/ACTORS/SKULLTAG_ACTORS/skulltagdecorations.dec b/pk3_data/ACTORS/SKULLTAG_ACTORS/skulltagdecorations.dec index 79d3d5c1..6af34054 100644 --- a/pk3_data/ACTORS/SKULLTAG_ACTORS/skulltagdecorations.dec +++ b/pk3_data/ACTORS/SKULLTAG_ACTORS/skulltagdecorations.dec @@ -6,9 +6,9 @@ ACTOR GreyColumn 5051 { - Game Doom - Game Heretic - Game Hexen + //Game Doom + //Game Heretic + //Game Hexen Radius 16 Height 40 +SOLID @@ -29,9 +29,9 @@ ACTOR GreyColumn 5051 ACTOR TallGreyColumn 5052 { - Game Doom - Game Heretic - Game Hexen + //Game Doom + //Game Heretic + //Game Hexen Radius 16 Height 52 +SOLID @@ -52,9 +52,9 @@ ACTOR TallGreyColumn 5052 ACTOR GreyHeartColumn 5053 { - Game Doom - Game Heretic - Game Hexen + //Game Doom + //Game Heretic + //Game Hexen Radius 16 Height 40 +SOLID @@ -75,9 +75,9 @@ ACTOR GreyHeartColumn 5053 ACTOR TallGothicColumn 5054 { - Game Doom - Game Heretic - Game Hexen + //Game Doom + //Game Heretic + //Game Hexen Radius 16 Height 52 +SOLID @@ -98,9 +98,9 @@ ACTOR TallGothicColumn 5054 ACTOR RevenantHand 5055 { - Game Doom - Game Heretic - Game Hexen + //Game Doom + //Game Heretic + //Game Hexen Radius 16 Height 16 +SOLID @@ -120,9 +120,9 @@ ACTOR RevenantHand 5055 ACTOR ImpHead2002 26364 //5056 { - Game Doom - Game Heretic - Game Hexen + //Game Doom + //Game Heretic + //Game Hexen Radius 8 Height 32 +SOLID @@ -142,9 +142,9 @@ ACTOR ImpHead2002 26364 //5056 ACTOR Impse 5058 { - Game Doom - Game Heretic - Game Hexen + //Game Doom + //Game Heretic + //Game Hexen Radius 20 Height 48 +SOLID @@ -176,9 +176,9 @@ ACTOR FloatingBobbingSkull : FloatingSkull 5009 ACTOR ImpalingSpike 5120 { - Game Doom - Game Heretic - Game Hexen + //Game Doom + //Game Heretic + //Game Hexen Radius 16 Height 64 +SOLID @@ -199,9 +199,9 @@ ACTOR ImpalingSpike 5120 ACTOR ImpalingSpike2 5121 { - Game Doom - Game Heretic - Game Hexen + //Game Doom + //Game Heretic + //Game Hexen Radius 16 Height 56 +SOLID @@ -222,9 +222,9 @@ ACTOR ImpalingSpike2 5121 ACTOR ImpalingSpike3 5122 { - Game Doom - Game Heretic - Game Hexen + //Game Doom + //Game Heretic + //Game Hexen Radius 16 Height 56 +SOLID @@ -245,9 +245,9 @@ ACTOR ImpalingSpike3 5122 ACTOR WhiteTorch 5150 { - Game Doom - Game Heretic - Game Hexen + //Game Doom + //Game Heretic + //Game Hexen Radius 16 Height 68 +SOLID @@ -268,9 +268,9 @@ ACTOR WhiteTorch 5150 ACTOR ShortWhiteTorch 5151 { - Game Doom - Game Heretic - Game Hexen + //Game Doom + //Game Heretic + //Game Hexen Radius 16 Height 37 +SOLID @@ -291,9 +291,9 @@ ACTOR ShortWhiteTorch 5151 ACTOR YellowTorch 5152 { - Game Doom - Game Heretic - Game Hexen + //Game Doom + //Game Heretic + //Game Hexen Radius 16 Height 68 +SOLID @@ -314,9 +314,9 @@ ACTOR YellowTorch 5152 ACTOR ShortYellowTorch 5153 { - Game Doom - Game Heretic - Game Hexen + //Game Doom + //Game Heretic + //Game Hexen Radius 16 Height 37 +SOLID @@ -337,9 +337,9 @@ ACTOR ShortYellowTorch 5153 ACTOR RedEvilEye 5059 { - Game Doom - Game Heretic - Game Hexen + //Game Doom + //Game Heretic + //Game Hexen Radius 16 Height 54 +SOLID @@ -360,9 +360,9 @@ ACTOR RedEvilEye 5059 ACTOR BlueEvilEye 5060 { - Game Doom - Game Heretic - Game Hexen + //Game Doom + //Game Heretic + //Game Hexen Radius 16 Height 54 +SOLID @@ -383,9 +383,9 @@ ACTOR BlueEvilEye 5060 ACTOR RedCandleStick 5156 { - Game Doom - Game Heretic - Game Hexen + //Game Doom + //Game Heretic + //Game Hexen Radius 20 Height 14 States @@ -404,9 +404,9 @@ ACTOR RedCandleStick 5156 ACTOR BlueCandleStick 5157 { - Game Doom - Game Heretic - Game Hexen + //Game Doom + //Game Heretic + //Game Hexen Radius 20 Height 14 States @@ -425,9 +425,9 @@ ACTOR BlueCandleStick 5157 ACTOR RedTechLamp 5154 { - Game Doom - Game Heretic - Game Hexen + //Game Doom + //Game Heretic + //Game Hexen Radius 16 Height 80 +SOLID @@ -448,9 +448,9 @@ ACTOR RedTechLamp 5154 ACTOR RedTechLamp2 5155 { - Game Doom - Game Heretic - Game Hexen + //Game Doom + //Game Heretic + //Game Hexen Radius 16 Height 60 +SOLID @@ -471,9 +471,9 @@ ACTOR RedTechLamp2 5155 ACTOR RedColumn 5158 { - Game Doom - Game Heretic - Game Hexen + //Game Doom + //Game Heretic + //Game Hexen Radius 16 Height 48 +SOLID @@ -494,9 +494,9 @@ ACTOR RedColumn 5158 ACTOR BlueColumn 5159 { - Game Doom - Game Heretic - Game Hexen + //Game Doom + //Game Heretic + //Game Hexen Radius 16 Height 48 +SOLID @@ -517,9 +517,9 @@ ACTOR BlueColumn 5159 ACTOR ImpalingSpike4 5320 { - Game Doom - Game Heretic - Game Hexen + //Game Doom + //Game Heretic + //Game Hexen Radius 16 Height 56 +SOLID @@ -540,9 +540,9 @@ ACTOR ImpalingSpike4 5320 ACTOR ImpalingSpike5 5321 { - Game Doom - Game Heretic - Game Hexen + //Game Doom + //Game Heretic + //Game Hexen Radius 16 Height 64 +SOLID @@ -563,9 +563,9 @@ ACTOR ImpalingSpike5 5321 ACTOR ImpalingSpike6 5322 { - Game Doom - Game Heretic - Game Hexen + //Game Doom + //Game Heretic + //Game Hexen Radius 16 Height 45 +SOLID @@ -586,9 +586,9 @@ ACTOR ImpalingSpike6 5322 ACTOR ImpalingSpike7 5323 { - Game Doom - Game Heretic - Game Hexen + //Game Doom + //Game Heretic + //Game Hexen Radius 16 Height 54 +SOLID @@ -609,9 +609,9 @@ ACTOR ImpalingSpike7 5323 ACTOR ImpalingSpike8 5324 { - Game Doom - Game Heretic - Game Hexen + //Game Doom + //Game Heretic + //Game Hexen Radius 16 Height 54 +SOLID @@ -632,9 +632,9 @@ ACTOR ImpalingSpike8 5324 ACTOR ImpalingSpike9 5325 { - Game Doom - Game Heretic - Game Hexen + //Game Doom + //Game Heretic + //Game Hexen Radius 16 Height 64 +SOLID @@ -656,9 +656,9 @@ ACTOR ImpalingSpike9 5325 ACTOR ImpalingSpike10 5326 { - Game Doom - Game Heretic - Game Hexen + //Game Doom + //Game Heretic + //Game Hexen Radius 16 Height 64 +SOLID @@ -679,9 +679,9 @@ ACTOR ImpalingSpike10 5326 ACTOR ImpalingSpike11 5327 { - Game Doom - Game Heretic - Game Hexen + //Game Doom + //Game Heretic + //Game Hexen Radius 16 Height 64 +SOLID @@ -702,9 +702,9 @@ ACTOR ImpalingSpike11 5327 ACTOR MarineHelmetGibs 5328 { - Game Doom - Game Heretic - Game Hexen + //Game Doom + //Game Heretic + //Game Hexen Radius 16 Height 64 States diff --git a/pk3_data/ACTORS/SKULLTAG_ACTORS/skulltagmisc.dec b/pk3_data/ACTORS/SKULLTAG_ACTORS/skulltagmisc.dec index c4131537..a5f7224e 100644 --- a/pk3_data/ACTORS/SKULLTAG_ACTORS/skulltagmisc.dec +++ b/pk3_data/ACTORS/SKULLTAG_ACTORS/skulltagmisc.dec @@ -6,7 +6,7 @@ ACTOR Hissy 5057 { - Game Doom + //Game Doom Radius 20 Height 26 +SOLID diff --git a/pk3_data/ACTORS/SKULLTAG_ACTORS/skulltagmonsters.dec b/pk3_data/ACTORS/SKULLTAG_ACTORS/skulltagmonsters.dec index 41a0ac39..51e4ca1c 100644 --- a/pk3_data/ACTORS/SKULLTAG_ACTORS/skulltagmonsters.dec +++ b/pk3_data/ACTORS/SKULLTAG_ACTORS/skulltagmonsters.dec @@ -6,8 +6,8 @@ actor DarkImp : DoomImp 5003 // [RT] Inherits from the DoomImp for convenience { - game Doom - spawnid 155 // [RT] I think this is the right Spawnid, change if it isn't + //Game Doom + //SpawnID 155 // [RT] I think this is the right Spawnid, change if it isn't obituary "$OB_DARKIMP" hitobituary "$OB_DARKIMP_MELEE" health 120 @@ -55,8 +55,8 @@ actor DarkImp : DoomImp 5003 // [RT] Inherits from the DoomImp for convenience actor DarkImpBall : DoomImpBall // [RT] Inherits from DoomImpBall for convenience. { - game Doom - spawnid 218 + //Game Doom + //SpawnID 218 Speed 20 damage 3 // [RT] I think this is right, change if neccesary. states @@ -78,7 +78,7 @@ actor DarkImpBall : DoomImpBall // [RT] Inherits from DoomImpBall for convenienc ACTOR Cacolantern : Cacodemon 5006 { - SpawnID 159 + //SpawnID 159 Health 800 Obituary "$OB_CACOLANTERN" HitObituary "$OB_CACOLANTERN_MELEE" @@ -114,7 +114,7 @@ ACTOR Cacolantern : Cacodemon 5006 ACTOR CacolanternBall { - SpawnID 219 + //SpawnID 219 Radius 6 Height 8 Speed 20 @@ -143,7 +143,7 @@ ACTOR CacolanternBall ACTOR Abaddon : Cacolantern 5015 { - SpawnID 220 + //SpawnID 220 Health 1200 Speed 12 PainChance 40 @@ -183,7 +183,7 @@ ACTOR Abaddon : Cacolantern 5015 ACTOR AbaddonBall { - SpawnID 221 + //SpawnID 221 Radius 6 Height 8 Speed 20 @@ -212,7 +212,7 @@ ACTOR AbaddonBall ACTOR Belphegor : HellKnight 5008 { - SpawnID 215 + //SpawnID 215 Health 1500 PainChance 25 SeeSound "baron/sight" @@ -258,7 +258,7 @@ ACTOR Belphegor : HellKnight 5008 ACTOR BelphegorBall : BaronBall { - SpawnID 222 + //SpawnID 222 Speed 20 } @@ -270,7 +270,7 @@ ACTOR BelphegorBall : BaronBall ACTOR BloodDemon : Demon 15004 { - SpawnID 156 + //SpawnID 156 Health 300 Obituary "$OB_BLOODDEMON_MELEE" States @@ -311,7 +311,7 @@ ACTOR BloodDemon : Demon 15004 ACTOR Hectebus : Fatso 5007 { - SpawnID 158 + //SpawnID 158 Health 1200 PainChance 20 Obituary "$OB_HECTEBUS" @@ -389,8 +389,8 @@ ACTOR HectShot : FatShot ACTOR SuperShotgunGuy 5005 { - Game Doom - SpawnID 157 + //Game Doom + //SpawnID 157 Health 120 Radius 20 Height 56 diff --git a/pk3_data/ACTORS/SKULLTAG_ACTORS/skulltagspawners.dec b/pk3_data/ACTORS/SKULLTAG_ACTORS/skulltagspawners.dec index e42d8869..2b4182e4 100644 --- a/pk3_data/ACTORS/SKULLTAG_ACTORS/skulltagspawners.dec +++ b/pk3_data/ACTORS/SKULLTAG_ACTORS/skulltagspawners.dec @@ -12,7 +12,7 @@ ACTOR RedArmorSpot : CustomPickupInvasionSpot 5237 { - Game Doom + //Game Doom DropItem "RedArmor" } @@ -31,7 +31,7 @@ ACTOR RedArmorSpot : CustomPickupInvasionSpot 5237 ACTOR WeakMonsterSpot : CustomMonsterInvasionSpot replaces WeakDoomMonsterSpot { - Game Doom + //Game Doom DropItem "ZombieMan" DropItem "ShotgunGuy" DropItem "DoomImp" @@ -49,7 +49,7 @@ ACTOR WeakMonsterSpot : CustomMonsterInvasionSpot replaces WeakDoomMonsterSpot ACTOR PowerfulMonsterSpot : CustomMonsterInvasionSpot replaces PowerfulDoomMonsterSpot { - Game Doom + //Game Doom DropItem "ChaingunGuy" DropItem "SuperShotgunGuy" DropItem "Cacodemon" @@ -70,7 +70,7 @@ ACTOR PowerfulMonsterSpot : CustomMonsterInvasionSpot replaces PowerfulDoomMonst ACTOR VeryPowerfulMonsterSpot : CustomMonsterInvasionSpot replaces VeryPowerfulDoomMonsterSpot { - Game Doom + //Game Doom DropItem "Abaddon" DropItem "Hectebus" DropItem "Belphegor" @@ -85,7 +85,7 @@ ACTOR VeryPowerfulMonsterSpot : CustomMonsterInvasionSpot replaces VeryPowerfulD ACTOR AnyMonsterSpot : CustomMonsterInvasionSpot replaces AnyDoomMonsterSpot { - Game Doom + //Game Doom DropItem "DoomImp" DropItem "DarkImp" DropItem "Demon" @@ -120,7 +120,7 @@ ACTOR AnyMonsterSpot : CustomMonsterInvasionSpot replaces AnyDoomMonsterSpot ACTOR DarkImpSpot : CustomMonsterInvasionSpot 5206 { - Game Doom + //Game Doom DropItem "DarkImp" } @@ -132,7 +132,7 @@ ACTOR DarkImpSpot : CustomMonsterInvasionSpot 5206 ACTOR BloodDemonSpot : CustomMonsterInvasionSpot 5209 { - Game Doom + //Game Doom DropItem "BloodDemon" } @@ -144,7 +144,7 @@ ACTOR BloodDemonSpot : CustomMonsterInvasionSpot 5209 ACTOR SuperShotgunGuySpot : CustomMonsterInvasionSpot 5213 { - Game Doom + //Game Doom DropItem "SuperShotgunGuy" } @@ -156,7 +156,7 @@ ACTOR SuperShotgunGuySpot : CustomMonsterInvasionSpot 5213 ACTOR CacolanternSpot : CustomMonsterInvasionSpot 5215 { - Game Doom + //Game Doom DropItem "Cacolantern" } @@ -168,7 +168,7 @@ ACTOR CacolanternSpot : CustomMonsterInvasionSpot 5215 ACTOR AbaddonSpot : CustomMonsterInvasionSpot 5216 { - Game Doom + //Game Doom DropItem "Abaddon" } @@ -180,7 +180,7 @@ ACTOR AbaddonSpot : CustomMonsterInvasionSpot 5216 ACTOR HectebusSpot : CustomMonsterInvasionSpot 5219 { - Game Doom + //Game Doom DropItem "Hectebus" } @@ -192,7 +192,7 @@ ACTOR HectebusSpot : CustomMonsterInvasionSpot 5219 ACTOR BelphegorSpot : CustomMonsterInvasionSpot 5223 { - Game Doom + //Game Doom DropItem "Belphegor" } @@ -211,7 +211,7 @@ ACTOR BelphegorSpot : CustomMonsterInvasionSpot 5223 ACTOR MinigunSpot : CustomWeaponInvasionSpot 5271 { - Game Doom + //Game Doom DropItem "Minigun" } @@ -223,7 +223,7 @@ ACTOR MinigunSpot : CustomWeaponInvasionSpot 5271 ACTOR GrenadeLauncherSpot : CustomWeaponInvasionSpot 5273 { - Game Doom + //Game Doom DropItem "GrenadeLauncher" } @@ -235,7 +235,7 @@ ACTOR GrenadeLauncherSpot : CustomWeaponInvasionSpot 5273 ACTOR RailgunSpot : CustomWeaponInvasionSpot 5275 { - Game Doom + //Game Doom DropItem "Railgun" } @@ -247,7 +247,7 @@ ACTOR RailgunSpot : CustomWeaponInvasionSpot 5275 ACTOR BFG10KSpot : CustomWeaponInvasionSpot 5277 { - Game Doom + //Game Doom DropItem "BFG10K" } diff --git a/pk3_data/ACTORS/SKULLTAG_ACTORS/skulltagstatues.dec b/pk3_data/ACTORS/SKULLTAG_ACTORS/skulltagstatues.dec index ec0d6548..735f7602 100644 --- a/pk3_data/ACTORS/SKULLTAG_ACTORS/skulltagstatues.dec +++ b/pk3_data/ACTORS/SKULLTAG_ACTORS/skulltagstatues.dec @@ -6,9 +6,9 @@ ACTOR ImpStatue 5110 { - Game Doom - Game Heretic - Game Hexen + //Game Doom + //Game Heretic + //Game Hexen Radius 20 Height 56 +SOLID @@ -28,9 +28,9 @@ ACTOR ImpStatue 5110 ACTOR DemonStatue 5111 { - Game Doom - Game Heretic - Game Hexen + //Game Doom + //Game Heretic + //Game Hexen Radius 30 Height 56 +SOLID @@ -50,9 +50,9 @@ ACTOR DemonStatue 5111 ACTOR ArchvileStatue 5112 { - Game Doom - Game Heretic - Game Hexen + //Game Doom + //Game Heretic + //Game Hexen Radius 20 Height 56 +SOLID @@ -72,9 +72,9 @@ ACTOR ArchvileStatue 5112 ACTOR BaronStatue 5113 { - Game Doom - Game Heretic - Game Hexen + //Game Doom + //Game Heretic + //Game Hexen Radius 24 Height 64 +SOLID @@ -94,9 +94,9 @@ ACTOR BaronStatue 5113 ACTOR CyberdemonStatue 5114 { - Game Doom - Game Heretic - Game Hexen + //Game Doom + //Game Heretic + //Game Hexen Radius 40 Height 110 +SOLID @@ -116,9 +116,9 @@ ACTOR CyberdemonStatue 5114 ACTOR MassmouthStatue 5115 { - Game Doom - Game Heretic - Game Hexen + //Game Doom + //Game Heretic + //Game Hexen Radius 24 Height 64 XScale 0.5 diff --git a/pk3_data/ACTORS/SKULLTAG_ACTORS/skulltagweapons.dec b/pk3_data/ACTORS/SKULLTAG_ACTORS/skulltagweapons.dec index abd78813..257d44a4 100644 --- a/pk3_data/ACTORS/SKULLTAG_ACTORS/skulltagweapons.dec +++ b/pk3_data/ACTORS/SKULLTAG_ACTORS/skulltagweapons.dec @@ -6,7 +6,7 @@ ACTOR Minigun : Weapon 5014 { - Game Doom + //Game Doom Weapon.AmmoType "Clip" Weapon.AmmoGive 20 Weapon.AmmoUse 1 @@ -15,7 +15,7 @@ ACTOR Minigun : Weapon 5014 Inventory.PickupMessage "$PICKUP_MINIGUN" Obituary "$OB_MINIGUN" AttackSound "weapons/minigun" - SpawnID 214 + //SpawnID 214 Radius 20 Height 16 States @@ -55,11 +55,11 @@ ACTOR Minigun : Weapon 5014 // RailGun // //================================================================================================= - +/* ACTOR RailGun : DoomWeapon 5012 { - Game Doom - SpawnID 164 + //Game Doom + //SpawnID 164 Radius 20 Height 16 Weapon.Selectionorder 100 @@ -98,7 +98,7 @@ ACTOR RailGun : DoomWeapon 5012 stop } } - +*/ //================================================================================================= // // BFG10K @@ -107,8 +107,8 @@ ACTOR RailGun : DoomWeapon 5012 ACTOR BFG10K : DoomWeapon 5013 { - Game Doom - SpawnID 165 + //Game Doom + //SpawnID 165 Radius 20 Height 20 Weapon.Selectionorder 2800 @@ -176,8 +176,8 @@ ACTOR BFG10K : DoomWeapon 5013 ACTOR BFG10kShot { - Game Doom - SpawnID 217 + //Game Doom + //SpawnID 217 Radius 11 Height 8 Speed 20 @@ -214,8 +214,8 @@ ACTOR BFG10kShot ACTOR GrenadeLauncher : DoomWeapon 5011 { - Game Doom - SpawnID 163 + //Game Doom + //SpawnID 163 Radius 20 Height 16 Weapon.Selectionorder 2500 diff --git a/pk3_data/ACTORS/WEAPONS.dec b/pk3_data/ACTORS/WEAPONS.dec index 667cf721..292bc1c1 100644 --- a/pk3_data/ACTORS/WEAPONS.dec +++ b/pk3_data/ACTORS/WEAPONS.dec @@ -4,7 +4,7 @@ // NEED TO ADD // WTF -// NEXT : 26404 +// NEXT : 26409 // Predefines @@ -28,18 +28,15 @@ ACTOR DUMP3Cooldown : Powerup } actor DUMP3ChainsawSlotFilled : DUMP3Boolean { -INVENTORY.UNDROPPABLE /*+INVENTORY.UNTOSSABLE*/ } -actor DUMP3Weapon : Weapon +actor "DPT.HQ-Weapon" : DoomWeapon { - /*Weapon.BobStyle Alpha - Weapon.BobSpeed 2.5 - Weapon.BobRangeX 0.2 - Weapon.BobRangeY 0.5*/ - // +INVENTORY.UNDROPPABLE - //+INVENTORY.UNTOSSABLE - +WEAPON.AMMO_OPTIONAL - +WEAPON.ALT_AMMO_OPTIONAL - +WEAPON.NOALERT - // +CHEATNOTWEAPON + Weapon.BobStyle InverseSmooth + Weapon.BobSpeed 1.6 + Weapon.BobRangeY 0.6 + Weapon.BobRangeX 1.0 + //Weapon.UpSound "misc/w_pkup" + //Decal "BulletChip" + //+WEAPON.CHEATNOTWEAPON States { Ready: @@ -56,12 +53,26 @@ actor DUMP3Weapon : Weapon Fire: TNT1 A 1 goto Ready + } +} +ACTOR DUMP3Weapon : "DPT.HQ-Weapon" +{ + +CLIENTSIDEONLY + Weapon.BobStyle Alpha + Weapon.BobSpeed 2.5 + Weapon.BobRangeX 0.2 + Weapon.BobRangeY 0.5 + +WEAPON.AMMO_OPTIONAL + +WEAPON.ALT_AMMO_OPTIONAL + +WEAPON.NOALERT + States + { Zoom: "####" "#" 1 A_WeaponReady (WRF_NOFIRE) "####" "#" 0 A_JumpIfInventory("DUMP3WeaponDropCooldown",1,"Ready") "####" "#" 0 A_GiveInventory("DUMP3WeaponDropCounter",1) "####" "#" 0 A_JumpIfInventory("DUMP3WeaponDropCounter",0,"DropGun") - "####" "#" 1 A_WeaponReady (WRF_NOFIRE /*| WRF_ALLOWZOOM*/) + "####" "#" 1 A_WeaponReady (WRF_NOFIRE | WRF_ALLOWZOOM) "####" "#" 0 A_TakeInventory("DUMP3WeaponDropCounter",999) "####" "#" 0 A_Jump(256, "Ready") Goto Ready @@ -96,7 +107,8 @@ ACTOR DUMP3WeaponDropCooldown : DUMP3Cooldown // Weapons -ACTOR Unarmed : Weapon +// ALL CLASSES UNARMED +ACTOR Unarmed : "DPT.HQ-Weapon" { AttackSound "fist/hit" //$Category Weapons @@ -170,7 +182,7 @@ ACTOR Unarmed : Weapon Goto RealReady } } -ACTOR PocikUnarmed : Weapon +ACTOR PocikUnarmed : "DPT.HQ-Weapon" { AttackSound "fist/hit" //$Category Weapons @@ -239,6 +251,219 @@ ACTOR PocikUnarmed : Weapon Goto RealReady } } +ACTOR VodkaUnarmed : "DPT.HQ-Weapon" +{ + AttackSound "fist/hit" + //$Category Weapons + States + { + Ready: + PCW1 ABCD 4 + PCW1 A 0 A_PlaySound("KNUCKLED") + PCW1 EFG 3 + RealReady: + PCW2 A 9 A_WeaponReady + Loop + Deselect: + NULL A 1 A_Lower + Loop + Select: + NULL A 0 A_Raise + Wait + Fire: + PCW2 A 0 A_JumpIfInventory("StrongItem",1,"StrongFire") + NormalFire: + PCW2 A 0 A_JumpIfInventory("FistSeq",1,"Right") + Left: + PCW2 B 2 + PCW2 C 2 A_PlaySound("fist/dodge") + PCW2 D 2 A_CustomPunch(8,0,0,"FistPuff") + PCW2 E 1 + PCW2 F 1 + PCW2 G 1 + PCW2 A 2 A_GiveInventory("FistSeq",1) + Goto RealReady + Right: + PCW2 I 2 + PCW2 J 2 A_PlaySound("fist/dodge") + PCW2 K 2 A_CustomPunch(8,0,0,"FistPuff") + PCW2 L 1 + PCW2 M 1 + PCW2 N 1 + PCW2 O 2 A_TakeInventory("FistSeq",1) + Goto RealReady + StrongFire: + PCW2 A 0 A_JumpIfInventory("FistSeq",1,"StrongRight") + StrongLeft: + PCW2 B 2 + PCW2 C 2 A_PlaySound("fist/brutalmodeswing") + PCW2 D 2 A_CustomPunch(32,0,0,"FistPuff") + PCW2 E 1 + PCW2 F 1 + PCW2 G 1 + PCW2 A 2 A_GiveInventory("FistSeq",1) + Goto RealReady + StrongRight: + PCW2 I 2 + PCW2 J 2 A_PlaySound("fist/brutalmodeswing") + PCW2 K 2 A_CustomPunch(32,0,0,"FistPuff") + PCW2 L 1 + PCW2 M 1 + PCW2 N 1 + PCW2 O 2 A_TakeInventory("FistSeq",1) + Goto RealReady + AltFire: + PCW3 B 2 + PCW3 C 2 A_PlaySound("fist/brutalmodeswing") + PCW3 D 2 A_CustomPunch(12,0,0,"FistPuff") + PCW3 A 2 A_GiveInventory("FistSeq",1) + Goto RealReady + } +} +ACTOR ArmymanUnarmed : "DPT.HQ-Weapon" // WORKER +{ + //$Category Weapons + AttackSound "fist/hit" + +WEAPON.CHEATNOTWEAPON + +INVENTORY.UNDROPPABLE + States + { + Ready: + PCW1 ABCD 4 + PCW1 A 0 A_PlaySound("KNUCKLED") + PCW1 EFG 3 + RealReady: + PCW2 A 9 A_WeaponReady + Loop + Deselect: + NULL A 1 A_Lower + Loop + Select: + NULL A 0 A_Raise + Wait + Fire: + PCW2 A 0 A_JumpIfInventory("StrongItem",1,"StrongFire") + NormalFire: + PCW2 A 0 A_JumpIfInventory("FistSeq",1,"Right") + Left: + PCW2 B 2 + PCW2 C 2 A_PlaySound("fist/dodge") + PCW2 D 2 A_CustomPunch(8,0,0,"FistPuff") + PCW2 E 1 + PCW2 F 1 + PCW2 G 1 + PCW2 A 2 A_GiveInventory("FistSeq",1) + Goto RealReady + Right: + PCW2 I 2 + PCW2 J 2 A_PlaySound("fist/dodge") + PCW2 K 2 A_CustomPunch(8,0,0,"FistPuff") + PCW2 L 1 + PCW2 M 1 + PCW2 N 1 + PCW2 O 2 A_TakeInventory("FistSeq",1) + Goto RealReady + StrongFire: + PCW2 A 0 A_JumpIfInventory("FistSeq",1,"StrongRight") + StrongLeft: + PCW2 B 2 + PCW2 C 2 A_PlaySound("fist/brutalmodeswing") + PCW2 D 2 A_CustomPunch(32,0,0,"FistPuff") + PCW2 E 1 + PCW2 F 1 + PCW2 G 1 + PCW2 A 2 A_GiveInventory("FistSeq",1) + Goto RealReady + StrongRight: + PCW2 I 2 + PCW2 J 2 A_PlaySound("fist/brutalmodeswing") + PCW2 K 2 A_CustomPunch(32,0,0,"FistPuff") + PCW2 L 1 + PCW2 M 1 + PCW2 N 1 + PCW2 O 2 A_TakeInventory("FistSeq",1) + Goto RealReady + AltFire: + PCW3 B 2 + PCW3 C 2 A_PlaySound("fist/brutalmodeswing") + PCW3 D 2 A_CustomPunch(12,0,0,"FistPuff") + PCW3 A 2 A_GiveInventory("FistSeq",1) + Goto RealReady + } +} +ACTOR LXandroUnarmed : "DPT.HQ-Weapon" +{ + //$Category Weapons + +WEAPON.CHEATNOTWEAPON + +INVENTORY.UNDROPPABLE + Obituary "%k has kicked %o's ass." + AttackSound "fist/hit" + States + { + Ready: + DNKN ABC 2 + DNKN CBA 2 + DNKN A 0 A_PlaySound("KNUCKLED") + RealReady: + TNT1 A 9 A_WeaponReady + Loop + Deselect: + TNT1 A 1 A_Lower + Loop + Select: + TNT1 A 0 A_Raise + Wait + Fire: + DNBT A 1 A_Jump(255,"Fire1","Fire2") + Goto RealReady + Fire1: + TNT1 A 1 A_SetSpeed(0.0) + TNT1 A 0 A_PlaySound("fist/brutalmodeswing", 4) + TNT1 A 0 A_SetPitch(Pitch-1) + DNBT A 1 offset(0,78) A_ZoomFactor(0.98) + TNT1 A 0 A_SetPitch(Pitch-1) + DNBT A 1 offset(0,45) A_ZoomFactor(0.96) + TNT1 A 0 A_SetPitch(Pitch-1) + DNBT A 1 A_ZoomFactor(0.95) + DNBT B 4 A_CustomPunch(12,0,0,"FistPuff") + TNT1 A 0 A_SetPitch(Pitch+1) + DNBT A 1 A_ZoomFactor(0.96) + TNT1 A 0 A_SetPitch(Pitch+1) + DNBT A 1 offset(0,32) A_ZoomFactor(0.97) + TNT1 A 0 A_SetPitch(Pitch+1) + DNBT A 1 offset(0,45) A_ZoomFactor(0.98) + TNT1 A 0 A_SetPitch(Pitch+1) + DNBT A 1 offset(0,64) A_ZoomFactor(0.99) + TNT1 A 0 A_SetPitch(Pitch+1) + DNBT A 1 offset(0,96) A_ZoomFactor(1.00) + TNT1 A 4 + TNT1 A 1 A_SetSpeed(1.0) + Goto RealReady + Fire2: + TNT1 A 1 A_SetSpeed(0.0) + TNT1 A 0 A_PlaySound("fist/brutalmodeswing", 5) + TNT1 A 0 A_SetPitch(Pitch-1) + DNBT C 1 offset(0,78) A_ZoomFactor(0.98) + TNT1 A 0 A_SetPitch(Pitch-1) + DNBT C 1 offset(0,45) A_ZoomFactor(0.96) + TNT1 A 0 A_SetPitch(Pitch-1) + DNBT C 1 A_ZoomFactor(0.95) + DNBT D 4 A_CustomPunch(12,0,0,"FistPuff") + TNT1 A 0 A_SetPitch(Pitch+1) + DNBT C 1 A_ZoomFactor(0.96) + TNT1 A 0 A_SetPitch(Pitch+1) + DNBT C 1 offset(0,32) A_ZoomFactor(0.97) + TNT1 A 0 A_SetPitch(Pitch+1) + DNBT C 1 offset(0,45) A_ZoomFactor(0.98) + TNT1 A 0 A_SetPitch(Pitch+1) + DNBT C 1 offset(0,64) A_ZoomFactor(0.99) + TNT1 A 0 A_SetPitch(Pitch+1) + DNBT C 1 offset(0,96) A_ZoomFactor(1.00) + TNT1 A 4 + TNT1 A 1 A_SetSpeed(1.0) + Goto RealReady + } +} ACTOR FistSeq : Ammo { Inventory.Amount 0 @@ -269,7 +494,7 @@ ACTOR FistPuff Stop } } -ACTOR SSG : Weapon 26208 +ACTOR SSG : "DPT.HQ-Weapon" 26208 { //$Category Weapons Weapon.AmmoUse 2 @@ -309,7 +534,7 @@ ACTOR SSG : Weapon 26208 Stop } } -ACTOR Topor : weapon 26222 //2005 +ACTOR Topor : "DPT.HQ-Weapon" 26222 { Inventory.PickupMessage "Picked up a RaskolnicOFF. Where is a granny!?.." Inventory.PickupSound "misc/w_pkup" @@ -355,7 +580,7 @@ ACTOR Topor : weapon 26222 //2005 Goto Ready } } -ACTOR Axe : Weapon 26223 //replaces Chainsaw +ACTOR Axe : "DPT.HQ-Weapon" 26223 { +WEAPON.MELEEWEAPON +WEAPON.NOALERT @@ -419,7 +644,7 @@ ACTOR AxeHitPuff : BulletPuff Stop } } -ACTOR RivetGun : Weapon 26332 +ACTOR RivetGun : "DPT.HQ-Weapon" 26332 { Inventory.PickupSound "misc/w_pkup" Inventory.PickupMessage "You got the Rivet Gun!" @@ -538,11 +763,11 @@ ACTOR RivetProj : FastProjectile Loop Death: TNT1 A 0 - TNT1 A 0 //A_SetScale(0.3) + TNT1 A 0 A_SetScale(0.3) TNT1 A 0 A_SpawnItemEx("RivetBoltReboundFX",0,0,3,random(-2,2),random(-2,2),random(3,9),random(0,359),32) TNT1 A 0 A_SetTranslucent(0.8) - RIVP A 2 BRIGHT - RIVP BCDE 1 BRIGHT + RIVP A 2 Bright + RIVP BCDE 1 Bright Stop } } @@ -589,11 +814,11 @@ ACTOR RivetProjPainless : FastProjectile //+PAINLESS on this version to prevent Loop Death: TNT1 A 0 - TNT1 A 0 //A_SetScale(0.3) + TNT1 A 0 A_SetScale(0.3) TNT1 A 0 A_SpawnItemEx("RivetBoltReboundFX",0,0,3,random(-2,2),random(-2,2),random(3,9),random(0,359),32) TNT1 A 0 A_SetTranslucent(0.8) - RIVP A 2 BRIGHT - RIVP BCDE 1 BRIGHT + RIVP A 2 Bright + RIVP BCDE 1 Bright Stop } } @@ -642,7 +867,7 @@ ACTOR RivetSpreadShot : FastProjectile TNT1 A 0 A_CustomMissile("RivetSpreadProj", 0, 0, 90, CMF_AIMDIRECTION) TNT1 A 0 A_CustomMissile("RivetSpreadProj", 0, 0, -130, CMF_AIMDIRECTION) TNT1 A 0 A_CustomMissile("RivetSpreadProj", 0, 0, 130, CMF_AIMDIRECTION) - TNT1 A 0 //A_SetScale(0.8) + TNT1 A 0 A_SetScale(0.8) TNT1 A 0 A_SetTranslucent(0.8) CLSD ABCDEFGHI 1 Bright Stop @@ -681,7 +906,7 @@ ACTOR RivetSpreadProj Death: TNT1 A 0 A_SpawnItemEx("RivetBoltReboundFX",0,0,3,random(-2,2),random(-2,2),random(3,9),random(0,359),32) TNT1 A 0 - TNT1 A 0 //A_SetScale(0.4) + TNT1 A 0 A_SetScale(0.4) TNT1 A 0 A_SetTranslucent(0.8) CLSD ABCDEFGHI 1 Bright Stop @@ -723,7 +948,7 @@ ACTOR RivetFlyRing //Rivet projectile flight effect. { +NOINTERACTION +NOCLIP - +BRIGHT + +Bright Radius 1 Height 1 Renderstyle Add @@ -733,8 +958,8 @@ ACTOR RivetFlyRing //Rivet projectile flight effect. { Spawn: RIVF AAA 1 - RIVF A 1 //A_SetScale(0.15) - RIVF A 1 //A_SetScale(0.10) + RIVF A 1 A_SetScale(0.15) + RIVF A 1 A_SetScale(0.10) Stop } } @@ -742,7 +967,7 @@ ACTOR RivetFlyRingB //Rivet projectile flight effect. Alt fire. { +NOINTERACTION +NOCLIP - +BRIGHT + +Bright Radius 1 Height 1 Renderstyle Add @@ -787,7 +1012,7 @@ ACTOR RivetBoltReboundFX Goto Death+1 } } -ACTOR M40Rifle : Weapon 26333 // WORKER +ACTOR M40Rifle : "DPT.HQ-Weapon" 26333 // WORKER { //$Category Weapons Obituary "%o was sniped out by %k's M40" @@ -901,7 +1126,7 @@ ACTOR M40762Ammo : Ammo 26224 { Spawn: SNPP B -1 - stop + Stop } } // Delta-Touch & GZDoom Fix @@ -920,7 +1145,7 @@ ACTOR M40762AmmoBox : Ammo 26225 Stop } } -ACTOR SpawnerModule_Weapon : Weapon 25018 //WORKER // NEED USE ONLY TO SUMONNER CLASS +ACTOR SpawnerModule_Weapon : "DPT.HQ-Weapon" 25018 //WORKER // NEED USE ONLY TO SUMONNER CLASS { Inventory.PickupSound "misc/w_pkup" Inventory.PickupMessage "You got a Spawner Module!" @@ -961,7 +1186,7 @@ ACTOR SpawnerModule_Weapon : Weapon 25018 //WORKER // NEED USE ONLY TO SUMONNER Goto Ready } } -ACTOR SpawnerModule_Detonator : Weapon //WORKER // NEED USE ONLY TO SUMONNER CLASS +ACTOR SpawnerModule_Detonator : "DPT.HQ-Weapon" //WORKER // NEED USE ONLY TO SUMONNER CLASS { Inventory.PickupSound "misc/w_pkup" Weapon.AmmoType "SpawnerModules" @@ -1043,14 +1268,14 @@ ACTOR SpawnerModule_OverheatExplosion Speed 0 ExplosionDamage 255 ExplosionRadius 192 - SpawnId 201 // !!! + //SpawnID 201 // !!! States { Spawn: - NKXP B 3 BRIGHT - NKXP C 3 BRIGHT - NKXP D 3 BRIGHT A_Explode - NKXP EFGHIJKLMNOPQRSTUV 3 BRIGHT + NKXP B 3 Bright + NKXP C 3 Bright + NKXP D 3 Bright A_Explode + NKXP EFGHIJKLMNOPQRSTUV 3 Bright Stop } } @@ -1061,14 +1286,14 @@ ACTOR SpawnerModule_SpawningProcess Height 56 Speed 0 Scale 3.5 - SpawnId 202 // !!! + //SpawnID 202 // !!! States { Spawn: - GIZB A 3 BRIGHT A_SpawnItem("Egg1337",1,8) - GIZB B 3 BRIGHT - GIZB C 3 BRIGHT - GIZB D 3 BRIGHT + GIZB A 3 Bright A_SpawnItem("Egg1337",1,8) + GIZB B 3 Bright + GIZB C 3 Bright + GIZB D 3 Bright Stop } } @@ -1122,10 +1347,10 @@ ACTOR BabyCacoBall States { Spawn: - BCAB AB 4 BRIGHT + BCAB AB 4 Bright Loop Death: - BCAB CDE 6 BRIGHT + BCAB CDE 6 Bright Stop } } @@ -1148,7 +1373,7 @@ ACTOR KidCaco 9655 MONSTER +NOGRAVITY +FLOAT - states + States { Spawn: CACB A 0 @@ -1169,12 +1394,12 @@ ACTOR KidCaco 9655 CACB A 10 A_Wander goto See CACB B 5 A_FaceTarget - CACB C 5 bright A_CustomMissile("BabyCacoBall", 17, 0, 0) + CACB C 5 Bright A_CustomMissile("BabyCacoBall", 17, 0, 0) goto See Grow: CACB A 0 CACB A 1 A_SpawnItemEx("KidCaco2", 0,0,0,0,0,SXF_NOCHECKPOSITION) - stop + Stop Pain: CACB D 3 CACB D 3 A_Pain @@ -1209,12 +1434,12 @@ ACTOR KidCaco2 : KidCaco // deathsound "caco/death" // activesound "caco/active" // attacksound "caco/melee" - states + States { Grow: HEAD A 0 HEAD A 1 A_SpawnItemEx("KidCaco3", 0,0,0,0,0,SXF_NOCHECKPOSITION) - stop + Stop } } ACTOR KidCaco3 : KidCaco @@ -1231,12 +1456,12 @@ ACTOR KidCaco3 : KidCaco // deathsound "caco/death" // activesound "caco/active" // attacksound "caco/melee" - states + States { Grow: HEAD A 0 HEAD A 1 A_SpawnItemEx("KidCaco4", 0,0,0,0,0,SXF_NOCHECKPOSITION) - stop + Stop } } ACTOR KidCaco4 : KidCaco3 @@ -1253,15 +1478,15 @@ ACTOR KidCaco4 : KidCaco3 // deathsound "caco/death" // activesound "caco/active" // attacksound "caco/melee" - states + States { Grow: HEAD A 0 HEAD A 0 A_Jump(140,2) HEAD A 1 A_SpawnItemEx("GrowedCacodemonBoy", 0,0,0,0,0,SXF_NOCHECKPOSITION) - stop + Stop HEAD A 1 A_SpawnItemEx("GrowedCacodemonGirl", 0,0,0,0,0,SXF_NOCHECKPOSITION) - stop + Stop } } ACTOR SpawnerModules : Ammo 26226 @@ -1280,7 +1505,7 @@ ACTOR SpawnerModules : Ammo 26226 } ACTOR SpawnerModulesBox : CustomInventory 26227 { - SpawnID 134 + //SpawnID 134 +COUNTITEM +INVENTORY.ALWAYSPICKUP Inventory.PickupMessage "Picked up a box of pipebombs." @@ -1295,7 +1520,7 @@ ACTOR SpawnerModulesBox : CustomInventory 26227 Stop } } -ACTOR UberMinigun : Weapon 26334 +ACTOR UberMinigun : "DPT.HQ-Weapon" 26334 { //$Category Weapons Inventory.PickupMessage "You got the UberMinigun!" @@ -1329,9 +1554,9 @@ ACTOR UberMinigun : Weapon 26334 MINF A 0 A_GunFlash MINF A 0 A_PlayweaponSound("weapons/minigun") MINF A 0 A_PlaySound("weapons/minigunhold") - MINF A 1 BRIGHT A_FireBullets (5.6, 0, 2, 5, "BulletPuff") - MINF C 1 BRIGHT - MINF B 1 BRIGHT + MINF A 1 Bright A_FireBullets (5.6, 0, 2, 5, "BulletPuff") + MINF C 1 Bright + MINF B 1 Bright MING C 0 A_ReFire MING A 0 A_PlaySound("weapons/minigundown") MING A 1 @@ -1351,7 +1576,7 @@ ACTOR UberMinigun : Weapon 26334 Goto Ready } } -ACTOR Satcheler : Weapon 25020 +ACTOR Satcheler : "DPT.HQ-Weapon" 25020 { //$Category Weapons Inventory.PickupSound "misc/w_pkup" @@ -1390,44 +1615,44 @@ ACTOR Satcheler : Weapon 25020 STCG A 0 A_Raise Loop Fire: + STCG A 0 A_JumpIfNoAmmo("Ready") + STCG ABCDEFGH 1 + TNT1 A 2 A_ReFire + TNT1 A 0 A_PlayWeaponSound("Weapons/SatchelToss") + TNT1 A 0 A_PlaySoundEx("Weapons/SatchelOof","Voice") + TNT1 A 0 A_FireCustomMissile("SatchelSpawner",0,1,20,0) + HNDG IJKLMNOP 1 + TNT1 A 15 + Goto SatchelOn + Hold: + TNT1 A 1 + TNT1 A 0 A_ReFire + TNT1 A 0 A_PlayWeaponSound("Weapons/SatchelToss") + TNT1 A 0 A_PlaySoundEx("Weapons/SatchelOof","Voice") + TNT1 A 0 A_FireCustomMissile("SatchelSpawner",0,1,20,0) + HNDG IJKLMNOP 1 + TNT1 A 15 + Goto SatchelOn + AltFire: STCG A 0 A_JumpIfNoAmmo("Ready") STCG ABCDEFGH 1 STCG HGF 1 TNT1 A 0 A_PlayWeaponSound("Weapons/SatchelToss") - TNT1 A 0 A_FireCustomMissile("SatchelSpawner",0,1,-20,0) + TNT1 A 0 A_FireCustomMissile("SatchelBlaster",0,1,-20,0) STCF ABCDEFGH 1 TNT1 A 10 TNT1 A 10 A_ReFire Goto SatchelOn - Hold: + AltHold: STCG A 0 A_JumpIfNoAmmo("Ready") STCG HGF 1 TNT1 A 0 A_PlayWeaponSound("Weapons/SatchelToss") - TNT1 A 0 A_FireCustomMissile("SatchelSpawner",0,1,-20,0) + TNT1 A 0 A_FireCustomMissile("SatchelBlaster",0,1,-20,0) STCF ABCDEFGH 1 TNT1 A 10 STCG A 0 A_JumpIfNoAmmo("SatchelOn") TNT1 A 10 A_ReFire Goto SatchelOn - AltFire: - STCG A 0 A_JumpIfNoAmmo("Ready") - STCG ABCDEFGH 1 - TNT1 A 2 A_ReFire - TNT1 A 0 A_PlayWeaponSound("Weapons/SatchelToss") - TNT1 A 0 A_PlaySoundEx("Weapons/SatchelOof","Voice") - TNT1 A 0 A_FireCustomMissile("SatchelBlaster",0,1,20,0) - HNDG IJKLMNOP 1 - TNT1 A 15 - Goto SatchelOn - AltHold: - TNT1 A 1 - TNT1 A 0 A_ReFire - TNT1 A 0 A_PlayWeaponSound("Weapons/SatchelToss") - TNT1 A 0 A_PlaySoundEx("Weapons/SatchelOof","Voice") - TNT1 A 0 A_FireCustomMissile("SatchelBlaster",0,1,20,0) - HNDG IJKLMNOP 1 - TNT1 A 15 - Goto SatchelOn } } ACTOR SatchelAmmo : Ammo 26228 @@ -1458,7 +1683,7 @@ ACTOR SatchelSpawner Death: STCP A 0 A_NoBlocking STCP A 1 A_SpawnItem("BrutalExplosion",0,0) // "AmmoSatchel2" - stop + Stop } } ACTOR AmmoSatchel2 : CustomInventory 26229 @@ -1468,14 +1693,14 @@ ACTOR AmmoSatchel2 : CustomInventory 26229 -COUNTITEM +INVENTORY.AUTOACTIVATE +INVENTORY.ALWAYSPICKUP - states + States { Pickup: TNT1 A 0 A_GiveInventory("Clip",10) TNT1 A 0 A_GiveInventory("Shell",4) TNT1 A 0 A_GiveInventory("RocketAmmo",2) TNT1 A 0 A_GiveInventory("Cell",20) - stop + Stop Spawn: STCP A 600 Goto FadeOut @@ -1514,7 +1739,7 @@ ACTOR SatchelBlaster Stop } } -ACTOR FlameThrower2 : Weapon 26335 +ACTOR FlameThrower2 : "DPT.HQ-Weapon" 26335 { //$Category Weapons Inventory.PickupSound "misc/w_pkup" @@ -1539,19 +1764,19 @@ ACTOR FlameThrower2 : Weapon 26335 FLMG A 1 A_Raise Loop Fire: - FLMG E 0 bright A_GunFlash - FLMG E 1 bright A_FireCustomMissile("FTFire", 0, 1, Random(-4, 4), 0) - FLMG F 1 bright A_FireCustomMissile("FTFire", 0, 0, Random(-4, 4), 0) - FLMG G 1 bright A_FireCustomMissile("FTFire", 0, 1, Random(-4, 4), 0) - FLMG E 0 bright A_GunFlash - FLMG E 1 bright A_FireCustomMissile("FTFire", 0, 1, Random(-4, 4), 0) - FLMG F 1 bright A_FireCustomMissile("FTFire", 0, 0, Random(-4, 4), 0) - FLMG G 1 bright A_FireCustomMissile("FTFire", 0, 1, Random(-4, 4), 0) - FLMG E 0 bright A_GunFlash - FLMG E 1 bright A_FireCustomMissile("FTFire", 0, 1, Random(-4, 4), 0) - FLMG F 1 bright A_FireCustomMissile("FTFire", 0, 0, Random(-4, 4), 0) - FLMG G 1 bright A_FireCustomMissile("FTFire", 0, 1, Random(-4, 4), 0) - FLMG H 2 bright A_ReFire + FLMG E 0 Bright A_GunFlash + FLMG E 1 Bright A_FireCustomMissile("FTFire", 0, 1, Random(-4, 4), 0) + FLMG F 1 Bright A_FireCustomMissile("FTFire", 0, 0, Random(-4, 4), 0) + FLMG G 1 Bright A_FireCustomMissile("FTFire", 0, 1, Random(-4, 4), 0) + FLMG E 0 Bright A_GunFlash + FLMG E 1 Bright A_FireCustomMissile("FTFire", 0, 1, Random(-4, 4), 0) + FLMG F 1 Bright A_FireCustomMissile("FTFire", 0, 0, Random(-4, 4), 0) + FLMG G 1 Bright A_FireCustomMissile("FTFire", 0, 1, Random(-4, 4), 0) + FLMG E 0 Bright A_GunFlash + FLMG E 1 Bright A_FireCustomMissile("FTFire", 0, 1, Random(-4, 4), 0) + FLMG F 1 Bright A_FireCustomMissile("FTFire", 0, 0, Random(-4, 4), 0) + FLMG G 1 Bright A_FireCustomMissile("FTFire", 0, 1, Random(-4, 4), 0) + FLMG H 2 Bright A_ReFire Goto Ready Flash: TNT1 A 2 A_Light1 @@ -1578,18 +1803,18 @@ ACTOR FTFire { Spawn: TNT1 A 2 - FRFX ABCD 2 bright A_Explode(5, 8, 0) + FRFX ABCD 2 Bright A_Explode(5, 8, 0) TNT1 A 0 A_LowGravity - FRFX EFG 2 bright A_Explode(5, 16, 0) - FRFX HIJ 2 bright A_Explode(5, 32, 0) - FRFX KLM 2 bright A_Explode(5, 64, 0) - FRFX NO 2 bright + FRFX EFG 2 Bright A_Explode(5, 16, 0) + FRFX HIJ 2 Bright A_Explode(5, 32, 0) + FRFX KLM 2 Bright A_Explode(5, 64, 0) + FRFX NO 2 Bright Stop Death: - FRFX HIJ 2 bright A_Explode(5, 32, 0) + FRFX HIJ 2 Bright A_Explode(5, 32, 0) TNT1 A 0 A_CustomMissile("DropFire", 0, 0, 0, 4) - FRFX KLM 2 bright A_Explode(5, 64, 0) - FRFX NO 2 bright + FRFX KLM 2 Bright A_Explode(5, 64, 0) + FRFX NO 2 Bright Stop } } @@ -1609,20 +1834,20 @@ ACTOR DropFire { Spawn: TNT1 A 0 A_PlaySound("Flamethrower/Flame") - FLME A 2 bright A_Explode(5, 32, 0) - FLME BCDEFGHIJKLMN 2 bright A_Explode(5, 16, 0) + FLME A 2 Bright A_Explode(5, 32, 0) + FLME BCDEFGHIJKLMN 2 Bright A_Explode(5, 16, 0) TNT1 A 0 A_PlaySound("Flamethrower/Flame") - FLME A 2 bright A_Explode(5, 32, 0) - FLME BCDEFGHIJKLMN 2 bright A_Explode(5, 16, 0) + FLME A 2 Bright A_Explode(5, 32, 0) + FLME BCDEFGHIJKLMN 2 Bright A_Explode(5, 16, 0) TNT1 A 0 A_PlaySound("Flamethrower/Flame") - FLME A 2 bright A_Explode(5, 32, 0) - FLME BCDEFGHIJKLMN 2 bright A_Explode(5, 16, 0) + FLME A 2 Bright A_Explode(5, 32, 0) + FLME BCDEFGHIJKLMN 2 Bright A_Explode(5, 16, 0) TNT1 A 0 A_PlaySound("Flamethrower/Flame") - FLME A 2 bright A_Explode(5, 32, 0) - FLME BCDEFGHIJKLMN 2 bright A_Explode(5, 16, 0) + FLME A 2 Bright A_Explode(5, 32, 0) + FLME BCDEFGHIJKLMN 2 Bright A_Explode(5, 16, 0) TNT1 A 0 A_PlaySound("Flamethrower/Flame") - FLME A 2 bright A_Explode(5, 32, 0) - FLME BCDEFGHIJKLMN 2 bright A_Explode(5, 16, 0) + FLME A 2 Bright A_Explode(5, 32, 0) + FLME BCDEFGHIJKLMN 2 Bright A_Explode(5, 16, 0) TNT1 A 0 A_Jump(192, "Death") Loop Death: @@ -1663,7 +1888,7 @@ ACTOR BigGas : Ammo 26231 Loop } } -ACTOR Machinegun : Weapon 26336 +ACTOR Machinegun : "DPT.HQ-Weapon" 26336 { //$Category Weapons Obituary "%o was gunned down by %k's machinegun." @@ -1676,7 +1901,7 @@ ACTOR Machinegun : Weapon 26336 Weapon.AmmoType "Clip" Weapon.AmmoUse 1 Weapon.AmmoGive 20 - states + States { Ready: RGUN A 1 A_WeaponReady @@ -1696,16 +1921,16 @@ ACTOR Machinegun : Weapon 26336 RGUN A 5 goto Ready Flash: - TNT1 A 1 bright A_Light1 - TNT1 B 1 bright A_Light2 - TNT1 A 0 bright A_Light0 - stop + TNT1 A 1 Bright A_Light1 + TNT1 B 1 Bright A_Light2 + TNT1 A 0 Bright A_Light0 + Stop Spawn: RGUP A -1 - stop + Stop } } -ACTOR NailGunMG : Weapon 26337 +ACTOR NailGunMG : "DPT.HQ-Weapon" 26337 { //$Category Weapons Weapon.AmmoUse 1 @@ -1809,7 +2034,7 @@ ACTOR NailBlur Loop } } -ACTOR AlternativeDoom3SSG : SuperShotgun 26338 //Replaces SuperShotgun +ACTOR AlternativeDoom3SSG : SuperShotgun 26338 { //$Category Weapons Decal "BulletChip" @@ -1844,7 +2069,7 @@ ACTOR AlternativeDoom3SSG : SuperShotgun 26338 //Replaces SuperShotgun Stop } } -ACTOR Coachgun : DoomWeapon 26220 +ACTOR Coachgun : "DPT.HQ-Weapon" 26220 { //$Category Weapons Weapon.AmmoUse 2 @@ -1866,11 +2091,11 @@ ACTOR Coachgun : DoomWeapon 26220 Loop Fire: COCH A 3 - COCH B 1 bright A_FireBullets (5, 4, 20, 5, "BulletPuff") - COCH B 0 bright A_PlaySoundEx ("coachgun/fire", "soundslot5") - COCH B 0 bright A_Gunflash - COCH B 0 bright Radius_Quake (3, 2, 0, 1, 0) - COCH C 1 bright A_SetPitch (pitch-2) + COCH B 1 Bright A_FireBullets (5, 4, 20, 5, "BulletPuff") + COCH B 0 Bright A_PlaySoundEx ("coachgun/fire", "soundslot5") + COCH B 0 Bright A_Gunflash + COCH B 0 Bright Radius_Quake (3, 2, 0, 1, 0) + COCH C 1 Bright A_SetPitch (pitch-2) COCH D 1 A_SetPitch (pitch+0.4) COCH AAAA 2 A_SetPitch (pitch+0.4) COCH A 4 @@ -1896,7 +2121,7 @@ ACTOR Coachgun : DoomWeapon 26220 Stop } } -ACTOR EgoSmasher : Weapon 26339 +ACTOR EgoSmasher : "DPT.HQ-Weapon" 26339 { //$Category Weapons decal BulletChip @@ -1909,7 +2134,7 @@ ACTOR EgoSmasher : Weapon 26339 Weapon.AmmoUse 2 Weapon.AmmoGive 10 +WEAPON.NOAUTOFIRE - states + States { Spawn: SOGP A -1 @@ -1928,14 +2153,14 @@ ACTOR EgoSmasher : Weapon 26339 Fire: SOG2 A 0 A_GunFlash SOG2 A 0 A_PlayWeaponSound("EGOFIR") - SOG2 B 1 bright A_FireBullets(3,5,5,11,"BulletPuff",1) + SOG2 B 1 Bright A_FireBullets(3,5,5,11,"BulletPuff",1) SOG2 A 0 A_PlaySound("EGOFIR") - SOG2 C 1 bright A_FireBullets(3,5,5,11,"BulletPuff",0) + SOG2 C 1 Bright A_FireBullets(3,5,5,11,"BulletPuff",0) SOG2 DEFGHIJK 1 goto Ready } } -ACTOR SidebySide : DoomWeapon 26221 +ACTOR SidebySide : "DPT.HQ-Weapon" 26221 { //$Category Weapons Weapon.AmmoUse 2 @@ -1958,11 +2183,11 @@ ACTOR SidebySide : DoomWeapon 26221 Loop Fire: SBSH A 3 - SBSH B 1 bright A_FireBullets (4.4,1.5, 25, 11, "BulletPuff") - SBSH B 0 bright A_PlaySoundEx ("SBSFIRE/fire", "soundslot5") - SBSH B 0 bright A_Gunflash - SBSH B 0 bright - SBSH C 1 bright + SBSH B 1 Bright A_FireBullets (4.4,1.5, 25, 11, "BulletPuff") + SBSH B 0 Bright A_PlaySoundEx ("SBSFIRE/fire", "soundslot5") + SBSH B 0 Bright A_Gunflash + SBSH B 0 Bright + SBSH C 1 Bright SBSH D 1 SBSH AAAA 2 SBSH A 2 @@ -1988,9 +2213,18 @@ ACTOR SidebySide : DoomWeapon 26221 Stop } } -ACTOR Pussy : Weapon +ACTOR Pussy : "DPT.HQ-Weapon" { //$Category Weapons + Inventory.PickupSound "" + Inventory.PickupMessage "" + +WEAPON.MELEEWEAPON + Weapon.Kickback 0 + Weapon.YAdjust 0 + +INVENTORY.UNDROPPABLE + +WEAPON.CHEATNOTWEAPON + +WEAPON.NOAUTOFIRE + +WEAPON.NOALERT States { Ready: @@ -2027,7 +2261,7 @@ ACTOR mocha mass 1 DamageType Piss SeeSound "DSPISS" - states + States { Spawn: PISS ABCD 6 @@ -2039,12 +2273,18 @@ ACTOR mocha Stop } } -ACTOR Dick : DoomWeapon +ACTOR Dick : "DPT.HQ-Weapon" { - SpawnID 29 + //$Category Weapons + Inventory.PickupSound "" + Inventory.PickupMessage "" + +WEAPON.MELEEWEAPON + Weapon.Kickback 0 + Weapon.YAdjust 0 + +INVENTORY.UNDROPPABLE + +WEAPON.CHEATNOTWEAPON +WEAPON.NOAUTOFIRE +WEAPON.NOALERT - Inventory.PickupMessage "you now know how to piss and how to beat off... as if you didn't :P" States { Ready: @@ -2083,8 +2323,8 @@ ACTOR PissOBJ +NOBLOCKMAP -NOGRAVITY Scale 1.5 - damagetype piss - states + DamageType piss + States { Spawn: BLUD A 1 @@ -2095,9 +2335,10 @@ ACTOR PissOBJ Stop } } +ACTOR BiggestPissOBJ : PissOBJ { Scale 3 } ACTOR Cum { - Obituary "%o rodil detey i sdoh" + Obituary "%o successful win the gokkun challenge" Speed 12 Radius 4 Height 4 @@ -2107,8 +2348,8 @@ ACTOR Cum +NOBLOCKMAP -NOGRAVITY Scale 1.5 - damagetype cum - states + DamageType cum + States { Spawn: BLUD A 1 @@ -2116,14 +2357,209 @@ ACTOR Cum Death: BLUD ABCA 2 NULL A 0 + Stop + } +} +ACTOR DartPowerDick : "DPT.HQ-Weapon" +{ + //$Category Weapons + Inventory.PickupSound "" + Inventory.PickupMessage "" + +WEAPON.MELEEWEAPON + Weapon.Kickback 0 + Weapon.YAdjust 0 + +INVENTORY.UNDROPPABLE + +WEAPON.CHEATNOTWEAPON + +WEAPON.NOAUTOFIRE + +WEAPON.NOALERT + States + { +Spawn: + NULL A 1 + Stop +Ready: + NULL A 1 A_WeaponReady + Loop +Deselect: + NULL A 1 A_Lower + Loop +Select: + NULL A 1 A_Raise + Goto Select +Fire: + NULL A 0 + NULL A 2 A_FireCustomMissile("BiggestPissOBJ",0,0,0,0,0) + NULL A 0 A_ReFire + Goto Ready +AltFire: + NULL A 0 A_GiveInventory("Clip",1) + NULL A 0 A_PlayWeaponSound("DartPowerSwallow") + NULL A 2 offset (0, 35) + NULL A 2 offset (0, 30) + NULL A 2 offset (0, 25) + NULL A 2 offset (0, 20) + NULL A 2 offset (0, 15) + NULL A 2 offset (0, 10) + NULL A 25 offset (0, 5) A_GiveInventory("DartPowerCancelCheck",1) + NULL A 0 A_WeaponReady + NULL A 2 offset (5, 15) + NULL A 0 A_WeaponReady + NULL A 2 offset (10, 20) + NULL A 0 A_WeaponReady + NULL A 2 offset (5, 25) + NULL A 0 A_WeaponReady + NULL A 2 offset (0, 30) + NULL A 0 A_WeaponReady + NULL A 2 offset (-5, 25) + NULL A 0 A_WeaponReady + NULL A 2 offset (-10, 20) + NULL A 0 A_WeaponReady + NULL A 2 offset (-5, 15) + NULL A 0 A_WeaponReady + NULL A 2 offset (0, 10) + NULL A 0 A_WeaponReady + NULL A 2 offset (0, 5) + NULL A 0 A_WeaponReady + NULL A 2 offset (5, 15) + NULL A 0 A_WeaponReady + NULL A 2 offset (10, 20) + NULL A 0 A_WeaponReady + NULL A 2 offset (5, 25) + NULL A 0 A_WeaponReady + NULL A 2 offset (0, 30) + NULL A 0 A_WeaponReady + NULL A 2 offset (-5, 25) + NULL A 0 A_WeaponReady + NULL A 2 offset (-10, 20) + NULL A 0 A_WeaponReady + NULL A 2 offset (-5, 15) + NULL A 0 A_WeaponReady + NULL A 2 offset (0, 10) + NULL A 0 A_GiveInventory("DartPowerBallCooldown", 1) + NULL A 0 offset (0, 5) A_FireCustomMissile("DartPowerBall", 0, 0 ,0) + NULL A 1 offset (0, 55) A_PlayWeaponSound("DartPowerSpit") + NULL A 1 offset (0, 75) + NULL A 1 offset (0, 95) + NULL A 1 offset (0, 115) + NULL A 1 offset (0, 135) + NULL A 1 offset (0, 115) + NULL A 1 offset (0, 95) + NULL A 1 offset (0, 75) + NULL A 1 offset (0, 55) + NULL A 10 offset (0, 32) A_TakeInventory("DartPowerCancelCheck",999) + NULL A 15 offset (0, 32) + Goto Ready +Cancel: + NULL A 0 A_GiveInventory("Clip",1) + NULL A 0 A_TakeInventory("DartPowerCancelCheck",999) + NULL A 0 A_PlayWeaponSound("DartPowerCum") + NULL A 0 offset (0, 55) A_FireCustomMissile("VomitFake",0,0,0,0) + NULL A 1 offset (0, 55) + NULL A 1 offset (0, 60) + NULL A 1 offset (0, 65) + NULL A 1 offset (0, 70) + NULL A 1 offset (0, 75) + NULL A 1 offset (0, 80) + NULL A 1 offset (0, 85) + NULL A 1 offset (0, 90) + NULL LLLLLLLLLLLLLLLLLLLLLLLLL 1 offset (0, 95) A_FireCustomMissile("DartPowerCum",random(-20,20),0,0,3) + NULL A 10 offset (0, 95) + NULL A 2 offset (0, 90) + NULL A 2 offset (0, 85) + NULL A 2 offset (0, 80) + NULL A 2 offset (0, 75) + NULL A 2 offset (0, 70) + NULL A 2 offset (0, 65) + NULL A 2 offset (0, 60) + NULL A 2 offset (0, 55) + NULL A 2 offset (0, 32) + Goto Ready + } +} +Actor DartPowerCum +{ + speed 1 + height 2 + radius 2 + scale 0.2 + damage (random(2,3)) + renderstyle translucent + alpha 0.8 + Obituary "%o was puked on by %k." + PROJECTILE + +RIPPER + -NOGRAVITY + +BLOODLESSIMPACT + States + { +Spawn: + SRBB E 0 + SRBB E 5 A_Recoil(random(-12,-22)) + SRBB EFGHI 5 + stop + } +} +Actor VomitFake +{ + PROJECTILE + -SOLID + +NOGRAVITY + States + { +Spawn: + TNT1 A 1 stop } } -ACTOR Doom3SSG : Weapon 20206 +ACTOR DartPowerCancelCheck : Inventory +{ + Inventory.Amount 1 + Inventory.MaxAmount 1 +} +ACTOR DartPowerBall +{ + PROJECTILE + Speed 50 + -NOGRAVITY + Scale 0.8 + +LOWGRAVITY + decal "BloodSplat" + Obituary "%o was stained by %k's blood ball." + Damage 3 + Height 5 + Radius 6 + renderstyle translucent + alpha 1.0 + reactiontime 8 + States + { +Spawn: + BLBA AABBCCDD 2 A_SpawnItem("NashGore_FlyingBlood",0,0,0,1) + BLBA A 0 A_CountDown + Loop +Death: + VFX6 A 0 A_Stop + VFX6 A 0 A_ChangeFlag("NOGRAVITY",1) + VFX6 A 0 A_Explode(125, 88, 0) + NULL A 0 A_PlaySound("gibbage/xsplat") + NULL A 0 A_SpawnItemEx ("GIB1", 1, 1, random(8,32), random(0,5), random(0,5), 0, random(0,360), 160, 0) + NULL A 0 A_SpawnItemEx ("GIB2", 1, 1, random(8,32), random(0,5), random(0,5), 0, random(0,360), 160, 0) + NULL A 0 A_SpawnItemEx ("GIB3", 1, 1, random(8,32), random(0,5), random(0,5), 0, random(0,360), 160, 0) + NULL A 0 A_SpawnItemEx ("GIB4", 1, 1, random(8,32), random(0,5), random(0,5), 0, random(0,360), 160, 0) + NULL A 0 A_SpawnItemEx ("GIB5", 1, 1, random(8,32), random(0,5), random(0,5), 0, random(0,360), 160, 0) + VFX6 ABCDE 3 A_FadeOut(0.08) + Stop + } +} +Actor DartPowerBallCooldown : PowerDamage +{ + DamageFactor "Null", 1.0 + Powerup.Duration 69 +} +ACTOR Doom3SSG : "DPT.HQ-Weapon" 20206 { //$Category Weapons decal "BulletChip" - spawnid 33 Scale 0.27 Obituary "%o chewed on %k's Double Barrel Shotgun." inventory.pickupmessage "You got the Double Barrel Shotgun!" @@ -2132,7 +2568,7 @@ ACTOR Doom3SSG : Weapon 20206 Weapon.AmmoUse 2 Weapon.AmmoGive 12 AttackSound "SSGFIRE" - states + States { Ready: D3SS A 1 A_WeaponReady @@ -2145,7 +2581,7 @@ ACTOR Doom3SSG : Weapon 20206 LOOP Fire: D3SS A 0 A_GunFlash - D3SS B 1 bright A_FireBullets (11.2, 7.1, 20, 5, "BulletPuff") + D3SS B 1 Bright A_FireBullets (11.2, 7.1, 20, 5, "BulletPuff") D3SS CDEFAAA 2 D3SS GHIJKLMNOPQRSTUVWXY 1 D3SS A 0 A_PlaySound("SSGREL1") @@ -2166,10 +2602,10 @@ ACTOR Doom3SSG : Weapon 20206 goto ready Spawn: SSGZ A -1 - stop + Stop } } -ACTOR BlueSprayPaint : Weapon 26202 +ACTOR BlueSprayPaint : "DPT.HQ-Weapon" 26202 { //$Category Weapons Weapon.UpSound "DSSPRYSH" @@ -2254,13 +2690,13 @@ ACTOR PaintSpray SPRA A 0 SPRA A 0 A_Jump(128,"Spawn2") SPRA AAABBBCCCDDDEEE 2 A_FadeOut(0.05) - stop + Stop Spawn2: SPRA FFFGGGHHHIIIJJJ 2 A_FadeOut(0.05) - stop + Stop Death: NULL Z 1 - stop + Stop } } ACTOR RedPaintSpray : PaintSpray @@ -2274,7 +2710,7 @@ ACTOR GreenPaintSpray : PaintSpray decal GreenSprayPaint } // New -ACTOR SprayPaint : Weapon 26205 +ACTOR SprayPaint : "DPT.HQ-Weapon" 26205 { //$Category Weapons Scale .75 @@ -2435,7 +2871,7 @@ ACTOR PaintMist States { Spawn: - PTMT A 1 A_PlayWeaponSound("SprayMist") // WTF? + PTMT A 1 A_PlayWeaponSound("SprayMist") Goto Death Death: PTMT A 1 Bright @@ -2609,7 +3045,7 @@ ACTOR BlueStrike BBLU A 1 Bright A_SetTranslucent(1.0, 1) BBLU AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 Bright A_FadeOut(0.02) TNT1 A 105 - stop + Stop } } ACTOR BlueFlare2 : BlueStrike @@ -2688,7 +3124,7 @@ TNT1 AAAAA 0 A_SpawnitemEx("IonFire", random(-1,1), random(-1,1), 0, 0.0001 * Ra //TNT1 AAAAAAAAAAAAAA 0 A_SpawnitemEx("IonBigSmoke", 0, 0, 16, 0.0001 * Random(0, 10000), 0.0001 * Random(0, 10000), 0.0001 * Random(0, 10000), 0, (128|32), 0) TNT1 A 0 TNT1 A 1 -stop +Stop }} ACTOR IonFloor : IonRing { @@ -2696,7 +3132,7 @@ States { Spawn: TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx("IonSmokefx", 0, 0, 0 ,0.00001 * Random(-800000, 800000), 0.00001 * Random(-800000, 800000),0,0, 128, 0) -stop +Stop }} ACTOR IonSphere : IonRing { @@ -2704,7 +3140,7 @@ States { Spawn: TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx("IonSmokefx", 0, 0, 0 ,0.00001 * Random(-500000, 500000), 0.00001 * Random(-500000, 50000),0.00001 * Random(0, 500000),0, 128, 0) -stop +Stop }} ACTOR IonBlasphemy : IonRing { @@ -2712,7 +3148,7 @@ States { Spawn: TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx("Ionfx2", 0, 0, 0 ,0.00001 * Random(-500000, 500000), 0.00001 * Random(-500000, 500000),0.00001 * Random(0, 500000),0, 128, 0) -stop +Stop }} ACTOR IonPole : IonRing { @@ -2720,7 +3156,7 @@ States { Spawn: TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx("Ionfx2", 0, 0, 0 ,0.00001 * Random(-10000, 10000), 0.00001 * Random(-10000, 10000),0.00001 * Random(0, 2000000),0, 128,0) -stop +Stop } } ACTOR IonSmokePole : IonRing @@ -2729,7 +3165,7 @@ States { Spawn: TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx("Ionsmokefx", 0, 0, 0 ,0.00001 * Random(-10000, 10000), 0.00001 * Random(-1000, 10000),0.00001 * Random(0, 2000000),0, 128,0) -stop +Stop } } ACTOR IonDebris : IonRing @@ -2738,7 +3174,7 @@ States { Spawn: TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx("Ionfx3", 0, 0, 0 ,0.00001 * Random(-2000000, 2000000), 0.00001 * Random(-2000000, 2000000),0.00001 * Random(0, 2000000),0, 128,0) -stop +Stop } } ACTOR IonFx @@ -2756,8 +3192,8 @@ PROJECTILE States { Spawn: -ION1 ABCD 10 bright A_SpawnitemEx("IonFx2", 0, 0, 0, 0, 0, 0, 0, (128|32), 0) -ION1 A 0 bright A_Countdown +ION1 ABCD 10 Bright A_SpawnitemEx("IonFx2", 0, 0, 0, 0, 0, 0, 0, (128|32), 0) +ION1 A 0 Bright A_Countdown loop Death: Stop @@ -2794,8 +3230,8 @@ Alpha 0.02 States { Spawn: -ION1 ABCD 4 bright A_SpawnitemEx("IonFx4", 0, 0, 0, 0, 0, 0, 0, (128|32), 0) -ION1 A 0 bright A_Countdown +ION1 ABCD 4 Bright A_SpawnitemEx("IonFx4", 0, 0, 0, 0, 0, 0, 0, (128|32), 0) +ION1 A 0 Bright A_Countdown loop Death: Stop @@ -2914,7 +3350,7 @@ Spawn: BBLU A 0 Radius_Quake(7, 105, 120, 140, 0) BBLU AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 Bright A_FadeOut(0.02) TNT1 A 105 - stop + Stop } } ACTOR HyperBlueFlare : BlueFlare2 @@ -2935,7 +3371,7 @@ States { Spawn: TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx("HyperIonSmokefx", 0, 0, 0 ,0.00001 * Random(-800000, 800000), 0.00001 * Random(-1200000, 1200000),0,0, 128, 0) -stop +Stop }} ACTOR HyperIonSphere : IonSphere { @@ -2943,7 +3379,7 @@ States { Spawn: TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx("HyperIonSmokefx", 0, 0, 0 ,0.00001 * Random(-700000, 700000), 0.00001 * Random(-700000, 700000),0.00001 * Random(0, 700000),0, 128, 0) -stop +Stop }} ACTOR HyperIonBlasphemy : IonBlasphemy { @@ -2951,7 +3387,7 @@ States { Spawn: TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx("HyperIonfx2", 0, 0, 0 ,0.00001 * Random(-700000, 700000), 0.00001 * Random(-700000, 700000),0.00001 * Random(0, 700000),0, 128, 0) -stop +Stop }} ACTOR HyperIonPole : IonPole { @@ -2959,7 +3395,7 @@ States { Spawn: TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx("HyperIonfx2", 0, 0, 0 ,0.00001 * Random(-300000, 300000), 0.00001 * Random(-300000, 300000),0.00001 * Random(0, 5000000),0, 128,0) -stop +Stop } } ACTOR HyperIonSmokePole : IonSmokePole @@ -2968,7 +3404,7 @@ States { Spawn: TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx("HyperIonsmokefx", 0, 0, 0 ,0.00001 * Random(-300000, 300000), 0.00001 * Random(-700000, 700000),0.00001 * Random(0, 5000000),0, 128,0) -stop +Stop } } ACTOR HyperIonDebris : IonDebris @@ -2977,7 +3413,7 @@ States { Spawn: TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx("HyperIonfx3", 0, 0, 0 ,0.00001 * Random(-6000000, 6000000), 0.00001 * Random(-6000000, 6000000),0.00001 * Random(0, 6000000),0, 128,0) -stop +Stop } } ACTOR HyperIonsmokefx : Ionsmokefx @@ -3017,8 +3453,8 @@ Alpha 0.07 States { Spawn: -ION1 ABCD 8 bright A_SpawnitemEx("HyperIonFx4", 0, 0, 0, 0, 0, 0, 0, (128|32), 0) -ION1 A 0 bright A_Countdown +ION1 ABCD 8 Bright A_SpawnitemEx("HyperIonFx4", 0, 0, 0, 0, 0, 0, 0, (128|32), 0) +ION1 A 0 Bright A_Countdown loop Death: Stop @@ -3045,7 +3481,7 @@ Spawn: Wait } } -ACTOR IonRifle : Weapon 31212 +ACTOR IonRifle : "DPT.HQ-Weapon" 31212 { //$Category Weapons Inventory.PickupMessage "You got the Ion Attack Rifle!" @@ -3096,7 +3532,7 @@ ACTOR IonBall : Plasmaball { Death: PLSE A 0 A_CustomMissile("Bluestrike", 0, 0, 0, 0, 0) - PLSE ABCDE 4 bright + PLSE ABCDE 4 Bright Stop } } @@ -3468,7 +3904,7 @@ ACTOR NukeHyperSmokering : Nuke Stop } } -ACTOR Explosive1 : Weapon 26340 +ACTOR Explosive1 : "DPT.HQ-Weapon" 26340 { //$Category Weapons Weapon.AmmoUse 1 @@ -3490,12 +3926,12 @@ ACTOR Explosive1 : Weapon 26340 Fire: DYNO A 5 DYNO B 5 - DYNO C 5 BRIGHT A_PlaysoundEx("Lighter/Click","Weapon") - DYNO DDDDD 1 BRIGHT A_SpawnItemEx("PuffSpark1",4,15,35,0,0,0,random(45,60),128) - DYNO EEEEE 1 BRIGHT A_SpawnItemEx("PuffSpark1",4,15,35,0,0,0,random(45,60),128) - DYNO FFFFF 1 BRIGHT A_SpawnItemEx("PuffSpark1",4,15,35,0,0,0,random(45,60),128) - DYNO GGGGG 1 BRIGHT A_SpawnItemEx("PuffSpark1",4,15,35,0,0,0,random(45,60),128) - DYNO HHHHH 1 BRIGHT A_SpawnItemEx("PuffSpark1",4,15,35,0,0,0,random(45,60),128) + DYNO C 5 Bright A_PlaysoundEx("Lighter/Click","Weapon") + DYNO DDDDD 1 Bright A_SpawnItemEx("PuffSpark1",4,15,35,0,0,0,random(45,60),128) + DYNO EEEEE 1 Bright A_SpawnItemEx("PuffSpark1",4,15,35,0,0,0,random(45,60),128) + DYNO FFFFF 1 Bright A_SpawnItemEx("PuffSpark1",4,15,35,0,0,0,random(45,60),128) + DYNO GGGGG 1 Bright A_SpawnItemEx("PuffSpark1",4,15,35,0,0,0,random(45,60),128) + DYNO HHHHH 1 Bright A_SpawnItemEx("PuffSpark1",4,15,35,0,0,0,random(45,60),128) DYNO I 0 A_Giveinventory("EXPLOSIVESHOUT",1) DYNO I 2 offset (35, 28) A_FireCustomMissile("TNT",0,1,1,5,0) DYNO I 2 offset (35, 32) @@ -3526,36 +3962,36 @@ ACTOR FloatingPlasma1 Alpha 0.5 gravity 0.9 scale 0.007 - states + States { Spawn: - FLAE AAAAAAAAA 4 bright A_SpawnItemEx("PuffSpark1",1,1,1,0,0,0,0,128,64) + FLAE AAAAAAAAA 4 Bright A_SpawnItemEx("PuffSpark1",1,1,1,0,0,0,0,128,64) Goto Death Death: FLAE A 0 A_Stop - FLAE A 0 BRIGHT A_Jump(30,"Longer2") - FLAE A 0 BRIGHT A_Jump(30,"Longer3") - FLAE A 0 BRIGHT A_Jump(30,"Longer1") - FLAE AAAAAAAAA 4 bright + FLAE A 0 Bright A_Jump(30,"Longer2") + FLAE A 0 Bright A_Jump(30,"Longer3") + FLAE A 0 Bright A_Jump(30,"Longer1") + FLAE AAAAAAAAA 4 Bright Goto Longer1 Longer1: - FLAE AAAAAAAAAA 1 BRIGHT + FLAE AAAAAAAAAA 1 Bright FLAE A 1 A_SpawnItemEx("PuffSpark1",1,1,1,0,0,0,0,128,64) - FLAE AAAAAAAAAA 5 BRIGHT A_FadeOut(0.1) + FLAE AAAAAAAAAA 5 Bright A_FadeOut(0.1) Stop Longer2: - FLAE AAAAA 1 BRIGHT - FLAE AAAAA 1 BRIGHT - FLAE AAAAA 1 BRIGHT + FLAE AAAAA 1 Bright + FLAE AAAAA 1 Bright + FLAE AAAAA 1 Bright FLAE A 1 A_SpawnItemEx("PuffSpark1",1,1,1,0,0,0,0,128,64) - FLAE AAAAAAAAAA 5 BRIGHT A_FadeOut(0.1) + FLAE AAAAAAAAAA 5 Bright A_FadeOut(0.1) Stop Longer3: - FLAE AAAAA 1 BRIGHT - FLAE AAAAA 1 BRIGHT + FLAE AAAAA 1 Bright + FLAE AAAAA 1 Bright FLAE A 1 A_SpawnItemEx("PuffSpark2",1,1,1,0,0,0,0,128,64) - FLAE AAAAAAAAAA 5 BRIGHT A_FadeOut(0.1) - stop + FLAE AAAAAAAAAA 5 Bright A_FadeOut(0.1) + Stop } } ACTOR TNTAMMO : Ammo 26233 @@ -3566,11 +4002,11 @@ ACTOR TNTAMMO : Ammo 26233 inventory.icon "TNTTB0" ammo.backpackamount 3 ammo.backpackmaxamount 6 - states + States { Spawn: TNTT B 700 - stop + Stop } } ACTOR PuffSpark1 @@ -3592,7 +4028,7 @@ ACTOR PuffSpark1 PUF1 E 2 PUF1 F 2 PUF1 GGHHIIJJ 2 A_FadeOut(0.16) - stop + Stop } } ACTOR PuffSpark2 @@ -3610,7 +4046,7 @@ ACTOR PuffSpark2 PUF2 A 4 A_Stop PUF2 B 4 PUF2 CCDDEE 4 A_FadeOut(0.16) - stop + Stop } } ACTOR EXPLOSIVESHOUT: Inventory @@ -3635,120 +4071,120 @@ ACTOR TNT DamageType "Explosion" gravity 0.7 Scale 0.7 - Obituary "$OB_MPROCKET" // "%o rode %k's rocket." + Obituary "%o rode %k's dynamite." States { Spawn: TNTT A 1 A_SpawnItemEx("PuffSpark1",0,0,0,0,0,0,random(45,60),128) TNTT A 0 A_PlaysoundEx("TNT/Fire","Weapon") - TNTT AAA 0 bright A_SpawnItemEx ("TNTFIRE",0,0,0,random(-3,3),random(-3,3),random(-3,3),random(0,359),128,32) + TNTT AAA 0 Bright A_SpawnItemEx ("TNTFIRE",0,0,0,random(-3,3),random(-3,3),random(-3,3),random(0,359),128,32) Loop Death: TNTT A 1 A_SpawnItemEx("PuffSpark1",0,0,0,0,0,0,random(45,60),128) TNTT A 0 A_PlaysoundEx("TNT/Fire","Weapon") - TNTT AAA 0 bright A_SpawnItemEx ("TNTFIRE",0,0,0,random(-3,3),random(-3,3),random(-3,3),random(0,359),128,32) + TNTT AAA 0 Bright A_SpawnItemEx ("TNTFIRE",0,0,0,random(-3,3),random(-3,3),random(-3,3),random(0,359),128,32) TNTT A 1 A_SpawnItemEx("PuffSpark1",0,0,0,0,0,0,random(45,60),128) TNTT A 0 A_PlaysoundEx("TNT/Fire","Weapon") - TNTT AAA 0 bright A_SpawnItemEx ("TNTFIRE",0,0,0,random(-3,3),random(-3,3),random(-3,3),random(0,359),128,32) + TNTT AAA 0 Bright A_SpawnItemEx ("TNTFIRE",0,0,0,random(-3,3),random(-3,3),random(-3,3),random(0,359),128,32) TNTT A 1 A_SpawnItemEx("PuffSpark1",0,0,0,0,0,0,random(45,60),128) TNTT A 0 A_PlaysoundEx("TNT/Fire","Weapon") - TNTT AAA 0 bright A_SpawnItemEx ("TNTFIRE",0,0,0,random(-3,3),random(-3,3),random(-3,3),random(0,359),128,32) + TNTT AAA 0 Bright A_SpawnItemEx ("TNTFIRE",0,0,0,random(-3,3),random(-3,3),random(-3,3),random(0,359),128,32) TNTT A 1 A_SpawnItemEx("PuffSpark1",0,0,0,0,0,0,random(45,60),128) TNTT A 0 A_PlaysoundEx("TNT/Fire","Weapon") - TNTT AAA 0 bright A_SpawnItemEx ("TNTFIRE",0,0,0,random(-3,3),random(-3,3),random(-3,3),random(0,359),128,32) + TNTT AAA 0 Bright A_SpawnItemEx ("TNTFIRE",0,0,0,random(-3,3),random(-3,3),random(-3,3),random(0,359),128,32) TNTT A 1 A_SpawnItemEx("PuffSpark1",0,0,0,0,0,0,random(45,60),128) TNTT A 0 A_PlaysoundEx("TNT/Fire","Weapon") - TNTT AAA 0 bright A_SpawnItemEx ("TNTFIRE",0,0,0,random(-3,3),random(-3,3),random(-3,3),random(0,359),128,32) + TNTT AAA 0 Bright A_SpawnItemEx ("TNTFIRE",0,0,0,random(-3,3),random(-3,3),random(-3,3),random(0,359),128,32) TNTT A 1 A_SpawnItemEx("PuffSpark1",0,0,0,0,0,0,random(45,60),128) TNTT A 0 A_PlaysoundEx("TNT/Fire","Weapon") - TNTT AAA 0 bright A_SpawnItemEx ("TNTFIRE",0,0,0,random(-3,3),random(-3,3),random(-3,3),random(0,359),128,32) + TNTT AAA 0 Bright A_SpawnItemEx ("TNTFIRE",0,0,0,random(-3,3),random(-3,3),random(-3,3),random(0,359),128,32) TNTT A 1 A_SpawnItemEx("PuffSpark1",0,0,0,0,0,0,random(45,60),128) TNTT A 0 A_PlaysoundEx("TNT/Fire","Weapon") - TNTT AAA 0 bright A_SpawnItemEx ("TNTFIRE",0,0,0,random(-3,3),random(-3,3),random(-3,3),random(0,359),128,32) + TNTT AAA 0 Bright A_SpawnItemEx ("TNTFIRE",0,0,0,random(-3,3),random(-3,3),random(-3,3),random(0,359),128,32) TNTT A 1 A_SpawnItemEx("PuffSpark1",0,0,0,0,0,0,random(45,60),128) TNTT A 0 A_PlaysoundEx("TNT/Fire","Weapon") - TNTT AAA 0 bright A_SpawnItemEx ("TNTFIRE",0,0,0,random(-3,3),random(-3,3),random(-3,3),random(0,359),128,32) + TNTT AAA 0 Bright A_SpawnItemEx ("TNTFIRE",0,0,0,random(-3,3),random(-3,3),random(-3,3),random(0,359),128,32) TNTT A 1 A_SpawnItemEx("PuffSpark1",0,0,0,0,0,0,random(45,60),128) TNTT A 0 A_PlaysoundEx("TNT/Fire","Weapon") - TNTT AAA 0 bright A_SpawnItemEx ("TNTFIRE",0,0,0,random(-3,3),random(-3,3),random(-3,3),random(0,359),128,32) + TNTT AAA 0 Bright A_SpawnItemEx ("TNTFIRE",0,0,0,random(-3,3),random(-3,3),random(-3,3),random(0,359),128,32) TNTT A 1 A_SpawnItemEx("PuffSpark1",0,0,0,0,0,0,random(45,60),128) TNTT A 0 A_PlaysoundEx("TNT/Fire","Weapon") - TNTT AAA 0 bright A_SpawnItemEx ("TNTFIRE",0,0,0,random(-3,3),random(-3,3),random(-3,3),random(0,359),128,32) + TNTT AAA 0 Bright A_SpawnItemEx ("TNTFIRE",0,0,0,random(-3,3),random(-3,3),random(-3,3),random(0,359),128,32) TNTT A 1 A_SpawnItemEx("PuffSpark1",0,0,0,0,0,0,random(45,60),128) TNTT A 0 A_PlaysoundEx("TNT/Fire","Weapon") - TNTT AAA 0 bright A_SpawnItemEx ("TNTFIRE",0,0,0,random(-3,3),random(-3,3),random(-3,3),random(0,359),128,32) + TNTT AAA 0 Bright A_SpawnItemEx ("TNTFIRE",0,0,0,random(-3,3),random(-3,3),random(-3,3),random(0,359),128,32) TNTT A 1 A_SpawnItemEx("PuffSpark1",0,0,0,0,0,0,random(45,60),128) TNTT A 0 A_PlaysoundEx("TNT/Fire","Weapon") - TNTT AAA 0 bright A_SpawnItemEx ("TNTFIRE",0,0,0,random(-3,3),random(-3,3),random(-3,3),random(0,359),128,32) + TNTT AAA 0 Bright A_SpawnItemEx ("TNTFIRE",0,0,0,random(-3,3),random(-3,3),random(-3,3),random(0,359),128,32) TNTT A 1 A_SpawnItemEx("PuffSpark1",0,0,0,0,0,0,random(45,60),128) TNTT A 0 A_PlaysoundEx("TNT/Fire","Weapon") - TNTT AAA 0 bright A_SpawnItemEx ("TNTFIRE",0,0,0,random(-3,3),random(-3,3),random(-3,3),random(0,359),128,32) + TNTT AAA 0 Bright A_SpawnItemEx ("TNTFIRE",0,0,0,random(-3,3),random(-3,3),random(-3,3),random(0,359),128,32) TNTT A 1 A_SpawnItemEx("PuffSpark1",0,0,0,0,0,0,random(45,60),128) TNTT A 0 A_PlaysoundEx("TNT/Fire","Weapon") - TNTT AAA 0 bright A_SpawnItemEx ("TNTFIRE",0,0,0,random(-3,3),random(-3,3),random(-3,3),random(0,359),128,32) + TNTT AAA 0 Bright A_SpawnItemEx ("TNTFIRE",0,0,0,random(-3,3),random(-3,3),random(-3,3),random(0,359),128,32) TNTT A 1 A_SpawnItemEx("PuffSpark1",0,0,0,0,0,0,random(45,60),128) TNTT A 0 A_PlaysoundEx("TNT/Fire","Weapon") - TNTT AAA 0 bright A_SpawnItemEx ("TNTFIRE",0,0,0,random(-3,3),random(-3,3),random(-3,3),random(0,359),128,32) + TNTT AAA 0 Bright A_SpawnItemEx ("TNTFIRE",0,0,0,random(-3,3),random(-3,3),random(-3,3),random(0,359),128,32) TNTT A 1 A_SpawnItemEx("PuffSpark1",0,0,0,0,0,0,random(45,60),128) TNTT A 0 A_PlaysoundEx("TNT/Fire","Weapon") - TNTT AAA 0 bright A_SpawnItemEx ("TNTFIRE",0,0,0,random(-3,3),random(-3,3),random(-3,3),random(0,359),128,32) + TNTT AAA 0 Bright A_SpawnItemEx ("TNTFIRE",0,0,0,random(-3,3),random(-3,3),random(-3,3),random(0,359),128,32) TNTT A 1 A_SpawnItemEx("PuffSpark1",0,0,0,0,0,0,random(45,60),128) TNTT A 0 A_PlaysoundEx("TNT/Fire","Weapon") - TNTT AAA 0 bright A_SpawnItemEx ("TNTFIRE",0,0,0,random(-3,3),random(-3,3),random(-3,3),random(0,359),128,32) + TNTT AAA 0 Bright A_SpawnItemEx ("TNTFIRE",0,0,0,random(-3,3),random(-3,3),random(-3,3),random(0,359),128,32) TNTT A 1 A_SpawnItemEx("PuffSpark1",0,0,0,0,0,0,random(45,60),128) TNTT A 0 A_PlaysoundEx("TNT/Fire","Weapon") - TNTT AAA 0 bright A_SpawnItemEx ("TNTFIRE",0,0,0,random(-3,3),random(-3,3),random(-3,3),random(0,359),128,32) + TNTT AAA 0 Bright A_SpawnItemEx ("TNTFIRE",0,0,0,random(-3,3),random(-3,3),random(-3,3),random(0,359),128,32) TNTT A 1 A_SpawnItemEx("PuffSpark1",0,0,0,0,0,0,random(45,60),128) TNTT A 0 A_PlaysoundEx("TNT/Fire","Weapon") - TNTT AAA 0 bright A_SpawnItemEx ("TNTFIRE",0,0,0,random(-3,3),random(-3,3),random(-3,3),random(0,359),128,32) + TNTT AAA 0 Bright A_SpawnItemEx ("TNTFIRE",0,0,0,random(-3,3),random(-3,3),random(-3,3),random(0,359),128,32) TNTT A 1 A_SpawnItemEx("PuffSpark1",0,0,0,0,0,0,random(45,60),128) TNTT A 0 A_PlaysoundEx("TNT/Fire","Weapon") - TNTT AAA 0 bright A_SpawnItemEx ("TNTFIRE",0,0,0,random(-3,3),random(-3,3),random(-3,3),random(0,359),128,32) + TNTT AAA 0 Bright A_SpawnItemEx ("TNTFIRE",0,0,0,random(-3,3),random(-3,3),random(-3,3),random(0,359),128,32) TNTT A 1 A_SpawnItemEx("PuffSpark1",0,0,0,0,0,0,random(45,60),128) TNTT A 0 A_PlaysoundEx("TNT/Fire","Weapon") - TNTT AAA 0 bright A_SpawnItemEx ("TNTFIRE",0,0,0,random(-3,3),random(-3,3),random(-3,3),random(0,359),128,32) + TNTT AAA 0 Bright A_SpawnItemEx ("TNTFIRE",0,0,0,random(-3,3),random(-3,3),random(-3,3),random(0,359),128,32) TNTT A 1 A_SpawnItemEx("PuffSpark1",0,0,0,0,0,0,random(45,60),128) TNTT A 0 A_PlaysoundEx("TNT/Fire","Weapon") - TNTT AAA 0 bright A_SpawnItemEx ("TNTFIRE",0,0,0,random(-3,3),random(-3,3),random(-3,3),random(0,359),128,32) + TNTT AAA 0 Bright A_SpawnItemEx ("TNTFIRE",0,0,0,random(-3,3),random(-3,3),random(-3,3),random(0,359),128,32) TNTT A 1 A_SpawnItemEx("PuffSpark1",0,0,0,0,0,0,random(45,60),128) TNTT A 0 A_PlaysoundEx("TNT/Fire","Weapon") - TNTT AAA 0 bright A_SpawnItemEx ("TNTFIRE",0,0,0,random(-3,3),random(-3,3),random(-3,3),random(0,359),128,32) + TNTT AAA 0 Bright A_SpawnItemEx ("TNTFIRE",0,0,0,random(-3,3),random(-3,3),random(-3,3),random(0,359),128,32) TNTT A 1 A_SpawnItemEx("PuffSpark1",0,0,0,0,0,0,random(45,60),128) TNTT A 0 A_PlaysoundEx("TNT/Fire","Weapon") - TNTT AAA 0 bright A_SpawnItemEx ("TNTFIRE",0,0,0,random(-3,3),random(-3,3),random(-3,3),random(0,359),128,32) + TNTT AAA 0 Bright A_SpawnItemEx ("TNTFIRE",0,0,0,random(-3,3),random(-3,3),random(-3,3),random(0,359),128,32) TNTT A 1 A_SpawnItemEx("PuffSpark1",0,0,0,0,0,0,random(45,60),128) TNTT A 0 A_PlaysoundEx("TNT/Fire","Weapon") - TNTT AAA 0 bright A_SpawnItemEx ("TNTFIRE",0,0,0,random(-3,3),random(-3,3),random(-3,3),random(0,359),128,32) + TNTT AAA 0 Bright A_SpawnItemEx ("TNTFIRE",0,0,0,random(-3,3),random(-3,3),random(-3,3),random(0,359),128,32) TNTT A 1 A_SpawnItemEx("PuffSpark1",0,0,0,0,0,0,random(45,60),128) TNTT A 0 A_PlaysoundEx("TNT/Fire","Weapon") - TNTT AAA 0 bright A_SpawnItemEx ("TNTFIRE",0,0,0,random(-3,3),random(-3,3),random(-3,3),random(0,359),128,32) + TNTT AAA 0 Bright A_SpawnItemEx ("TNTFIRE",0,0,0,random(-3,3),random(-3,3),random(-3,3),random(0,359),128,32) TNTT A 1 A_SpawnItemEx("PuffSpark1",0,0,0,0,0,0,random(45,60),128) TNTT A 0 A_PlaysoundEx("TNT/Fire","Weapon") - TNTT AAA 0 bright A_SpawnItemEx ("TNTFIRE",0,0,0,random(-3,3),random(-3,3),random(-3,3),random(0,359),128,32) + TNTT AAA 0 Bright A_SpawnItemEx ("TNTFIRE",0,0,0,random(-3,3),random(-3,3),random(-3,3),random(0,359),128,32) TNTT A 1 A_SpawnItemEx("PuffSpark1",0,0,0,0,0,0,random(45,60),128) TNTT A 0 A_PlaysoundEx("TNT/Fire","Weapon") - TNTT AAA 0 bright A_SpawnItemEx ("TNTFIRE",0,0,0,random(-3,3),random(-3,3),random(-3,3),random(0,359),128,32) + TNTT AAA 0 Bright A_SpawnItemEx ("TNTFIRE",0,0,0,random(-3,3),random(-3,3),random(-3,3),random(0,359),128,32) TNTT A 1 A_SpawnItemEx("PuffSpark1",0,0,0,0,0,0,random(45,60),128) TNTT A 0 A_PlaysoundEx("TNT/Fire","Weapon") - TNTT AAA 0 bright A_SpawnItemEx ("TNTFIRE",0,0,0,random(-3,3),random(-3,3),random(-3,3),random(0,359),128,32) + TNTT AAA 0 Bright A_SpawnItemEx ("TNTFIRE",0,0,0,random(-3,3),random(-3,3),random(-3,3),random(0,359),128,32) TNTT A 1 A_SpawnItemEx("PuffSpark1",0,0,0,0,0,0,random(45,60),128) TNTT A 0 A_PlaysoundEx("TNT/Fire","Weapon") - TNTT AAA 0 bright A_SpawnItemEx ("TNTFIRE",0,0,0,random(-3,3),random(-3,3),random(-3,3),random(0,359),128,32) + TNTT AAA 0 Bright A_SpawnItemEx ("TNTFIRE",0,0,0,random(-3,3),random(-3,3),random(-3,3),random(0,359),128,32) TNTT A 1 A_SpawnItemEx("PuffSpark1",0,0,0,0,0,0,random(45,60),128) TNTT A 0 A_PlaysoundEx("TNT/Fire","Weapon") - TNTT AAA 0 bright A_SpawnItemEx ("TNTFIRE",0,0,0,random(-3,3),random(-3,3),random(-3,3),random(0,359),128,32) + TNTT AAA 0 Bright A_SpawnItemEx ("TNTFIRE",0,0,0,random(-3,3),random(-3,3),random(-3,3),random(0,359),128,32) TNTT A 1 A_SpawnItemEx("PuffSpark1",0,0,0,0,0,0,random(45,60),128) TNTT A 0 A_PlaysoundEx("TNT/Fire","Weapon") - TNTT AAA 0 bright A_SpawnItemEx ("TNTFIRE",0,0,0,random(-3,3),random(-3,3),random(-3,3),random(0,359),128,32) + TNTT AAA 0 Bright A_SpawnItemEx ("TNTFIRE",0,0,0,random(-3,3),random(-3,3),random(-3,3),random(0,359),128,32) TNTT A 1 A_SpawnItemEx("PuffSpark1",0,0,0,0,0,0,random(45,60),128) TNTT A 0 A_PlaysoundEx("TNT/Fire","Weapon") - TNTT AAA 0 bright A_SpawnItemEx ("TNTFIRE",0,0,0,random(-3,3),random(-3,3),random(-3,3),random(0,359),128,32) + TNTT AAA 0 Bright A_SpawnItemEx ("TNTFIRE",0,0,0,random(-3,3),random(-3,3),random(-3,3),random(0,359),128,32) TNTT A 1 A_SpawnItemEx("PuffSpark1",0,0,0,0,0,0,random(45,60),128) TNTT A 0 A_PlaysoundEx("TNT/Fire","Weapon") - TNTT AAA 0 bright A_SpawnItemEx ("TNTFIRE",0,0,0,random(-3,3),random(-3,3),random(-3,3),random(0,359),128,32) + TNTT AAA 0 Bright A_SpawnItemEx ("TNTFIRE",0,0,0,random(-3,3),random(-3,3),random(-3,3),random(0,359),128,32) TNTT A 1 A_SpawnItemEx("PuffSpark1",0,0,0,0,0,0,random(45,60),128) TNTT A 0 A_PlaysoundEx("TNT/Fire","Weapon") - TNTT AAA 0 bright A_SpawnItemEx ("TNTFIRE",0,0,0,random(-3,3),random(-3,3),random(-3,3),random(0,359),128,32) + TNTT AAA 0 Bright A_SpawnItemEx ("TNTFIRE",0,0,0,random(-3,3),random(-3,3),random(-3,3),random(0,359),128,32) TNT1 A 0 A_CustomMissile("Smoke1",0,32,0,0,0) TNT1 A 0 A_CustomMissile("Smoke1",0,0,0,0,0) TNT1 A 0 A_CustomMissile("Smoke1",0,16,0,0,0) @@ -3759,31 +4195,31 @@ ACTOR TNT TNT1 A 0 A_CustomMissile("TNTFIRE3",0,-16,0,0,0) TNT1 A 0 A_CustomMissile("TNTExplosion",8,0,0,0,0) TNT1 A 0 A_PlaysoundEx("Car/Explosion","Weapon") - BOMB AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 bright A_SpawnItemEx ("TNTFIRE1",0,0,0,random(5,10),random(5,10),random(5,10),random(0,359),128,32) - TNT1 AAAAAAAAAAAAAAAA 0 bright A_SpawnItemEx ("Rocks",0,0,0,random(10,20),random(10,20),random(10,20),random(0,359),128,32) - TNT1 AAAAAAAAAAAAAAAA 0 bright A_SpawnItemEx ("Rocks1",0,0,0,random(10,20),random(10,20),random(10,20),random(0,359),128,32) - TNT1 AAAAAAAAAAAAAAAA 0 bright A_SpawnItemEx ("Rocks2",0,0,0,random(10,20),random(10,20),random(10,20),random(0,359),128,32) - TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 bright A_SpawnItemEx ("Smoke1",0,0,0,random(1,2),random(1,2),random(1,2),random(0,359),128,32) - TNT1 A 0 bright A_Explode (128,128) - TNT1 A 8 bright A_Explode (64,128) - TNT1 B 6 bright A_Explode (32,128) - TNT1 C 4 bright A_Explode (32,128) - TNT1 D 6 bright A_Explode (32,128) - TNT1 E 4 bright A_Explode (32,128) - TNT1 F 6 bright A_Explode (32,128) - TNT1 G 4 bright A_Explode (32,128) - TNT1 H 6 bright A_Explode (32,128) - TNT1 I 4 bright A_Explode (32,128) - TNT1 J 6 bright A_Explode (32,128) - TNT1 K 4 bright A_Explode (16,128) - TNT1 L 6 bright A_Explode (16,128) - TNT1 M 4 bright A_Explode (16,128) - TNT1 N 6 bright A_Explode (16,128) - TNT1 O 4 bright A_Explode (16,128) - TNT1 P 6 bright A_Explode (16,128) - TNT1 Q 4 bright A_Explode (16,128) + BOMB AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 Bright A_SpawnItemEx ("TNTFIRE1",0,0,0,random(5,10),random(5,10),random(5,10),random(0,359),128,32) + TNT1 AAAAAAAAAAAAAAAA 0 Bright A_SpawnItemEx ("Rocks",0,0,0,random(10,20),random(10,20),random(10,20),random(0,359),128,32) + TNT1 AAAAAAAAAAAAAAAA 0 Bright A_SpawnItemEx ("Rocks1",0,0,0,random(10,20),random(10,20),random(10,20),random(0,359),128,32) + TNT1 AAAAAAAAAAAAAAAA 0 Bright A_SpawnItemEx ("Rocks2",0,0,0,random(10,20),random(10,20),random(10,20),random(0,359),128,32) + TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 Bright A_SpawnItemEx ("Smoke1",0,0,0,random(1,2),random(1,2),random(1,2),random(0,359),128,32) + TNT1 A 0 Bright A_Explode (128,128) + TNT1 A 8 Bright A_Explode (64,128) + TNT1 B 6 Bright A_Explode (32,128) + TNT1 C 4 Bright A_Explode (32,128) + TNT1 D 6 Bright A_Explode (32,128) + TNT1 E 4 Bright A_Explode (32,128) + TNT1 F 6 Bright A_Explode (32,128) + TNT1 G 4 Bright A_Explode (32,128) + TNT1 H 6 Bright A_Explode (32,128) + TNT1 I 4 Bright A_Explode (32,128) + TNT1 J 6 Bright A_Explode (32,128) + TNT1 K 4 Bright A_Explode (16,128) + TNT1 A 6 Bright A_Explode (16,128) + TNT1 M 4 Bright A_Explode (16,128) + TNT1 N 6 Bright A_Explode (16,128) + TNT1 O 4 Bright A_Explode (16,128) + TNT1 P 6 Bright A_Explode (16,128) + TNT1 Q 4 Bright A_Explode (16,128) TNT1 A -1 - stop + Stop } } ACTOR TNTFIRE : FloatingPlasma1 @@ -3801,29 +4237,29 @@ ACTOR Smoke1 alpha 0.75 scale 0.3 Gravity 2.5 - states + States { Spawn: - SMOK A 4 bright - SMOK B 4 bright - SMOK C 4 bright - SMOK D 4 bright - SMOK E 4 bright - SMOK F 4 bright - SMOK G 4 bright - SMOK H 4 bright - SMOK I 4 bright - SMOK J 4 bright - SMOK K 4 bright - SMOK L 4 bright - SMOK M 4 bright - SMOK N 4 bright - SMOK O 4 bright - SMOK P 4 bright + SMOK A 4 Bright + SMOK B 4 Bright + SMOK C 4 Bright + SMOK D 4 Bright + SMOK E 4 Bright + SMOK F 4 Bright + SMOK G 4 Bright + SMOK H 4 Bright + SMOK I 4 Bright + SMOK J 4 Bright + SMOK K 4 Bright + SMOK L 4 Bright + SMOK M 4 Bright + SMOK N 4 Bright + SMOK O 4 Bright + SMOK P 4 Bright goto Death Death: - SHAR Q 16 BRIGHT A_FadeOut(0.16) - stop + SHAR Q 16 Bright A_FadeOut(0.16) + Stop } } ACTOR TNTFire3 @@ -3842,46 +4278,46 @@ ACTOR TNTFire3 +NOGRAVITY +NOCLIP scale 1 - states + States { Spawn: - FIRE ABCDEFGH 4 bright A_Jump(32,"Death") + FIRE ABCDEFGH 4 Bright A_Jump(32,"Death") Goto Death Death: - PYXP A 0 bright A_Scream + PYXP A 0 Bright A_Scream TNT1 A 0 A_SpawnItemEx("FlameThrowerFireRemains",8,8,32,random(0,1),random(0,1),random(0,1),random(0,360),128) - FIRE A 4 BRIGHT A_Explode(35,64) + FIRE A 4 Bright A_Explode(35,64) TNT1 A 0 A_SpawnItemEx("FlameThrowerFireRemains",8,8,32,random(0,1),random(0,1),random(0,1),random(0,360),128) - FIRE B 4 BRIGHT A_Explode(35,64) + FIRE B 4 Bright A_Explode(35,64) TNT1 A 0 A_SpawnItemEx("FlameThrowerFireRemains",8,8,32,random(0,1),random(0,1),random(0,1),random(0,360),128) - FIRE C 4 BRIGHT A_Explode(35,64) + FIRE C 4 Bright A_Explode(35,64) TNT1 A 0 A_SpawnItemEx("FlameThrowerFireRemains",8,8,32,random(0,1),random(0,1),random(0,1),random(0,360),128) - FIRE D 4 BRIGHT A_Explode(35,64) + FIRE D 4 Bright A_Explode(35,64) TNT1 A 0 A_SpawnItemEx("FlameThrowerFireRemains",8,8,32,random(0,1),random(0,1),random(0,1),random(0,360),128) - FIRE E 4 BRIGHT A_Explode(35,64) + FIRE E 4 Bright A_Explode(35,64) TNT1 A 0 A_SpawnItemEx("FlameThrowerFireRemains",8,8,32,random(0,1),random(0,1),random(0,1),random(0,360),128) - FIRE F 4 BRIGHT A_Explode(35,64) + FIRE F 4 Bright A_Explode(35,64) TNT1 A 0 A_SpawnItemEx("FlameThrowerFireRemains",8,8,32,random(0,1),random(0,1),random(0,1),random(0,360),128) - FIRE G 4 BRIGHT A_Explode(35,64) + FIRE G 4 Bright A_Explode(35,64) TNT1 A 0 A_SpawnItemEx("FlameThrowerFireRemains",8,8,32,random(0,1),random(0,1),random(0,1),random(0,360),128) - FIRE H 4 BRIGHT A_Explode(35,64) + FIRE H 4 Bright A_Explode(35,64) TNT1 A 0 A_SpawnItemEx("FlameThrowerFireRemains",8,8,32,random(0,1),random(0,1),random(0,1),random(0,360),128) - FIRE A 4 BRIGHT A_Explode(35,64) + FIRE A 4 Bright A_Explode(35,64) TNT1 A 0 A_SpawnItemEx("FlameThrowerFireRemains",8,8,32,random(0,1),random(0,1),random(0,1),random(0,360),128) - FIRE B 4 BRIGHT A_Explode(35,64) + FIRE B 4 Bright A_Explode(35,64) TNT1 A 0 A_SpawnItemEx("FlameThrowerFireRemains",8,8,32,random(0,1),random(0,1),random(0,1),random(0,360),128) - FIRE C 4 BRIGHT A_Explode(35,64) + FIRE C 4 Bright A_Explode(35,64) TNT1 A 0 A_SpawnItemEx("FlameThrowerFireRemains",8,8,32,random(0,1),random(0,1),random(0,1),random(0,360),128) TNT1 A 0 A_SpawnItemEx("FlameThrowerFireRemains",8,8,32,random(0,1),random(0,1),random(0,1),random(0,360),128) - FIRE D 4 BRIGHT A_Explode(35,64) + FIRE D 4 Bright A_Explode(35,64) TNT1 A 0 A_SpawnItemEx("FlameThrowerFireRemains",8,8,32,random(0,1),random(0,1),random(0,1),random(0,360),128) - FIRE E 4 BRIGHT A_Explode(35,64) + FIRE E 4 Bright A_Explode(35,64) TNT1 A 0 A_SpawnItemEx("FlameThrowerFireRemains",8,8,32,random(0,1),random(0,1),random(0,1),random(0,360),128) - FIRE F 4 BRIGHT A_Explode(35,64) + FIRE F 4 Bright A_Explode(35,64) TNT1 A 0 A_SpawnItemEx("FlameThrowerFireRemains",8,8,32,random(0,1),random(0,1),random(0,1),random(0,360),128) - FIRE G 4 BRIGHT A_Explode(35,64) + FIRE G 4 Bright A_Explode(35,64) TNT1 A 0 A_SpawnItemEx("FlameThrowerFireRemains",8,8,32,random(0,1),random(0,1),random(0,1),random(0,360),128) - FIRE H 4 BRIGHT A_Explode(35,64) + FIRE H 4 Bright A_Explode(35,64) TNT1 A 0 A_SpawnItemEx("FlameThrowerFireRemains",8,8,32,random(0,1),random(0,1),random(0,1),random(0,360),128) FIRE ABCDEFGH 4 A_FadeOut(0.16) Stop @@ -3909,30 +4345,30 @@ ACTOR TNTExplosion States { Spawn: - PYXP A 0 bright A_PlaySound("Car/Explosion") - PYXP A 0 bright - PYXP A 8 bright - PYXP B 6 bright - PYXP C 4 bright - PYXP D 6 bright - PYXP E 4 bright - PYXP F 6 bright - PYXP G 4 bright - PYXP H 6 bright - PYXP I 4 bright - PYXP J 6 bright - PYXP K 4 bright - PYXP L 6 bright - PYXP M 4 bright - PYXP N 6 bright - PYXP O 4 bright - PYXP P 6 bright - PYXP Q 4 bright - PYXP R 6 bright - PYXP S 4 bright - PYXP T 6 bright - PYXP U 4 bright - stop + PYXP A 0 Bright A_PlaySound("Car/Explosion") + PYXP A 0 Bright + PYXP A 8 Bright + PYXP B 6 Bright + PYXP C 4 Bright + PYXP D 6 Bright + PYXP E 4 Bright + PYXP F 6 Bright + PYXP G 4 Bright + PYXP H 6 Bright + PYXP I 4 Bright + PYXP J 6 Bright + PYXP K 4 Bright + PYXP L 6 Bright + PYXP M 4 Bright + PYXP N 6 Bright + PYXP O 4 Bright + PYXP P 6 Bright + PYXP Q 4 Bright + PYXP R 6 Bright + PYXP S 4 Bright + PYXP T 6 Bright + PYXP U 4 Bright + Stop } } ACTOR TNTFIRE1 : FloatingPlasma1 @@ -3953,7 +4389,7 @@ ACTOR Rocks bounceFactor 0.3 gravity 0.9 Scale 1 - Obituary "$OB_MPROCKET" // "%o rode %k's rocket." + Obituary "%o rode %k's rocket." States { Spawn: @@ -3966,15 +4402,15 @@ ACTOR Rocks Left1: 5HRD A 350 5HRD AAAAAAAAAA 5 A_FadeOut(0.16) - stop + Stop Left2: 5HRD B 350 5HRD BBBBBBBBBB 5 A_FadeOut(0.16) - stop + Stop Left3: 5HRD M 350 5HRD CCCCCCCCCC 5 A_FadeOut(0.16) - stop + Stop } } ACTOR Rocks1 : Rocks {} @@ -3992,7 +4428,7 @@ ACTOR Rocks2 bounceFactor 0.6 gravity 0.8 Scale 0.9 - Obituary "$OB_MPROCKET" // "%o rode %k's rocket." + Obituary "%o rode %k's rocket." States { Spawn: @@ -4005,15 +4441,15 @@ ACTOR Rocks2 Left1: 5HRD A 350 5HRD AAAAAAAAAA 5 A_FadeOut(0.16) - stop + Stop Left2: 5HRD B 350 5HRD BBBBBBBBBB 5 A_FadeOut(0.16) - stop + Stop Left3: 5HRD M 350 5HRD CCCCCCCCCC 5 A_FadeOut(0.16) - stop + Stop } } ACTOR FlameThrowerFireRemains @@ -4026,20 +4462,19 @@ ACTOR FlameThrowerFireRemains Speed 2 Damage 0 Scale 0.4 - states + States { Spawn: TNT1 A 4 - FLMB A 3 bright + FLMB A 3 Bright FLMB A 0 ThrustThingZ(0,5,0,1) - FLMB BBCCDDEEFFGGHH 2 bright A_FadeOut(0.07) - stop + FLMB BBCCDDEEFFGGHH 2 Bright A_FadeOut(0.07) + Stop } } -ACTOR HAAX : DoomWeapon 26341 +ACTOR HAAX : "DPT.HQ-Weapon" 26341 { //$Category Weapons - SpawnID 1 +WEAPON.NOAUTOFIRE Inventory.PickupMessage "wtf hax o_0!" States @@ -4080,10 +4515,10 @@ ACTOR FlyingPC States { Spawn: - CPU1 A 1 bright + CPU1 A 1 Bright loop Death: - TNT1 A 0 bright A_ChangeFlag("NOGRAVITY",1) + TNT1 A 0 Bright A_ChangeFlag("NOGRAVITY",1) TNT1 A 0 TNT1 A 0 A_TossGib TNT1 A 0 A_TossGib @@ -4095,13 +4530,13 @@ ACTOR FlyingPC TNT1 A 0 A_TossGib TNT1 A 0 A_TossGib TNT1 A 0 A_TossGib - MISL B 8 bright A_Explode(256,256) - MISL C 6 bright - MISL D 4 bright - stop + MISL B 8 Bright A_Explode(256,256) + MISL C 6 Bright + MISL D 4 Bright + Stop } } -ACTOR AK1337 : Weapon 19006 +ACTOR AK1337 : "DPT.HQ-Weapon" 19006 { //$Category Weapons inventory.pickupmessage "You got the AK-47!" @@ -4113,7 +4548,7 @@ ACTOR AK1337 : Weapon 19006 Weapon.AmmoUse2 0 Weapon.AmmoGive2 36 Scale 0.2 - states + States { Ready: AK47 A 1 offset (0, 34) A_WeaponReady @@ -4126,13 +4561,13 @@ ACTOR AK1337 : Weapon 19006 loop Fire: 1156 A 0 A_JumpIfNoAmmo("AltFire") - 1156 A 0 bright A_PlaysoundEx("SND1401","Weapon") - 1156 C 1 bright A_FireBullets(2,3,-1,4,"BulletPuff",1,1280) - 1156 D 1 bright A_SpawnItemEx("MachineCasing",4,15,30,random(1,3),random(0,1),random(1,3),random(45,60),128) + 1156 A 0 Bright A_PlaysoundEx("SND1401","Weapon") + 1156 C 1 Bright A_FireBullets(2,3,-1,4,"BulletPuff",1,1280) + 1156 D 1 Bright A_SpawnItemEx("MachineCasing",4,15,30,random(1,3),random(0,1),random(1,3),random(45,60),128) 1156 A 0 A_ALERTMONSTERS 1156 EF 1 - 1156 A 0 bright A_JumpIfNoAmmo("AltFire") - 1156 A 0 bright A_ReFire + 1156 A 0 Bright A_JumpIfNoAmmo("AltFire") + 1156 A 0 Bright A_ReFire goto Ready AltFire: AK47 A 1 A_JumpIfInventory("AKIn",30,2) @@ -4162,13 +4597,13 @@ ACTOR AK1337 : Weapon 19006 AK47 A 0 A_ReFire goto Ready Flash: - AK47 A 4 bright A_Light1 - AK47 B 5 bright A_Light2 - AK47 A 0 bright A_Light0 - stop + AK47 A 4 Bright A_Light1 + AK47 B 5 Bright A_Light2 + AK47 A 0 Bright A_Light0 + Stop Spawn: AKPK A -1 - stop + Stop } } ACTOR 9MMCasing @@ -4225,11 +4660,11 @@ ACTOR AKAmmo : Ammo 26234 inventory.icon "CLP2D0" ammo.backpackamount 30 ammo.backpackmaxamount 480 - states + States { Spawn: CLP2 D 700 - stop + Stop } } ACTOR MachineCasing : 9MMCasing @@ -4279,7 +4714,7 @@ ACTOR AK47ClipCasing Stop } } -ACTOR MinesWeap : Weapon 26207 +ACTOR MinesWeap : "DPT.HQ-Weapon" 26207 { //$Category Weapons Weapon.AmmoType "MineAmmo1337" @@ -4364,13 +4799,13 @@ ACTOR MineThrown1337 States { Spawn: - BRMN A 1 BRIGHT + BRMN A 1 Bright loop Death: TNT1 A 0 TNT1 A 0 A_Scream TNT1 A 0 A_SpawnItem("Mine1337") - stop + Stop } } ACTOR Mine1337 @@ -4393,7 +4828,7 @@ ACTOR Mine1337 States { Spawn: - BRMN A 1 BRIGHT + BRMN A 1 Bright loop Melee: goto death @@ -4422,7 +4857,7 @@ ACTOR Mine1337 Stop } } -ACTOR Pillow : Weapon 20003 +ACTOR Pillow : "DPT.HQ-Weapon" 20003 { //$Category Weapons Inventory.PickupSound "" @@ -4480,10 +4915,9 @@ ACTOR PillowFeather Stop } } -ACTOR Spartanleg : DoomWeapon 20082 +ACTOR Spartanleg : "DPT.HQ-Weapon" 20082 { //$Category Weapons - SpawnID 32 Weapon.Kickback 1000 Inventory.PickupMessage "got the spartan boot!" Obituary "%o was owned by %k's spartan boot" @@ -4515,7 +4949,7 @@ ACTOR Spartanleg : DoomWeapon 20082 Goto Ready Spawn: B00T A -1 - stop + Stop } } // DARTPOWER @@ -4530,7 +4964,7 @@ ACTOR JabChecker2 : Inventory Inventory.MaxAmount 1 } ACTOR BulletSnuff : BulletPuff {} // FROM MOD NAMED XXX-MERECEANIES // NOT NEEDED TO ADD -ACTOR DartPowerFists : Fist +ACTOR DartPowerUnarmed : "DPT.HQ-Weapon" { +WEAPON.WIMPY_WEAPON +WEAPON.MELEEWEAPON @@ -4539,10 +4973,10 @@ ACTOR DartPowerFists : Fist +NOALERT -SOLID +INVENTORY.UNDROPPABLE - -Weapon.NOLMS + -WEAPON.NOLMS Attacksound "fists/punch" - Inventory.PickupSound "misc/w_pkup" - Inventory.PickupMessage "You shouldn't see this!" + Inventory.PickupSound "" + Inventory.PickupMessage "" Weapon.AmmoUse 0 States { @@ -4557,7 +4991,7 @@ ACTOR DartPowerFists : Fist loop Fire: NULL A 0 A_JumpIfInventory("jabchecker",1, "JabLeft") - JabRight: + JaBright: NULL A 0 A_TakeInventory("jabchecker2",1) DPNG B 1 //A_BFGSound DPNG C 1 @@ -4601,7 +5035,7 @@ ACTOR DartPowerFists : Fist Goto Ready Hold: NULL A 0 A_JumpIfInventory("jabchecker",1, "JabLeft") - NULL A 0 A_JumpIfInventory("jabchecker2",1, "JabRight") + NULL A 0 A_JumpIfInventory("jabchecker2",1, "JaBright") DPNG I 1 DPNG J 2 //A_BFGSound DPNG K 2 @@ -4754,27 +5188,27 @@ ACTOR 9mmSpawner : DebrisGeneral Death1: CAS1 I 1250 CAS1 IIIIIIIIIIIIIIIII 1 A_FadeOut(0.04) - stop + Stop Death2: CAS1 J 1250 CAS1 JJJJJJJJJJJJJJJJJ 1 A_FadeOut(0.04) - stop + Stop Death3: CAS1 K 1250 CAS1 KKKKKKKKKKKKKKKKK 1 A_FadeOut(0.04) - stop + Stop Death4: CAS1 L 1250 CAS1 LLLLLLLLLLLLLLLLL 1 A_FadeOut(0.04) - stop + Stop Death5: CAS1 M 1250 CAS1 MMMMMMMMMMMMMMMMM 1 A_FadeOut(0.04) - stop + Stop Death6: CAS1 N 1250 CAS1 NNNNNNNNNNNNNNNNN 1 A_FadeOut(0.04) - stop + Stop } }*/ ACTOR ShellSpawner : 9mmSpawner @@ -4805,30 +5239,30 @@ ACTOR ShotgunCasing22 : 9mmCasing Death1: SHL1 I 1250 SHL1 IIIIIIIIIIIIIIIII 1 A_FadeOut(0.04) - stop + Stop Death2: SHL1 J 1250 SHL1 JJJJJJJJJJJJJJJJJ 1 A_FadeOut(0.04) - stop + Stop Death3: SHL1 K 1250 SHL1 KKKKKKKKKKKKKKKKK 1 A_FadeOut(0.04) - stop + Stop Death4: SHL1 L 1250 SHL1 LLLLLLLLLLLLLLLLL 1 A_FadeOut(0.04) - stop + Stop Death5: SHL1 M 1250 SHL1 MMMMMMMMMMMMMMMMM 1 A_FadeOut(0.04) - stop + Stop Death6: SHL1 N 1250 SHL1 NNNNNNNNNNNNNNNNN 1 A_FadeOut(0.04) - stop + Stop } } -ACTOR Gothic_Shotgun : Weapon 10407 +ACTOR Gothic_Shotgun : "DPT.HQ-Weapon" 10407 { //$Category Weapons Weapon.AmmoUse 1 @@ -4902,7 +5336,7 @@ ACTOR Gothic_Shotgun : Weapon 10407 // Scripts and sprites taken from Action Doom 2 // Additional sprites and scripting by TheCamaleonMaligno // AAAAND with some sprites more + no autofire by Samuzero15tlh -ACTOR Katana : DoomWeapon 10498 // Secret +ACTOR Katana : "DPT.HQ-Weapon" 10498 // Secret { //$Category Weapons Inventory.PickupMessage "You found the Shion's Katana!!" @@ -5037,7 +5471,7 @@ ACTOR Fakedeflect Stop } } -ACTOR UACM360 : Weapon 12461 +ACTOR UACM360 : "DPT.HQ-Weapon" 12461 { //$Category Weapons weapon.kickback 200 @@ -5071,17 +5505,17 @@ ACTOR UACM360 : Weapon 12461 DGGN A 0 A_PlayWeaponSound ("DSM4SHOT") DGGN A 0 A_GunFlash DGGN A 0 A_Jump(192,3,5,7) - DGGN A 1 OFFSET (0, 33) bright - DGGN A 1 OFFSET (5, 37) bright + DGGN A 1 OFFSET (0, 33) Bright + DGGN A 1 OFFSET (5, 37) Bright Goto M4Refire - DGGN A 1 OFFSET (3, 35) bright - DGGN A 1 OFFSET (7, 38) bright + DGGN A 1 OFFSET (3, 35) Bright + DGGN A 1 OFFSET (7, 38) Bright Goto M4Refire - DGGN A 1 OFFSET (4, 36) bright - DGGN A 1 OFFSET (4, 39) bright + DGGN A 1 OFFSET (4, 36) Bright + DGGN A 1 OFFSET (4, 39) Bright Goto M4Refire - DGGN A 1 OFFSET (6, 37) bright - DGGN A 1 OFFSET (7, 34) bright + DGGN A 1 OFFSET (6, 37) Bright + DGGN A 1 OFFSET (7, 34) Bright Goto M4Refire M4Refire: DGGN A 0 A_ReFire @@ -5135,7 +5569,7 @@ ACTOR M4Cache : Ammo { Inventory.MaxAmount 92 } -ACTOR Golden_Eagle : Weapon 32761 +ACTOR Golden_Eagle : "DPT.HQ-Weapon" 32761 { //$Category Weapons Weapon.AmmoType "clip" @@ -5156,7 +5590,7 @@ ACTOR Golden_Eagle : Weapon 32761 { Spawn: GEAG M -1 - stop + Stop Ready: GEAG A 1 A_WeaponReady loop @@ -5175,7 +5609,7 @@ ACTOR Golden_Eagle : Weapon 32761 GEAG A 0 A_AlertMonsters GEAG A 0 A_TakeInventory("PistolClipHolder", 1) GEAG B 0 A_FireBullets(5.6,5.6,1,12,"BulletPuff") - GEAG B 2 BRIGHT A_GunFlash // A_Light1 + GEAG B 2 Bright A_GunFlash // A_Light1 GEAG C 2 // A_Light0 GEAG A 0 A_JumpIfNoAmmo(1) Goto Hold @@ -5224,8 +5658,8 @@ ACTOR PistolClipHolder : Ammo -inventory.invbar } ACTOR IGparticles {} // NEED TO ADD -ACTOR Icegun : Weapon 26209 -{ +ACTOR Icegun : "DPT.HQ-Weapon" 26209 +{ //$Category Weapons Weapon.AmmoType "Cell" Weapon.AmmoType2 "Cell" @@ -5252,11 +5686,11 @@ ACTOR Icegun : Weapon 26209 ICEG A 1 A_Raise Loop Fire: - ICEG A 2 + ICEG A 2 ICEG B 0 A_GunFlash - ICEG B 1 A_FireCustomMissile("IcePlasmaBall_", 0, 1, 0, 0) + ICEG B 1 A_FireCustomMissile("IcePlasmaBall", 0, 1, 0, 0) ICEG C 2 - ICEG B 3 + ICEG B 3 ICEG A 2 A_ReFire goto Ready AltFire: @@ -5266,16 +5700,16 @@ ACTOR Icegun : Weapon 26209 ICEG A 0 A_ReFire Goto Ready Flash: - ICEG A 2 BRIGHT A_Light1 - ICEG A 1 BRIGHT A_Light0 + ICEG A 2 Bright A_Light1 + ICEG A 1 Bright A_Light0 Stop } } -ACTOR IcePlasmaBall_ +ACTOR IcePlasmaBall { Radius 10 Height 8 - Speed 25 + Speed 35 // 25 Damage 10 Scale 0.5 Projectile @@ -5318,7 +5752,7 @@ ACTOR IceFlames } } // NighMare -ACTOR NighMareKatana : Weapon 26210 +ACTOR NighMareKatana : "DPT.HQ-Weapon" 26210 { //$Category Weapons scale 0.1 @@ -5424,7 +5858,7 @@ ACTOR KatanaPuff } } -ACTOR MurderKnife : Weapon 26212 +ACTOR MurderKnife : "DPT.HQ-Weapon" 26212 { //$Category Weapons Weapon.Kickback 100 @@ -5505,20 +5939,20 @@ ACTOR StabPuff attacksound "" seesound "weapons/KnifeHit" Obituary "" - states + States { Spawn: TNT1 A 0 TNT1 A 1 - stop + Stop Crash: TNT1 A 0 TNT1 A 1 - stop + Stop Melee: TNT1 A 0 TNT1 A 1 - stop + Stop } } ACTOR StabPuff2 : StabPuff //The Silent puff @@ -5536,20 +5970,20 @@ ACTOR BackStabPuff attacksound "" seesound "weapons/BackStab" Obituary "" - states + States { Spawn: TNT1 A 0 TNT1 A 1 - stop + Stop Crash: TNT1 A 0 TNT1 A 1 - stop + Stop Melee: TNT1 A 0 TNT1 A 1 - stop + Stop } } // Cop @@ -5562,7 +5996,7 @@ ACTOR JailPuff : BulletPuff { DamageType "Jail" } -ACTOR JailPistol : Weapon +ACTOR JailPistol : "DPT.HQ-Weapon" { //$Category Weapons +CHEATNOTWEAPON @@ -5590,7 +6024,7 @@ ACTOR JailPistol : Weapon Stop } } -ACTOR Tazer : Weapon 25025 +ACTOR Tazer : "DPT.HQ-Weapon" 25025 { //$Category Weapons Inventory.PickupMessage "You got a tazer!" @@ -5626,18 +6060,18 @@ ACTOR Tazer : Weapon 25025 } } // Mage -ACTOR MWeapWand2 : Weapon 26213 +ACTOR MWeapWand2 : "DPT.HQ-Weapon" 26213 { //$Category Weapons Inventory.PickupMessage "You've found the Jade Wand!" Obituary "%k drained all of %o's life." - SpawnID 180 + //SpawnID 180 Weapon.AmmoType "CrossbowAmmo" Weapon.AmmoGive 25 Weapon.AmmoUse 1 Weapon.SisterWeapon JadeWand2 AttackSound "weapons/jadefire" - Damagetype "Lightning" + DamageType "Lightning" States { Spawn: @@ -5688,7 +6122,7 @@ ACTOR JadeShot PROJECTILE -NOGRAVITY RENDERSTYLE Normal - Damagetype "Lightning" + DamageType "Lightning" +RIPPER +THRUGHOST SeeSound "weapons/jadefire" @@ -5729,7 +6163,7 @@ ACTOR JadeTrail ACTOR JadeLightSpawner { +NoBlockMap +NoGravity +NoSector +NoInteraction +NoClip -Solid +CLIENTSIDEONLY - states + States { Spawn: Active: @@ -5758,17 +6192,17 @@ ACTOR JadePuff Scale .5 Alpha .5 DamageType Lightning - states + States { Spawn: - JADE DEFGHI 2 bright - stop + JADE DEFGHI 2 Bright + Stop Crash: - JADE DEFGHI 2 bright - stop + JADE DEFGHI 2 Bright + Stop } } -ACTOR MWeapFrost2 : Weapon 26214 +ACTOR MWeapFrost2 : "DPT.HQ-Weapon" 26214 { //$Category Weapons Obituary "%o was chilled by %k's Frost Fang" @@ -5878,7 +6312,7 @@ ACTOR FrostFangBall Projectile DamageType Ice DeathSound "FrostFang/Hit2" - states + States { Spawn: TNT1 A 0 A_SpawnItemEx("FrostFangFog2", 0, 0, 0, Random(1, 2), 0, Random(-1, 1), Random(-30, 30), 128) @@ -5973,7 +6407,7 @@ ACTOR EverIceHefty : Ammo replaces BlasterHefty Loop } } -ACTOR MWeapLightning2 : Weapon 26215 +ACTOR MWeapLightning2 : "DPT.HQ-Weapon" 26215 { //$Category Weapons Weapon.AmmoUse 5 @@ -6207,7 +6641,7 @@ ACTOR SmallZapPuff : ZapPuff { Scale 0.5 } -ACTOR MWeapBloodscourge2 : Weapon 26216 +ACTOR MWeapBloodscourge2 : "DPT.HQ-Weapon" 26216 { //$Category Weapons Weapon.AmmoUse 6 @@ -6287,33 +6721,33 @@ ACTOR CultShot1 States { Spawn: - SCBL A 1 BRIGHT A_SpawnItemEX("CultTrail1") + SCBL A 1 Bright A_SpawnItemEX("CultTrail1") TNT1 AAA 0 A_Cstaffmissileslither - SCBL A 1 BRIGHT A_SpawnItemEX("CultTrail1") + SCBL A 1 Bright A_SpawnItemEX("CultTrail1") TNT1 AAA 0 A_Cstaffmissileslither - SCBL A 1 BRIGHT A_SpawnItemEX("CultTrail1") + SCBL A 1 Bright A_SpawnItemEX("CultTrail1") TNT1 AAA 0 A_Cstaffmissileslither - SCBL B 1 BRIGHT A_SpawnItemEX("CultTrail1") + SCBL B 1 Bright A_SpawnItemEX("CultTrail1") TNT1 AAA 0 A_Cstaffmissileslither - SCBL B 1 BRIGHT A_SpawnItemEX("CultTrail1") + SCBL B 1 Bright A_SpawnItemEX("CultTrail1") TNT1 AAA 0 A_Cstaffmissileslither - SCBL B 1 BRIGHT A_SpawnItemEX("CultTrail1") + SCBL B 1 Bright A_SpawnItemEX("CultTrail1") TNT1 AAA 0 A_Cstaffmissileslither - SCBL C 1 BRIGHT A_SpawnItemEX("CultTrail1") + SCBL C 1 Bright A_SpawnItemEX("CultTrail1") TNT1 AAA 0 A_Cstaffmissileslither - SCBL C 1 BRIGHT A_SpawnItemEX("CultTrail1") + SCBL C 1 Bright A_SpawnItemEX("CultTrail1") TNT1 AAA 0 A_Cstaffmissileslither - SCBL C 1 BRIGHT A_SpawnItemEX("CultTrail1") + SCBL C 1 Bright A_SpawnItemEX("CultTrail1") TNT1 AAA 0 A_Cstaffmissileslither - SCBL D 1 BRIGHT A_SpawnItemEX("CultTrail1") + SCBL D 1 Bright A_SpawnItemEX("CultTrail1") TNT1 AAA 0 A_Cstaffmissileslither - SCBL D 1 BRIGHT A_SpawnItemEX("CultTrail1") + SCBL D 1 Bright A_SpawnItemEX("CultTrail1") TNT1 AAA 0 A_Cstaffmissileslither - SCBL D 1 BRIGHT A_SpawnItemEX("CultTrail1") + SCBL D 1 Bright A_SpawnItemEX("CultTrail1") TNT1 AAA 0 A_Cstaffmissileslither Loop Death: - SCBL EEEEFFFGGH 2 BRIGHT + SCBL EEEEFFFGGH 2 Bright Stop } } @@ -6338,24 +6772,24 @@ ACTOR CultShot2 States { Spawn: - SCB2 A 1 BRIGHT A_SpawnItemEx("CultTrail3",0,frandom(4,-4),frandom(4,-4),Random(1,-1),Random(1,-1),Random(1,-1),Random(0,360)) TNT1 A 0 A_GiveInventory("MaybeFire",1) - SCB2 A 1 BRIGHT A_SpawnItemEx("CultTrail3",0,frandom(4,-4),frandom(4,-4),Random(1,-1),Random(1,-1),Random(1,-1),Random(0,360)) TNT1 A 0 A_GiveInventory("MaybeFire",1) - SCB2 A 1 BRIGHT A_SpawnItemEx("CultTrail3",0,frandom(4,-4),frandom(4,-4),Random(1,-1),Random(1,-1),Random(1,-1),Random(0,360)) TNT1 A 0 A_GiveInventory("MaybeFire",1) - SCB2 B 1 BRIGHT A_SpawnItemEx("CultTrail3",0,frandom(4,-4),frandom(4,-4),Random(1,-1),Random(1,-1),Random(1,-1),Random(0,360)) TNT1 A 0 A_GiveInventory("MaybeFire",1) - SCB2 B 1 BRIGHT A_SpawnItemEx("CultTrail3",0,frandom(4,-4),frandom(4,-4),Random(1,-1),Random(1,-1),Random(1,-1),Random(0,360)) TNT1 A 0 A_GiveInventory("MaybeFire",1) - SCB2 B 1 BRIGHT A_SpawnItemEx("CultTrail3",0,frandom(4,-4),frandom(4,-4),Random(1,-1),Random(1,-1),Random(1,-1),Random(0,360)) TNT1 A 0 A_GiveInventory("MaybeFire",1) - SCB2 C 1 BRIGHT A_SpawnItemEx("CultTrail3",0,frandom(4,-4),frandom(4,-4),Random(1,-1),Random(1,-1),Random(1,-1),Random(0,360)) TNT1 A 0 A_GiveInventory("MaybeFire",1) - SCB2 C 1 BRIGHT A_SpawnItemEx("CultTrail3",0,frandom(4,-4),frandom(4,-4),Random(1,-1),Random(1,-1),Random(1,-1),Random(0,360)) TNT1 A 0 A_GiveInventory("MaybeFire",1) - SCB2 C 1 BRIGHT A_SpawnItemEx("CultTrail3",0,frandom(4,-4),frandom(4,-4),Random(1,-1),Random(1,-1),Random(1,-1),Random(0,360)) TNT1 A 0 A_GiveInventory("MaybeFire",1) - SCB2 D 1 BRIGHT A_SpawnItemEx("CultTrail3",0,frandom(4,-4),frandom(4,-4),Random(1,-1),Random(1,-1),Random(1,-1),Random(0,360)) TNT1 A 0 A_GiveInventory("MaybeFire",1) - SCB2 D 1 BRIGHT A_SpawnItemEx("CultTrail3",0,frandom(4,-4),frandom(4,-4),Random(1,-1),Random(1,-1),Random(1,-1),Random(0,360)) TNT1 A 0 A_GiveInventory("MaybeFire",1) - SCB2 D 1 BRIGHT A_SpawnItemEx("CultTrail3",0,frandom(4,-4),frandom(4,-4),Random(1,-1),Random(1,-1),Random(1,-1),Random(0,360)) TNT1 A 0 A_GiveInventory("MaybeFire",1) - SCB2 E 1 BRIGHT A_SpawnItemEx("CultTrail3",0,frandom(4,-4),frandom(4,-4),Random(1,-1),Random(1,-1),Random(1,-1),Random(0,360)) TNT1 A 0 A_GiveInventory("MaybeFire",1) - SCB2 E 1 BRIGHT A_SpawnItemEx("CultTrail3",0,frandom(4,-4),frandom(4,-4),Random(1,-1),Random(1,-1),Random(1,-1),Random(0,360)) TNT1 A 0 A_GiveInventory("MaybeFire",1) - SCB2 E 1 BRIGHT A_SpawnItemEx("CultTrail3",0,frandom(4,-4),frandom(4,-4),Random(1,-1),Random(1,-1),Random(1,-1),Random(0,360)) TNT1 A 0 A_GiveInventory("MaybeFire",1) - SCB2 F 1 BRIGHT A_SpawnItemEx("CultTrail3",0,frandom(4,-4),frandom(4,-4),Random(1,-1),Random(1,-1),Random(1,-1),Random(0,360)) TNT1 A 0 A_GiveInventory("MaybeFire",1) - SCB2 F 1 BRIGHT A_SpawnItemEx("CultTrail3",0,frandom(4,-4),frandom(4,-4),Random(1,-1),Random(1,-1),Random(1,-1),Random(0,360)) TNT1 A 0 A_GiveInventory("MaybeFire",1) - SCB2 F 1 BRIGHT A_SpawnItemEx("CultTrail3",0,frandom(4,-4),frandom(4,-4),Random(1,-1),Random(1,-1),Random(1,-1),Random(0,360)) TNT1 A 0 A_GiveInventory("MaybeFire",1) + SCB2 A 1 Bright A_SpawnItemEx("CultTrail3",0,frandom(4,-4),frandom(4,-4),Random(1,-1),Random(1,-1),Random(1,-1),Random(0,360)) TNT1 A 0 A_GiveInventory("MaybeFire",1) + SCB2 A 1 Bright A_SpawnItemEx("CultTrail3",0,frandom(4,-4),frandom(4,-4),Random(1,-1),Random(1,-1),Random(1,-1),Random(0,360)) TNT1 A 0 A_GiveInventory("MaybeFire",1) + SCB2 A 1 Bright A_SpawnItemEx("CultTrail3",0,frandom(4,-4),frandom(4,-4),Random(1,-1),Random(1,-1),Random(1,-1),Random(0,360)) TNT1 A 0 A_GiveInventory("MaybeFire",1) + SCB2 B 1 Bright A_SpawnItemEx("CultTrail3",0,frandom(4,-4),frandom(4,-4),Random(1,-1),Random(1,-1),Random(1,-1),Random(0,360)) TNT1 A 0 A_GiveInventory("MaybeFire",1) + SCB2 B 1 Bright A_SpawnItemEx("CultTrail3",0,frandom(4,-4),frandom(4,-4),Random(1,-1),Random(1,-1),Random(1,-1),Random(0,360)) TNT1 A 0 A_GiveInventory("MaybeFire",1) + SCB2 B 1 Bright A_SpawnItemEx("CultTrail3",0,frandom(4,-4),frandom(4,-4),Random(1,-1),Random(1,-1),Random(1,-1),Random(0,360)) TNT1 A 0 A_GiveInventory("MaybeFire",1) + SCB2 C 1 Bright A_SpawnItemEx("CultTrail3",0,frandom(4,-4),frandom(4,-4),Random(1,-1),Random(1,-1),Random(1,-1),Random(0,360)) TNT1 A 0 A_GiveInventory("MaybeFire",1) + SCB2 C 1 Bright A_SpawnItemEx("CultTrail3",0,frandom(4,-4),frandom(4,-4),Random(1,-1),Random(1,-1),Random(1,-1),Random(0,360)) TNT1 A 0 A_GiveInventory("MaybeFire",1) + SCB2 C 1 Bright A_SpawnItemEx("CultTrail3",0,frandom(4,-4),frandom(4,-4),Random(1,-1),Random(1,-1),Random(1,-1),Random(0,360)) TNT1 A 0 A_GiveInventory("MaybeFire",1) + SCB2 D 1 Bright A_SpawnItemEx("CultTrail3",0,frandom(4,-4),frandom(4,-4),Random(1,-1),Random(1,-1),Random(1,-1),Random(0,360)) TNT1 A 0 A_GiveInventory("MaybeFire",1) + SCB2 D 1 Bright A_SpawnItemEx("CultTrail3",0,frandom(4,-4),frandom(4,-4),Random(1,-1),Random(1,-1),Random(1,-1),Random(0,360)) TNT1 A 0 A_GiveInventory("MaybeFire",1) + SCB2 D 1 Bright A_SpawnItemEx("CultTrail3",0,frandom(4,-4),frandom(4,-4),Random(1,-1),Random(1,-1),Random(1,-1),Random(0,360)) TNT1 A 0 A_GiveInventory("MaybeFire",1) + SCB2 E 1 Bright A_SpawnItemEx("CultTrail3",0,frandom(4,-4),frandom(4,-4),Random(1,-1),Random(1,-1),Random(1,-1),Random(0,360)) TNT1 A 0 A_GiveInventory("MaybeFire",1) + SCB2 E 1 Bright A_SpawnItemEx("CultTrail3",0,frandom(4,-4),frandom(4,-4),Random(1,-1),Random(1,-1),Random(1,-1),Random(0,360)) TNT1 A 0 A_GiveInventory("MaybeFire",1) + SCB2 E 1 Bright A_SpawnItemEx("CultTrail3",0,frandom(4,-4),frandom(4,-4),Random(1,-1),Random(1,-1),Random(1,-1),Random(0,360)) TNT1 A 0 A_GiveInventory("MaybeFire",1) + SCB2 F 1 Bright A_SpawnItemEx("CultTrail3",0,frandom(4,-4),frandom(4,-4),Random(1,-1),Random(1,-1),Random(1,-1),Random(0,360)) TNT1 A 0 A_GiveInventory("MaybeFire",1) + SCB2 F 1 Bright A_SpawnItemEx("CultTrail3",0,frandom(4,-4),frandom(4,-4),Random(1,-1),Random(1,-1),Random(1,-1),Random(0,360)) TNT1 A 0 A_GiveInventory("MaybeFire",1) + SCB2 F 1 Bright A_SpawnItemEx("CultTrail3",0,frandom(4,-4),frandom(4,-4),Random(1,-1),Random(1,-1),Random(1,-1),Random(0,360)) TNT1 A 0 A_GiveInventory("MaybeFire",1) Loop Death: TNT1 A 0 A_CustomMissile("CultShot3",0,0,0,Random(1,-1)*frandom(0,8)) @@ -6374,7 +6808,7 @@ ACTOR CultShot2 TNT1 A 0 A_CustomMissile("CultShot3",0,0,292.5,Random(1,-1)*frandom(0,8)) TNT1 A 0 A_CustomMissile("CultShot3",0,0,315,Random(1,-1)*frandom(0,8)) TNT1 A 0 A_CustomMissile("CultShot3",0,0,337.5,Random(1,-1)*frandom(0,8)) - SCB2 GHIJKLMNOPQ 2 BRIGHT + SCB2 GHIJKLMNOPQ 2 Bright Stop } } @@ -6384,29 +6818,29 @@ ACTOR CultShot3 : CultShot1 States { Spawn: - SCBP A 1 BRIGHT A_SpawnItemEX("CultTrail1") + SCBP A 1 Bright A_SpawnItemEX("CultTrail1") TNT1 AAA 0 A_Cstaffmissileslither - SCBP A 1 BRIGHT A_SpawnItemEX("CultTrail1") + SCBP A 1 Bright A_SpawnItemEX("CultTrail1") TNT1 AAA 0 A_Cstaffmissileslither - SCBP A 1 BRIGHT A_SpawnItemEX("CultTrail1") + SCBP A 1 Bright A_SpawnItemEX("CultTrail1") TNT1 AAA 0 A_Cstaffmissileslither - SCBP B 1 BRIGHT A_SpawnItemEX("CultTrail1") + SCBP B 1 Bright A_SpawnItemEX("CultTrail1") TNT1 AAA 0 A_Cstaffmissileslither - SCBP B 1 BRIGHT A_SpawnItemEX("CultTrail1") + SCBP B 1 Bright A_SpawnItemEX("CultTrail1") TNT1 AAA 0 A_Cstaffmissileslither - SCBP B 1 BRIGHT A_SpawnItemEX("CultTrail1") + SCBP B 1 Bright A_SpawnItemEX("CultTrail1") TNT1 AAA 0 A_Cstaffmissileslither - SCBP C 1 BRIGHT A_SpawnItemEX("CultTrail1") + SCBP C 1 Bright A_SpawnItemEX("CultTrail1") TNT1 AAA 0 A_Cstaffmissileslither - SCBP C 1 BRIGHT A_SpawnItemEX("CultTrail1") + SCBP C 1 Bright A_SpawnItemEX("CultTrail1") TNT1 AAA 0 A_Cstaffmissileslither - SCBP C 1 BRIGHT A_SpawnItemEX("CultTrail1") + SCBP C 1 Bright A_SpawnItemEX("CultTrail1") TNT1 AAA 0 A_Cstaffmissileslither - SCBP D 1 BRIGHT A_SpawnItemEX("CultTrail1") + SCBP D 1 Bright A_SpawnItemEX("CultTrail1") TNT1 AAA 0 A_Cstaffmissileslither - SCBP D 1 BRIGHT A_SpawnItemEX("CultTrail1") + SCBP D 1 Bright A_SpawnItemEX("CultTrail1") TNT1 AAA 0 A_Cstaffmissileslither - SCBP D 1 BRIGHT A_SpawnItemEX("CultTrail1") + SCBP D 1 Bright A_SpawnItemEX("CultTrail1") TNT1 AAA 0 A_Cstaffmissileslither Loop } @@ -6425,33 +6859,33 @@ ACTOR CultTrail3 TNT1 A 0 A_Jump(256,"A","B","C","D","E","F") Loop A: - SCB2 A 1 BRIGHT A_fadeout - TNT1 A 0 //A_SetScale(Alpha) + SCB2 A 1 Bright A_fadeout + TNT1 A 0 A_SetScale(Alpha) TNT1 A 0 A_Jump(256,"B","C","D","E","F") Goto Spawn B: - SCB2 B 1 BRIGHT A_fadeout - TNT1 A 0 //A_SetScale(Alpha) + SCB2 B 1 Bright A_fadeout + TNT1 A 0 A_SetScale(Alpha) TNT1 A 0 A_Jump(256,"A","C","D","E","F") Goto Spawn C: - SCB2 C 1 BRIGHT A_fadeout - TNT1 A 0 //A_SetScale(Alpha) + SCB2 C 1 Bright A_fadeout + TNT1 A 0 A_SetScale(Alpha) TNT1 A 0 A_Jump(256,"A","B","D","E","F") Goto Spawn D: - SCB2 D 1 BRIGHT A_fadeout - TNT1 A 0 //A_SetScale(Alpha) + SCB2 D 1 Bright A_fadeout + TNT1 A 0 A_SetScale(Alpha) TNT1 A 0 A_Jump(256,"A","B","C","E","F") Goto Spawn E: - SCB2 E 1 BRIGHT A_fadeout - TNT1 A 0 //A_SetScale(Alpha) + SCB2 E 1 Bright A_fadeout + TNT1 A 0 A_SetScale(Alpha) TNT1 A 0 A_Jump(256,"A","B","C","D","F") Goto Spawn F: - SCB2 F 1 BRIGHT A_fadeout - TNT1 A 0 //A_SetScale(Alpha) + SCB2 F 1 Bright A_fadeout + TNT1 A 0 A_SetScale(Alpha) TNT1 A 0 A_Jump(256,"A","B","C","D","E") Goto Spawn } @@ -6469,10 +6903,10 @@ ACTOR CultTrail1 Spawn: TNT1 A 0 A_Jump(256,"A","B") A: - CSFT AABBCCDDEE 1 BRIGHT //A_fadeout(0.05) + CSFT AABBCCDDEE 1 Bright //A_fadeout(0.05) Stop B: - CSFT FFGGHHIIJJ 1 BRIGHT //A_fadeout(0.05) + CSFT FFGGHHIIJJ 1 Bright //A_fadeout(0.05) Stop } } @@ -6507,7 +6941,7 @@ ACTOR CultAmmo : Ammo States { Spawn: - COTL ABC 4 BRIGHT + COTL ABC 4 Bright Loop } } @@ -6525,7 +6959,7 @@ ACTOR LargeCultAmmo : Ammo States { Spawn: - COTS ABC 4 BRIGHT + COTS ABC 4 Bright Loop } } @@ -6552,13 +6986,13 @@ ACTOR mindBeam Stop } } -ACTOR MWeapFists : weapon 26217 +ACTOR MWeapFists : "DPT.HQ-Weapon" 26217 { //$Category Weapons Obituary "%o head 'sploded by %k's brain!" weapon.kickback 100 +WEAPON.MELEEWEAPON - states + States { Spawn: PHAS A -1 @@ -6587,7 +7021,7 @@ ACTOR MWeapFists : weapon 26217 goto ready } } -ACTOR MWeapShotgun : Weapon 26218 +ACTOR MWeapShotgun : "DPT.HQ-Weapon" 26218 { //$Category Weapons scale .4 @@ -6600,7 +7034,7 @@ ACTOR MWeapShotgun : Weapon 26218 Attacksound "HSGH" Scale 0.5 weapon.kickback 1500 - states + States { spawn: HNTS A 4 @@ -6625,8 +7059,8 @@ ACTOR MWeapShotgun : Weapon 26218 fire: Q2SF A 1 A_playsound(lift) Q2SF ABCDE 3 - Q2SF FF 1 bright A_FireBullets(23,23,20,2,"BulletPuff",1,1000) - Q2SF FFGGHH 1 bright + Q2SF FF 1 Bright A_FireBullets(23,23,20,2,"BulletPuff",1,1000) + Q2SF FFGGHH 1 Bright Q2SF JJ 2 Q2SF K 1 A_FireCustomMissile("ShotShellCasing",45+random(-8,6),0,2,3) Q2SF K 1 A_FireCustomMissile("ShotShellCasing",315+random(-8,6),0,2,3) @@ -6684,10 +7118,10 @@ ACTOR ShotShellCasingOnFloor Stop } } -ACTOR MWeapSufferStaff : Weapon 26219 //2005 +ACTOR MWeapSufferStaff : "DPT.HQ-Weapon" 26219 //2005 { //$Category Weapons - //Spawnid 32 + //SpawnID 32 Inventory.PickupSound "misc/w_pkup" Inventory.PickupMessage "You got the Staff Of Suffering!" +FLOATBOB @@ -6754,7 +7188,7 @@ ACTOR PLB Stop } } -ACTOR Curing_Cannon : Weapon 26342 +ACTOR Curing_Cannon : "DPT.HQ-Weapon" 26342 { Inventory.PickupMessage "CURING CANNON" VisibleToPlayerClass "Healer" @@ -6765,7 +7199,7 @@ ACTOR Curing_Cannon : Weapon 26342 Weapon.AmmoType2 "Cell" //Weapon.UpSound "WeaponSelect" //$Category Weapons - states + States { Ready: REP4 A 0 @@ -6779,7 +7213,7 @@ ACTOR Curing_Cannon : Weapon 26342 Goto Ready AltFire: REP4 A 4 - REP4 BC 4 bright A_FireCustomMissile("HealthMissile",0,1,0,0) + REP4 BC 4 Bright A_FireCustomMissile("HealthMissile",0,1,0,0) REP4 B 0 A_PlaySound("Healing") REP4 A 2 A_Refire Goto Ready @@ -6822,21 +7256,148 @@ ACTOR HealthRestoring : PowerupGiver Radius 11 Height 10 Inventory.Amount 1 - powerup.duration 15 + Powerup.Duration 15 Inventory.PickupMessage "" - Inventory.PickupSound "LOL" // ??? WTF? No sound here... Mda uzh... + Inventory.PickupSound "LOL" // ??? WTF? No sound here... Mda uzh... // WORKER Powerup.Type IronFeet Powerup.Color Red 0.8 +INVENTORY.AUTOACTIVATE +INVENTORY.ALWAYSPICKUP - states + States { Spawn: TNT1 A 4 Stop } } -ACTOR Healing_Cannon : Weapon 26343 +ACTOR RepairTool : Weapon 6544 +{ + //$Category Weapons + Weapon.Kickback 0 + Inventory.PickupMessage "You got the Repair Tool (Slot 0)" + Obituary "$OB_MPCHAINSAW" + +WEAPON.MELEEWEAPON + +NOBLOOD + States + { + Ready: + REPT A 4 A_WeaponReady + Loop + Deselect: + REPT A 1 A_Lower + Loop + Select: + REPT A 1 A_Raise + Loop + Fire: + REPT A 0 A_JumpIfTargetInLOS("AltFire") + Goto Ready + AltFire: + REPT A 4 + REPT A 0 A_FireCustomMissile("RepairMissile") + REPT B 0 A_PlaySound("Healing") + REPT BC 1 Bright + REPT A 1 + REPT B 0 A_ReFire + Goto Ready + Spawn: + REPT Z 1 + REPT Z -1 + Stop + } +} +ACTOR RepairMissile +{ + XScale 0.3 + YScale 0.24 + DeathSound "" + Radius 13 + Height 8 + Speed 25 + Damage (random (8, 8)) + Projectile + +RANDOMIZE + RenderStyle Add + Species "VehicleSpecial" + DamageType Repair + Decal "BulletChip" + +THRUSPECIES + +NOBLOOD + +NOBLOODDECALS + Alpha 0.75 + States + { + Spawn: + BOLT A 2 Bright + BOLT B 2 Bright + BOLT C 2 Bright + loop + Death: + TNT1 A 30 A_SpawnItemEx ("RepairToolRicochet", 1,0,8, 0,0,0, 0, SXF_NOCHECKPOSITION) + Stop + } +} +ACTOR RepairToolRicochet: BulletPuff +{ + Scale .5 + Alpha 1 + Renderstyle Add + DeathSound "fusion/hit" + +NOINTERACTION + +PUFFONACTORS + +NOGRAVITY + +ALWAYSPUFF + +CLIENTSIDEONLY + +NOBLOCKMAP + +BLOODLESSIMPACT + +FORCEXYBILLBOARD + +NOBLOOD + Obituary "%o ate bullet shrapnel." + DamageType "Shrapnel" + Speed 0 + States + { + Spawn: + TNT1 A 0 A_SpawnItem ("BlueFlareSmall", 0) + TNT1 A 0 A_Jump(256,"Spawn1","Spawn2","Spawn3") + Spawn1: + TNT1 AA 0 A_SpawnItem ("BlueFlareSmall", 0) + SAFP A 2 Bright + SAFP B 2 Bright A_Quake(1,6,0,75, "") + SAFP C 2 Bright + SAFP D 2 Bright + SAFP E 2 Bright + SAFP F 2 Bright + SAFP G 2 Bright + SAFP H 2 Bright + SAFP I 2 Bright + Stop + Spawn2: + TNT1 AA 0 A_SpawnItem ("BlueFlareSmall", 0) + SBFP A 2 Bright + SBFP B 2 Bright A_Quake(1,6,0,75, "") + SBFP C 2 Bright + SBFP D 2 Bright + SBFP E 2 Bright + SBFP F 2 Bright + SBFP G 2 Bright + SBFP H 2 Bright + SBFP I 2 Bright + Stop + Spawn3: + TNT1 AA 0 A_SpawnItem ("BlueFlareSmall", 0) + SCFP A 2 Bright + SCFP B 2 Bright A_Quake(1,6,0,75, "") + SCFP C 2 Bright + SCFP D 2 Bright + SCFP E 2 Bright + SCFP F 2 Bright + SCFP G 2 Bright + SCFP H 2 Bright + Stop + } +} +ACTOR Healing_Cannon : "DPT.HQ-Weapon" 26343 { VisibleToPlayerClass "Healer" Radius 20 @@ -6864,21 +7425,21 @@ ACTOR Healing_Cannon : Weapon 26343 CHLY AA 1 A_Lower Goto Deselect +2 Fire: - CHLY B 2 bright - CHLY C 2 bright - CHLY D 2 bright - CHLY E 4 bright + CHLY B 2 Bright + CHLY C 2 Bright + CHLY D 2 Bright + CHLY E 4 Bright CHLY C 0 A_GiveInventory("Flash",1) CHLY F 8 A_FireBullets(52,52,65,30,"Hellishpuff",1) CHLY A 12 Goto Ready AltFire: - CHLY B 2 bright - CHLY C 2 bright - CHLY D 2 bright - CHLY E 3 bright + CHLY B 2 Bright + CHLY C 2 Bright + CHLY D 2 Bright + CHLY E 3 Bright CHLY C 0 A_GiveInventory("Flash",1) - CHLY F 5 bright A_FireCustomMissile("WakeMissile",0,1,0,0) + CHLY F 5 Bright A_FireCustomMissile("WakeMissile",0,1,0,0) CHLY A 12 Goto Ready Spawn: @@ -6890,11 +7451,11 @@ ACTOR hellishpuff : bulletpuff { VSpeed 0 DamageType "HellishStrike" - states + States { Spawn: TNT1 A 1 - stop + Stop } } ACTOR WakeMissile {} @@ -6908,14 +7469,14 @@ ACTOR WakeMissile {} +FRIENDLY +NOGRAVITY +NOCLIP - states + States { Spawn: HEAL A 2 A_VileChase Loop Death: TNT1 A 1 - STop + Stop Heal: TNT1 A 1 Stop @@ -6924,13 +7485,13 @@ ACTOR WakeMissile {} ACTOR Flash : powerupgiver { Inventory.MaxAmount 1 - Powerup.duration 14 + Powerup.Duration 14 Powerup.color "0f 0f 0f", 0.2 Powerup.type "ironfeet" +INVENTORY.AUTOACTIVATE +INVENTORY.ALWAYSPICKUP } -ACTOR LittleArchvile_Spawner : Weapon 26344 +ACTOR LittleArchvile_Spawner : "DPT.HQ-Weapon" 26344 { Inventory.PickupMessage "LITTLE ARCHVILE SPAWNER" VisibleToPlayerClass "Healer" @@ -6939,10 +7500,10 @@ ACTOR LittleArchvile_Spawner : Weapon 26344 +INVENTORY.UNDROPPABLE +FLOATBOB //$Category Weapons - states + States { Ready: - ICHN ABCD 9 bright A_WeaponReady + ICHN ABCD 9 Bright A_WeaponReady Loop Select: ICHN A 0 A_Raise @@ -6953,10 +7514,10 @@ ACTOR LittleArchvile_Spawner : Weapon 26344 ICHN A 1 A_Lower Loop Fire: - ICHN E 3 bright - ICHN F 3 bright DamageThing(16) - ICHN G 3 bright A_FireCustomMissile("LittleTornadoDemonSpawnerModule",random(-1,1),0,0,0) - ICHN H 3 bright + ICHN E 3 Bright + ICHN F 3 Bright DamageThing(16) + ICHN G 3 Bright A_FireCustomMissile("LittleTornadoDemonSpawnerModule",random(-1,1),0,0,0) + ICHN H 3 Bright ICHN I 2 ICHN I 1 OffSet(0,6) ICHN I 1 OffSet(0,12) @@ -6976,13 +7537,13 @@ ACTOR TurningMissile Speed 25 seesound "SORATK" Damage 1 - states + States { Spawn: - CPFX ABCD 3 bright + CPFX ABCD 3 Bright Loop Death: - CPFX EFGHIJKLMNO 2 bright + CPFX EFGHIJKLMNO 2 Bright Stop } } @@ -6991,7 +7552,7 @@ ACTOR ArchVile1 : archvile //replaces archvile Scale 0.35 Speed 15 PainChance 255 - states + States { Pain.Morpher: ARE2 A 1 A_ChangeFlag("NOPAIN",1) @@ -7050,14 +7611,14 @@ ACTOR LittleTornadoDemonSpawnerModule Speed 17 Scale 0.75 seesound "SORATK" - states + States { Spawn: - CPFX ABCD 3 bright + CPFX ABCD 3 Bright Loop Death: CPFX E 0 A_SpawnItemEx("ArchVile1",0) - CPFX EFGHIJKLMNO 2 bright + CPFX EFGHIJKLMNO 2 Bright Stop } } @@ -7066,7 +7627,7 @@ ACTOR Healthpacks : ammo inventory.maxamount 20 +INVENTORY.IGNORESKILL } -ACTOR MedikitPack : Weapon 26345 +ACTOR MedikitPack : "DPT.HQ-Weapon" 26345 { Inventory.PickupMessage "MEDIKIT" VisibleToPlayerClass "Healer" @@ -7080,7 +7641,7 @@ ACTOR MedikitPack : Weapon 26345 +WEAPON.NOAUTOFIRE +WEAPON.AMMO_OPTIONAL //$Category Weapons - states + States { Ready: AIDA A 1 A_WeaponReady @@ -7143,7 +7704,7 @@ ACTOR MedkitSpawn } } // Benellus -ACTOR Magnetsaw : Weapon 26346 +ACTOR Magnetsaw : "DPT.HQ-Weapon" 26346 { +WEAPON.MeleeWeapon +Ammo_Optional //Stops it from switching away. @@ -7253,7 +7814,7 @@ ACTOR FireLimit : Inventory { Inventory.MaxAmount 4 } -ACTOR ScatterPistol : Weapon 26347 +ACTOR ScatterPistol : "DPT.HQ-Weapon" 26347 { Inventory.PickupSound "misc/w_pkup" Inventory.PickupMessage "You got the Scatter Pistol!" @@ -7333,7 +7894,7 @@ ACTOR ScatterPShot : FastProjectile Damage (3*random(2,4)) Scale 0.25 PROJECTILE - +BRIGHT + +Bright RenderStyle Add MissileHeight 8 MissileType "ScatterPShotTrail" @@ -7347,7 +7908,7 @@ ACTOR ScatterPShot : FastProjectile Death: TNT1 A 0 TNT1 A 0 A_PlaySound("SPRPIMPT") - TNT1 A 0 //A_SetScale(0.20) + TNT1 A 0 A_SetScale(0.20) TNT1 AAAA 0 A_CustomMissile("ScatterSpark",0,0,random(0,360),CMF_AIMDIRECTION,random(0,12)) SPRI ABCDE 1 Stop @@ -7361,7 +7922,7 @@ ACTOR ScatterSpark Scale 0.15 Gravity 0.3 PROJECTILE - +BRIGHT + +Bright -NOGRAVITY +DROPOFF +THRUACTORS @@ -7376,7 +7937,7 @@ ACTOR ScatterSpark Death: TNT1 A 0 TNT1 A 0 A_PlaySound("SPRPIMPT",5,0.12,0) - TNT1 A 0 //A_SetScale(0.08) + TNT1 A 0 A_SetScale(0.08) SPRI ABCDE 1 Stop } @@ -7435,7 +7996,7 @@ ACTOR ScatterPShotTrail Loop } } -ACTOR Shredder : Weapon 26348 +ACTOR Shredder : "DPT.HQ-Weapon" 26348 { //$Category Weapons Weapon.AmmoUse 1 @@ -7498,7 +8059,7 @@ ACTOR PlasmaticPuff : BulletPuff } } /* -ACTOR Quadvolgue : Weapon 24530 +ACTOR Quadvolgue : "DPT.HQ-Weapon" 24530 { //$Category Weapons //$Title Quadvolgue @@ -7756,13 +8317,6 @@ ACTOR Reload : Inventory Inventory.MaxAmount 1 Inventory.Amount 1 } -ACTOR CoD_Weapon : DoomWeapon -{ - +CLIENTSIDEONLY - +INVENTORY.UNDROPPABLE - Decal "BulletChip" - Weapon.UpSound "misc/w_pkup" -} ACTOR Spread : Ammo { Inventory.MaxAmount 5 @@ -7832,7 +8386,7 @@ ACTOR NoGibPuff : BulletPuff //replaces BulletPuff { +NOEXTREMEDEATH } -ACTOR M16 : CoD_Weapon +ACTOR M16 : "DPT.HQ-Weapon" { Obituary "%k > M16 > %o" Weapon.AmmoUse 1 @@ -7907,7 +8461,7 @@ ACTOR M16 : CoD_Weapon Goto Ready } } -ACTOR Deviation : Weapon 26349 +ACTOR Deviation : "DPT.HQ-Weapon" 26349 { Inventory.PickupSound "misc/w_pkup" Inventory.PickupMessage "You got the ''Deviation'' Dumb Missile Launcher!" @@ -7961,8 +8515,8 @@ ACTOR DumbRocket : Rocket Loop Death: TNT1 A 0 A_Explode - TNT1 AAAAAAAAAA 0 bright A_SpawnItemEx("Smoke", 0, 0, 0, random(2,-2), random(2,-2), 1+random(1,-3), 0, 128, 0) - TNT1 AAAA 0 bright A_SpawnItemEx("Boomy", 0, random(2,-2), random(2,-2), 0, 0, 1, 0, 128, 0) + TNT1 AAAAAAAAAA 0 Bright A_SpawnItemEx("Smoke", 0, 0, 0, random(2,-2), random(2,-2), 1+random(1,-3), 0, 128, 0) + TNT1 AAAA 0 Bright A_SpawnItemEx("Boomy", 0, random(2,-2), random(2,-2), 0, 0, 1, 0, 128, 0) TNT1 A 1 Stop } @@ -7977,7 +8531,7 @@ ACTOR Smoke States { Spawn: - SMOK ABCDEFGHIJKLMNOPQ 1 BRIGHT + SMOK ABCDEFGHIJKLMNOPQ 1 Bright Stop } } @@ -7993,10 +8547,10 @@ ACTOR Boomy Spawn: TNT1 A 0 A_Jump(255,"Spawn1","Spawn2") Spawn1: - EXP1 ABCDEFGHIJKLMNOP 1 BRIGHT + EXP1 ABCDEFGHIJKLMNOP 1 Bright Stop Spawn2: - EXP2 ABCDEFGHIJKLMNOP 1 BRIGHT + EXP2 ABCDEFGHIJKLMNOP 1 Bright Stop } } @@ -8005,7 +8559,7 @@ ACTOR DumbTrail : Smoke Scale 0.175 Alpha 0.3 } -ACTOR Karasawa : Weapon 26350 +ACTOR Karasawa : "DPT.HQ-Weapon" 26350 { Inventory.PickupSound "Misc/W_PkUp" Inventory.PickupMessage "You got the 'Karasawa' High-Density Plasma Rifle!" @@ -8015,7 +8569,7 @@ ACTOR Karasawa : Weapon 26350 Weapon.AmmoUse 1 Weapon.KickBack 1000 //$Category Weapons - states + States { Spawn: KSWP A -1 @@ -8121,14 +8675,14 @@ ACTOR BoltBlur +NoGravity +DropOff +NoTeleport - states + States { Spawn: KWBR AB 2 Bright A_FadeOut(0.3) Loop } } -ACTOR BHGen : Weapon 26351 +ACTOR BHGen : "DPT.HQ-Weapon" 26351 { Weapon.AmmoUse 50 Weapon.AmmoGive 100 @@ -8208,7 +8762,7 @@ ACTOR DMBall Goto Spawn+6 Death: TNT1 A 0 A_SpawnItem("BlackHole",0,0,0) - TNT1 A 0 //A_SetScale(1.2) + TNT1 A 0 A_SetScale(1.2) VORX ABCDEFGH 2 Bright Stop } @@ -8304,25 +8858,25 @@ ACTOR BHExplosion States { Spawn: - DBX3 A 1 Light("BHEXP_1") Bright //A_SetScale(1.2) + DBX3 A 1 Light("BHEXP_1") Bright A_SetScale(1.2) TNT1 A 0 A_FadeOut(0.13) - DBX3 A 1 Light("BHEXP_2") Bright //A_SetScale(1.4) + DBX3 A 1 Light("BHEXP_2") Bright A_SetScale(1.4) TNT1 A 0 A_FadeOut(0.13) - DBX3 A 1 Light("BHEXP_3") Bright //A_SetScale(1.6) + DBX3 A 1 Light("BHEXP_3") Bright A_SetScale(1.6) TNT1 A 0 A_FadeOut(0.13) - DBX3 A 1 Light("BHEXP_4") Bright //A_SetScale(1.8) + DBX3 A 1 Light("BHEXP_4") Bright A_SetScale(1.8) TNT1 A 0 A_FadeOut(0.13) - DBX3 A 1 Light("BHEXP_5") Bright //A_SetScale(2.0) + DBX3 A 1 Light("BHEXP_5") Bright A_SetScale(2.0) TNT1 A 0 A_FadeOut(0.13) - DBX3 A 1 Light("BHEXP_6") Bright //A_SetScale(2.2) + DBX3 A 1 Light("BHEXP_6") Bright A_SetScale(2.2) TNT1 A 0 A_FadeOut(0.13) - DBX3 A 1 Light("BHEXP_7") Bright //A_SetScale(2.4) + DBX3 A 1 Light("BHEXP_7") Bright A_SetScale(2.4) TNT1 A 0 A_FadeOut(0.13) - DBX3 A 1 Bright //A_SetScale(2.6) + DBX3 A 1 Bright A_SetScale(2.6) TNT1 A 0 A_FadeOut(0.13) - DBX3 A 1 Bright //A_SetScale(2.8) + DBX3 A 1 Bright A_SetScale(2.8) TNT1 A 0 A_FadeOut(0.13) - DBX3 A 1 Bright //A_SetScale(3.0) + DBX3 A 1 Bright A_SetScale(3.0) TNT1 A 0 A_FadeOut(0.13) Stop } @@ -8346,22 +8900,22 @@ ACTOR Benelluss : SuperShotgun { SSG1start: BEN1 BCDEAAAAAAAAAAAA 1 - stop + Stop SSG2start: BEN2 EDCBAAAAAAAAAAAA 1 - stop + Stop SSG3start: BEN3 EDCBAAAAAAAAAAAA 1 - stop + Stop SSG4start: BEN4 EDCBAAAAAAAAAAAA 1 - stop + Stop SSG5start: BEN5 EDCBAAAAAAAAAAAA 1 - stop + Stop SSG6start: BEN6 BCDEAAAAAAAAAAAA 1 - stop + Stop Ready: TNT1 A 0 A_GiveInventory("IAMNOTREADYHURRRR",1) TNT1 A 0 A_GiveInventory("Infrared2",1) @@ -8533,7 +9087,7 @@ ACTOR BulletShotguns PUFF A 2 Bright A_Scream PUFF B 2 Bright A_SpawnItemEX("shotthrowz", 0, 0, 0, random (4, 12), 0, random (4, 12), random(0, 360)) PUFF C 2 Bright - stop + Stop } } ACTOR Shotyes : Inventory { Inventory.MaxAmount 1 } @@ -8563,7 +9117,7 @@ ACTOR Shotthrowz Goto See Tranz: TNT1 A 1 A_SpawnItemEX("Shotthrowz2", 0, 0, 0, random (4, 12), 0, random (4, 12), random(0, 360)) - stop + Stop See: SOTG A 0 A_Jump(128,"Tranz") SOTG ABCD 2 @@ -8573,7 +9127,7 @@ ACTOR Shotthrowz goto see+1 Death: MISL B 1 A_JumpIfInventory("Shotyes",1,"RealDeath") - stop + Stop RealDeath: MISL B 5 Bright A_Scream MISL C 4 Bright @@ -8600,7 +9154,7 @@ ACTOR Shotthrowz2 : Shotthrowz Goto See+1 Death: MISL B 1 A_JumpIfInventory("Shotyes",1,"RealDeath") - stop + Stop RealDeath: MISL B 5 Bright A_Scream MISL C 4 Bright @@ -8609,7 +9163,7 @@ ACTOR Shotthrowz2 : Shotthrowz } } */ -ACTOR MultiProjectileWeapon : Weapon 25006 +ACTOR MultiProjectileWeapon : "DPT.HQ-Weapon" 25006 { Inventory.PickupMessage "You got the M6000 Multi-Projectile Weapon!" Inventory.PickupSound "misc/w_pkup" @@ -8659,7 +9213,7 @@ ACTOR MultiProjectileWeapon : Weapon 25006 MPWG F 0 A_PlaySound("weapons/charge3") MPWG E 15 MPWG E 0 Bright A_FireCustomMissile("MultiProjectile3",0,1,0,0) - MPWF HHHH 0 BRIGHT A_FireBullets(4,4,2,15,"MultiPuff",1) + MPWF HHHH 0 Bright A_FireBullets(4,4,2,15,"MultiPuff",1) MPWF H 8 Bright A_Light2 MPWF G 8 Bright MPWF F 8 Bright A_Light1 @@ -8733,7 +9287,7 @@ ACTOR MultiProjectile3 : BFGBall } } // LazyPanda -ACTOR DOOM42k16SSG : Weapon 26237 +ACTOR DOOM42k16SSG : "DPT.HQ-Weapon" 26237 { //$Category Weapons Weapon.AmmoUse 2 @@ -8781,10 +9335,10 @@ ACTOR SkulMissile : Rocket seesound "skull/melee" deathsound "skull/death" scale 0.7 - states + States { Spawn: - SKUL CD 8 bright + SKUL CD 8 Bright loop } } @@ -8806,7 +9360,7 @@ ACTOR DoomExplosion Stop } } -ACTOR ChainGuyGun : Weapon +ACTOR ChainGuyGun : "DPT.HQ-Weapon" { Obituary "%o was perforated by %k." ATTACKSOUND "weapons/shotgf" @@ -8847,7 +9401,7 @@ ACTOR ChainGuyGun : Weapon Stop } } -ACTOR CacoBaller : Weapon +ACTOR CacoBaller : "DPT.HQ-Weapon" { Obituary "%o was smitten by %k." HITObituary "%o got too close to &k." @@ -8859,7 +9413,7 @@ ACTOR CacoBaller : Weapon +WEAPON.DONTBOB +WEAPON.CHEATNOTWEAPON +INVENTORY.UNDROPPABLE - states + States { Spawn: CACO A 0 Thing_Remove (0) @@ -8903,19 +9457,19 @@ ACTOR CacodemonBall2 +RANDOMIZE +SEEKERMISSILE +SCREENSEEKER - states + States { Spawn: - BAL2 AB 2 bright - BAL2 AB 2 bright A_SeekerMissile(30,60,SMF_PRECISE,256,10) + BAL2 AB 2 Bright + BAL2 AB 2 Bright A_SeekerMissile(30,60,SMF_PRECISE,256,10) BAL2 A 0 A_SpawnItem("TracerSmoke",0) loop Death: - BAL2 CDE 3 bright - stop + BAL2 CDE 3 Bright + Stop } } -ACTOR DemonMouth : Weapon +ACTOR DemonMouth : "DPT.HQ-Weapon" { Obituary "%o was bit by %k." weapon.kickback 60 @@ -8924,7 +9478,7 @@ ACTOR DemonMouth : Weapon +WEAPON.DONTBOB +WEAPON.CHEATNOTWEAPON +INVENTORY.UNDROPPABLE - states + States { Spawn: TNT1 A 0 Thing_Remove (0) @@ -8971,10 +9525,10 @@ ACTOR MDemonTraceRun { Spawn: SARG ABCD 2 - stop + Stop } } -ACTOR SpectreMouth : Weapon +ACTOR SpectreMouth : "DPT.HQ-Weapon" { Obituary "%o was bit by %k." weapon.kickback 60 @@ -8983,7 +9537,7 @@ ACTOR SpectreMouth : Weapon +WEAPON.DONTBOB +WEAPON.CHEATNOTWEAPON +INVENTORY.UNDROPPABLE - states + States { Spawn: TNT1 A 0 Thing_Remove (0) @@ -9029,10 +9583,10 @@ actor MSpectreTraceRun { Spawn: SARG AB 2 - stop + Stop } } -ACTOR ImpBaller : Weapon +ACTOR ImpBaller : "DPT.HQ-Weapon" { Obituary "%o was burned by %k." hitObituary "%o was slashed by %k." @@ -9042,7 +9596,7 @@ ACTOR ImpBaller : Weapon +WEAPON.NOALERT +WEAPON.AMMO_OPTIONAL +WEAPON.CHEATNOTWEAPON - states + States { Spawn: TNT1 A 0 Thing_Remove (0) @@ -9063,9 +9617,9 @@ ACTOR ImpBaller : Weapon Loop Fire: CLAW A 0 A_JumpIfCloser (130,"Melee") //60 - CLAW B 5 bright - CLAW C 5 bright - CLAW D 5 bright A_FireCustomMissile ("PDoomImpBall",0,0,5,10) + CLAW B 5 Bright + CLAW C 5 Bright + CLAW D 5 Bright A_FireCustomMissile ("PDoomImpBall",0,0,5,10) CLAW E 5 Goto Ready Melee: @@ -9081,7 +9635,7 @@ ACTOR PDoomImpBall : DoomImpBall speed 30 DamageType "ImpBallDamage" } -ACTOR ZombieRifle : Weapon +ACTOR ZombieRifle : "DPT.HQ-Weapon" { weapon.kickback 100 attacksound "weapons/pistol" @@ -9091,7 +9645,7 @@ ACTOR ZombieRifle : Weapon +WEAPON.AMMO_OPTIONAL +WEAPON.CHEATNOTWEAPON +INVENTORY.UNDROPPABLE - states + States { Ready: POGN A 7 A_WeaponReady @@ -9109,8 +9663,8 @@ ACTOR ZombieRifle : Weapon Loop Fire: POGN A 3 A_GunFlash - POGN B 3 bright A_FireBullets (1.5,1.0,1,8,"FBulletPuff",1) - POGN C 3 bright + POGN B 3 Bright A_FireBullets (1.5,1.0,1,8,"FBulletPuff",1) + POGN C 3 Bright POGN A 0 A_Refire POGN A 5 Goto Ready @@ -9122,7 +9676,7 @@ ACTOR ZombieRifle : Weapon Stop } } -actor ZombieShotGun : Weapon +actor ZombieShotGun : "DPT.HQ-Weapon" { Obituary "%o chewed on %k's boomstick." attacksound "weapons/shotgf" @@ -9132,7 +9686,7 @@ actor ZombieShotGun : Weapon +WEAPON.AMMO_OPTIONAL +WEAPON.CHEATNOTWEAPON +INVENTORY.UNDROPPABLE - states + States { Ready: STG2 A 6 A_WeaponReady @@ -9157,16 +9711,16 @@ actor ZombieShotGun : Weapon STG2 A 3 A_ReFire goto Ready Flash: - SHTF A 3 bright A_Light1 - SHTF B 3 bright A_Light2 - SHTF B 0 bright A_Light0 - stop + SHTF A 3 Bright A_Light1 + SHTF B 3 Bright A_Light2 + SHTF B 0 Bright A_Light0 + Stop Spawn: TNT1 A 1 Thing_Remove (0) Stop } } -ACTOR MLostSoulWeap : Weapon +ACTOR MLostSoulWeap : "DPT.HQ-Weapon" { Obituary "%o was spooked by %k." weapon.kickback 30 @@ -9174,7 +9728,7 @@ ACTOR MLostSoulWeap : Weapon +Ammo_Optional +WEAPON.CHEATNOTWEAPON +INVENTORY.UNDROPPABLE - states + States { Spawn: TNT1 A 1 Thing_Remove (0) @@ -9207,7 +9761,7 @@ ACTOR MLostSoulWeap : Weapon Goto Ready } } -ACTOR PainElementWeap : Weapon +ACTOR PainElementWeap : "DPT.HQ-Weapon" { weapon.kickback 30 +WEAPON.NOALERT @@ -9216,7 +9770,7 @@ ACTOR PainElementWeap : Weapon +WEAPON.DONTBOB +WEAPON.CHEATNOTWEAPON +INVENTORY.UNDROPPABLE - states + States { Spawn: PEWE A 0 Thing_Remove (0) @@ -9258,22 +9812,22 @@ ACTOR SoulProj +RANDOMIZE +DONTREFLECT +SKYEXPLODE - states + States { Spawn: - SKUL CD 4 BRIGHT + SKUL CD 4 Bright loop Death: - SKUL F 6 BRIGHT A_Explode (18,128,0,0) - SKUL G 6 BRIGHT A_Scream - SKUL H 6 BRIGHT - SKUL I 6 BRIGHT A_NoBlocking + SKUL F 6 Bright A_Explode (18,128,0,0) + SKUL G 6 Bright A_Scream + SKUL H 6 Bright + SKUL I 6 Bright A_NoBlocking SKUL J 6 SKUL K 6 Stop } } -ACTOR RevenantGun : Weapon +ACTOR RevenantGun : "DPT.HQ-Weapon" { Obituary "%o couldn't evade %k fireball." hitObituary "%o was punched by %k." @@ -9283,7 +9837,7 @@ ACTOR RevenantGun : Weapon +WEAPON.NOALERT +WEAPON.CHEATNOTWEAPON +INVENTORY.UNDROPPABLE - states + States { Spawn: TNT1 A 0 Thing_Remove (0) @@ -9304,36 +9858,36 @@ ACTOR RevenantGun : Weapon REVP A 0 A_JumpIfInventory ("PM_AltFireY",1,"AltFireY") REVP A 0 A_JumpIfInventory ("Mskull",0,"MasterShot") REVP A 0 A_JumpIfInventory ("SKELCH2",1,"RightGunShot") - REVP I 8 bright - REVP K 8 bright A_FireCustomMissile ("HomingMissile",0,0,-8,16,1) - REVP L 8 bright + REVP I 8 Bright + REVP K 8 Bright A_FireCustomMissile ("HomingMissile",0,0,-8,16,1) + REVP L 8 Bright REVP A 4 A_GiveInventory ("SKELCH2",1) Goto Ready AltFireX: - REVP I 8 bright - REVP K 8 bright A_FireCustomMissile ("PCybRocket3",0,0,-8,16,1) - REVP L 16 bright + REVP I 8 Bright + REVP K 8 Bright A_FireCustomMissile ("PCybRocket3",0,0,-8,16,1) + REVP L 16 Bright Goto Ready AltFireY: - REVP I 8 bright + REVP I 8 Bright REVP K 0 A_PlaySoundEx ("weapons/mgren","weapon") - REVP K 8 bright A_FireCustomMissile ("MRevenantGrenadePuppet",0,0,-8,16,1) - REVP L 16 bright + REVP K 8 Bright A_FireCustomMissile ("MRevenantGrenadePuppet",0,0,-8,16,1) + REVP L 16 Bright Goto Ready RightGunShot: - REVP M 8 bright - REVP N 8 bright A_FireCustomMissile ("HomingMissile",0,0,8,16,1) - REVP O 8 bright + REVP M 8 Bright + REVP N 8 Bright A_FireCustomMissile ("HomingMissile",0,0,8,16,1) + REVP O 8 Bright REVP A 0 SetPlayerProperty (0, 0, 0) REVP A 4 A_TakeInventory ("SKELCH2",1) Goto Ready MasterShot: REVP A 0 SetPlayerProperty (0, 1, 0) REVP A 0 A_GunFlash - REVP I 11 bright A_TakeInventory ("SKELCH",1) - REVP K 0 bright A_FireCustomMissile ("HomingMissile",0,0,11,16,1) - REVP K 11 bright A_FireCustomMissile ("HomingMissile",0,0,-11,16,1) - REVP L 11 bright + REVP I 11 Bright A_TakeInventory ("SKELCH",1) + REVP K 0 Bright A_FireCustomMissile ("HomingMissile",0,0,11,16,1) + REVP K 11 Bright A_FireCustomMissile ("HomingMissile",0,0,-11,16,1) + REVP L 11 Bright REVP A 0 SetPlayerProperty (0, 0, 0) REVP A 6 A_TakeInventory ("SKELCH2",1) Goto Ready @@ -9345,9 +9899,9 @@ ACTOR RevenantGun : Weapon REVP FG 3 Goto Ready Flash: - REVP M 11 bright - REVP N 11 bright - REVP O 11 bright + REVP M 11 Bright + REVP N 11 Bright + REVP O 11 Bright Stop } } @@ -9355,33 +9909,33 @@ actor SKELCH3 : Inventory { inventory.amount 1 inventory.maxamount 1 - states + States { Spawn: TNT1 A -1 - stop + Stop } } actor SKELCH2 : Inventory { inventory.amount 1 inventory.maxamount 1 - states + States { Spawn: TNT1 A -1 - stop + Stop } } actor SKELCH : Inventory { inventory.amount 1 inventory.maxamount 1 - states + States { Spawn: TNT1 A -1 - stop + Stop } } actor HomingMissile @@ -9398,17 +9952,17 @@ actor HomingMissile PROJECTILE +SEEKERMISSILE +SCREENSEEKER - states + States { Spawn: - FATB AB 2 bright A_SeekerMissile(30,60,SMF_PRECISE,256,10) //45,90 //SMF_LOOK removed + FATB AB 2 Bright A_SeekerMissile(30,60,SMF_PRECISE,256,10) //45,90 //SMF_LOOK removed FATB A 0 A_SpawnItem("TracerSmoke",0) loop Death: - FBXP A 8 bright - FBXP B 6 bright - FBXP C 4 bright - stop + FBXP A 8 Bright + FBXP B 6 Bright + FBXP C 4 Bright + Stop } } actor TracerSmoke @@ -9417,11 +9971,11 @@ actor TracerSmoke alpha 0.5 +NOBLOCKMAP +NOGRAVITY - states + States { Spawn: PUFF BCBCD 3 - stop + Stop } } ACTOR MRevenantGrenadePuppet : Grenade @@ -9451,13 +10005,13 @@ ACTOR MRevenantGrenadePuppet : Grenade GRN2 ABCDEFGHIJK 3 loop Death: - MISL B 8 bright A_Explode - MISL C 6 bright - MISL D 4 bright - stop + MISL B 8 Bright A_Explode + MISL C 6 Bright + MISL D 4 Bright + Stop } } -ACTOR ArPlasmaGun : Weapon +ACTOR ArPlasmaGun : "DPT.HQ-Weapon" { +CHEATNOTWEAPON //$Category Weapons @@ -9491,7 +10045,7 @@ ACTOR Plasma : ArachnotronPlasma { SPEED 45 } -ACTOR BigFuckingGun9000 : Weapon +ACTOR BigFuckingGun9000 : "DPT.HQ-Weapon" { //$Category Weapons +WEAPON.NOAUTOFIRE @@ -9507,7 +10061,7 @@ ACTOR BigFuckingGun9000 : Weapon BFGG A 1 A_Raise Loop Fire: - BFGG B 10 bright A_BFGSound + BFGG B 10 Bright A_BFGSound BFGG A 0 A_FireCustomMissile("2704Ball1", random(30,-30)/4.0, 1, 0, 0, 0, random(36,-36)/4.0) BFGG A 0 A_FireCustomMissile("2704Ball2", random(30,-30)/4.0, 0, 0, 0, 0, random(36,-36)/4.0) BFGG A 0 A_AlertMonsters @@ -9708,7 +10262,7 @@ ACTOR BigFuckingGun9000 : Weapon BFGG A 0 A_AlertMonsters BFGG A 1 A_GunFlash BFGG A 2 A_ReFire - BFGG B 18 bright + BFGG B 18 Bright goto Ready Flash: BFGF A 11 Bright A_Light1 @@ -9748,7 +10302,7 @@ ACTOR 2704Ball2 : 2704Ball1 } } // Ovlab -ACTOR SMG : weapon +ACTOR SMG : "DPT.HQ-Weapon" { //$Category Weapons Scale 0.4 @@ -9777,13 +10331,13 @@ ACTOR SMG : weapon SMG1 A 1 A_WeaponReady loop Fire: - SMG1 B 1 BRIGHT A_FireBullets(0,0,1,5,"BulletPuff",1) - SMG1 C 1 BRIGHT + SMG1 B 1 Bright A_FireBullets(0,0,1,5,"BulletPuff",1) + SMG1 C 1 Bright SMG1 A 2 Goto Ready } } -ACTOR DoubleSMG : weapon +ACTOR DoubleSMG : "DPT.HQ-Weapon" { //$Category Weapons Scale 0.4 @@ -9812,10 +10366,10 @@ ACTOR DoubleSMG : weapon SMG2 A 1 A_WeaponReady loop Fire: - SMG2 B 1 BRIGHT A_FireBullets(0,0,1,5,"BulletPuff",1) - SMG2 CA 1 BRIGHT - SMG2 D 1 BRIGHT A_FireBullets(0,0,1,5,"BulletPuff",1) - SMG2 EA 1 BRIGHT + SMG2 B 1 Bright A_FireBullets(0,0,1,5,"BulletPuff",1) + SMG2 CA 1 Bright + SMG2 D 1 Bright A_FireBullets(0,0,1,5,"BulletPuff",1) + SMG2 EA 1 Bright Goto Ready } } @@ -9848,7 +10402,7 @@ ACTOR SMGGenerator : CustomInventory 26235 Stop } } -ACTOR Rifle : Weapon 26236 +ACTOR Rifle : "DPT.HQ-Weapon" 26236 { //$Category Weapons Weapon.AmmoType "RifleAmmo" @@ -9930,7 +10484,7 @@ ACTOR BlankPuff Stop } } -ACTOR TrollSSD : Weapon 26239 +ACTOR TrollSSD : "DPT.HQ-Weapon" 26239 { //$Category Weapons +CHEATNOTWEAPON @@ -9999,7 +10553,7 @@ ACTOR STFBFG9000 : BFG9000 26256 Loop Fire: Hold: - BFGG A 20 A_PlaySound("weapons/bfgf") //A_PlayWeaponSound("weapons/bfgf") + BFGG A 20 A_PlaySound("weapons/bfgf") BFGG B 10 Bright A_GunFlash BFGG B 5 Bright A_FireCustomMissile("BFGBall") Goto AfterFire @@ -10027,7 +10581,7 @@ ACTOR BFGSmoke Stop } } -ACTOR Powercube : Weapon 26257 +ACTOR Powercube : "DPT.HQ-Weapon" 26257 { //$Category Weapons //$Sprite CUBXA0 @@ -10080,74 +10634,74 @@ ACTOR Powercube : Weapon 26257 CUBF A 0 A_SetAngle(Angle+frandom(0.7,-0.7)) CUBF A 0 A_SetPitch(Pitch+frandom(0.7,-0.7)) CUBF A 0 A_ZoomFactor(0.98) - CUBF A 1 BRIGHT A_FireCustomMissile("CubeLightning",0.1*random(40,-40),1,15,0,0,0.1*random(40,-40)) + CUBF A 1 Bright A_FireCustomMissile("CubeLightning",0.1*random(40,-40),1,15,0,0,0.1*random(40,-40)) CUBF A 0 A_SetBlend("Green",0.05,1) CUBF A 0 A_Recoil(0.2) CUBF A 0 A_SetAngle(Angle+frandom(0.7,-0.7)) CUBF A 0 A_SetPitch(Pitch+frandom(0.7,-0.7)) CUBF A 0 A_ZoomFactor(0.9775) - CUBF B 1 BRIGHT A_FireCustomMissile("CubeLightning",0.1*random(40,-40),0,15,0,0,0.1*random(40,-40)) + CUBF B 1 Bright A_FireCustomMissile("CubeLightning",0.1*random(40,-40),0,15,0,0,0.1*random(40,-40)) CUBF A 0 A_SetBlend("Green",0.05,1) CUBF A 0 A_Recoil(0.2) CUBF A 0 A_SetAngle(Angle+frandom(0.7,-0.7)) CUBF A 0 A_SetPitch(Pitch+frandom(0.7,-0.7)) CUBF A 0 A_ZoomFactor(0.975) - CUBF C 1 BRIGHT A_FireCustomMissile("CubeLightning",0.1*random(40,-40),0,15,0,0,0.1*random(40,-40)) + CUBF C 1 Bright A_FireCustomMissile("CubeLightning",0.1*random(40,-40),0,15,0,0,0.1*random(40,-40)) CUBF A 0 A_SetBlend("Green",0.05,1) CUBF A 0 A_Recoil(0.2) CUBF A 0 A_SetAngle(Angle+frandom(0.7,-0.7)) CUBF A 0 A_SetPitch(Pitch+frandom(0.7,-0.7)) CUBF A 0 A_ZoomFactor(0.9725) - CUBF D 1 BRIGHT A_FireCustomMissile("CubeLightning",0.1*random(40,-40),0,15,0,0,0.1*random(40,-40)) + CUBF D 1 Bright A_FireCustomMissile("CubeLightning",0.1*random(40,-40),0,15,0,0,0.1*random(40,-40)) CUBF A 0 A_SetBlend("Green",0.05,1) CUBF A 0 A_Recoil(0.2) CUBF A 0 A_SetAngle(Angle+frandom(0.7,-0.7)) CUBF A 0 A_SetPitch(Pitch+frandom(0.7,-0.7)) CUBF A 0 A_ZoomFactor(0.975) - CUBF E 1 BRIGHT A_FireCustomMissile("CubeLightning",0.1*random(40,-40),0,15,0,0,0.1*random(40,-40)) + CUBF E 1 Bright A_FireCustomMissile("CubeLightning",0.1*random(40,-40),0,15,0,0,0.1*random(40,-40)) CUBF A 0 A_SetBlend("Green",0.05,1) CUBF A 0 A_Recoil(0.2) CUBF A 0 A_SetAngle(Angle+frandom(0.7,-0.7)) CUBF A 0 A_SetPitch(Pitch+frandom(0.7,-0.7)) CUBF A 0 A_ZoomFactor(0.9775) - CUBF F 1 BRIGHT A_FireCustomMissile("CubeLightning",0.1*random(40,-40),0,15,0,0,0.1*random(40,-40)) + CUBF F 1 Bright A_FireCustomMissile("CubeLightning",0.1*random(40,-40),0,15,0,0,0.1*random(40,-40)) CUBF A 0 A_SetBlend("Green",0.05,1) CUBF A 0 A_Recoil(0.2) CUBF A 0 A_GiveInventory("CubeAmmo",1) CUBF A 0 A_SetAngle(Angle+frandom(0.7,-0.7)) CUBF A 0 A_SetPitch(Pitch+frandom(0.7,-0.7)) CUBF A 0 A_ZoomFactor(0.98) - CUBF A 1 BRIGHT A_FireCustomMissile("CubeLightning",0.1*random(40,-40),1,15,0,0,0.1*random(40,-40)) + CUBF A 1 Bright A_FireCustomMissile("CubeLightning",0.1*random(40,-40),1,15,0,0,0.1*random(40,-40)) CUBF A 0 A_SetBlend("Green",0.05,1) CUBF A 0 A_Recoil(0.2) CUBF A 0 A_SetAngle(Angle+frandom(0.7,-0.7)) CUBF A 0 A_SetPitch(Pitch+frandom(0.7,-0.7)) CUBF A 0 A_ZoomFactor(0.9775) - CUBF B 1 BRIGHT A_FireCustomMissile("CubeLightning",0.1*random(40,-40),0,15,0,0,0.1*random(40,-40)) + CUBF B 1 Bright A_FireCustomMissile("CubeLightning",0.1*random(40,-40),0,15,0,0,0.1*random(40,-40)) CUBF A 0 A_SetBlend("Green",0.05,1) CUBF A 0 A_Recoil(0.2) CUBF A 0 A_SetAngle(Angle+frandom(0.7,-0.7)) CUBF A 0 A_SetPitch(Pitch+frandom(0.7,-0.7)) CUBF A 0 A_ZoomFactor(0.975) - CUBF C 1 BRIGHT A_FireCustomMissile("CubeLightning",0.1*random(40,-40),0,15,0,0,0.1*random(40,-40)) + CUBF C 1 Bright A_FireCustomMissile("CubeLightning",0.1*random(40,-40),0,15,0,0,0.1*random(40,-40)) CUBF A 0 A_SetBlend("Green",0.05,1) CUBF A 0 A_Recoil(0.2) CUBF A 0 A_SetAngle(Angle+frandom(0.7,-0.7)) CUBF A 0 A_SetPitch(Pitch+frandom(0.7,-0.7)) CUBF A 0 A_ZoomFactor(0.9725) - CUBF D 1 BRIGHT A_FireCustomMissile("CubeLightning",0.1*random(40,-40),0,15,0,0,0.1*random(40,-40)) + CUBF D 1 Bright A_FireCustomMissile("CubeLightning",0.1*random(40,-40),0,15,0,0,0.1*random(40,-40)) CUBF A 0 A_SetBlend("Green",0.05,1) CUBF A 0 A_Recoil(0.2) CUBF A 0 A_SetAngle(Angle+frandom(0.7,-0.7)) CUBF A 0 A_SetPitch(Pitch+frandom(0.7,-0.7)) CUBF A 0 A_ZoomFactor(0.975) - CUBF E 1 BRIGHT A_FireCustomMissile("CubeLightning",0.1*random(40,-40),0,15,0,0,0.1*random(40,-40)) + CUBF E 1 Bright A_FireCustomMissile("CubeLightning",0.1*random(40,-40),0,15,0,0,0.1*random(40,-40)) CUBF A 0 A_SetBlend("Green",0.05,1) CUBF A 0 A_Recoil(0.2) CUBF A 0 A_SetAngle(Angle+frandom(0.7,-0.7)) CUBF A 0 A_SetPitch(Pitch+frandom(0.7,-0.7)) CUBF A 0 A_ZoomFactor(0.9775) - CUBF F 1 BRIGHT A_FireCustomMissile("CubeLightning",0.1*random(40,-40),0,15,0,0,0.1*random(40,-40)) + CUBF F 1 Bright A_FireCustomMissile("CubeLightning",0.1*random(40,-40),0,15,0,0,0.1*random(40,-40)) CUBF A 0 A_ReFire Goto SuperPootisMan SuperPootisMan2: @@ -10186,7 +10740,7 @@ ACTOR Powercube : Weapon 26257 CUBF A 0 A_FireCustomMissile("WTFPlasmaBallYellow",frandom(15.000,-15.000),0,0,0,0,frandom(5.000,-15.000)) CUBF A 0 A_FireCustomMissile("WTFRocketBlue",frandom(15.000,-15.000),0,0,0,0,frandom(15.000,-15.000)) CUBF A 0 A_FireCustomMissile("WTFPlasmaBall",frandom(15.000,-15.000),0,0,0,0,frandom(5.000,-15.000)) - CUBF A 1 BRIGHT + CUBF A 1 Bright CUBF A 0 A_SetBlend("Yellow",0.2,1) CUBF A 0 A_Recoil(0.4) CUBF A 0 A_SetAngle(Angle+frandom(1.0,-1.0)) @@ -10200,7 +10754,7 @@ ACTOR Powercube : Weapon 26257 CUBF A 0 A_FireCustomMissile("WTFPlasmaBallYellow",frandom(15.000,-15.000),0,0,0,0,frandom(5.000,-15.000)) CUBF A 0 A_FireCustomMissile("WTFRocketBlue",frandom(15.000,-15.000),0,0,0,0,frandom(15.000,-15.000)) CUBF A 0 A_FireCustomMissile("WTFPlasmaBall",frandom(15.000,-15.000),0,0,0,0,frandom(5.000,-15.000)) - CUBF B 1 BRIGHT + CUBF B 1 Bright CUBF A 0 A_SetBlend("Cyan",0.2,1) CUBF A 0 A_Recoil(0.4) CUBF A 0 A_SetAngle(Angle+frandom(1.0,-1.0)) @@ -10214,7 +10768,7 @@ ACTOR Powercube : Weapon 26257 CUBF A 0 A_FireCustomMissile("WTFPlasmaBallYellow",frandom(15.000,-15.000),0,0,0,0,frandom(5.000,-15.000)) CUBF A 0 A_FireCustomMissile("WTFRocketBlue",frandom(15.000,-15.000),0,0,0,0,frandom(15.000,-15.000)) CUBF A 0 A_FireCustomMissile("WTFPlasmaBall",frandom(15.000,-15.000),0,0,0,0,frandom(5.000,-15.000)) - CUBF C 1 BRIGHT + CUBF C 1 Bright CUBF A 0 A_SetBlend("Orange",0.2,1) CUBF A 0 A_Recoil(0.4) CUBF A 0 A_SetAngle(Angle+frandom(1.0,-1.0)) @@ -10228,7 +10782,7 @@ ACTOR Powercube : Weapon 26257 CUBF A 0 A_FireCustomMissile("WTFPlasmaBallYellow",frandom(15.000,-15.000),0,0,0,0,frandom(5.000,-15.000)) CUBF A 0 A_FireCustomMissile("WTFRocketBlue",frandom(15.000,-15.000),0,0,0,0,frandom(15.000,-15.000)) CUBF A 0 A_FireCustomMissile("WTFPlasmaBall",frandom(15.000,-15.000),0,0,0,0,frandom(5.000,-15.000)) - CUBF D 1 BRIGHT + CUBF D 1 Bright CUBF A 0 A_SetBlend("Blue",0.2,1) CUBF A 0 A_Recoil(0.4) CUBF A 0 A_SetAngle(Angle+frandom(1.0,-1.0)) @@ -10242,7 +10796,7 @@ ACTOR Powercube : Weapon 26257 CUBF A 0 A_FireCustomMissile("WTFPlasmaBallYellow",frandom(15.000,-15.000),0,0,0,0,frandom(5.000,-15.000)) CUBF A 0 A_FireCustomMissile("WTFRocketBlue",frandom(15.000,-15.000),0,0,0,0,frandom(15.000,-15.000)) CUBF A 0 A_FireCustomMissile("WTFPlasmaBall",frandom(15.000,-15.000),0,0,0,0,frandom(5.000,-15.000)) - CUBF E 1 BRIGHT + CUBF E 1 Bright CUBF A 0 A_SetBlend("Red",0.2,1) CUBF A 0 A_Recoil(0.4) CUBF A 0 A_SetAngle(Angle+frandom(1.0,-1.0)) @@ -10256,7 +10810,7 @@ ACTOR Powercube : Weapon 26257 CUBF A 0 A_FireCustomMissile("WTFPlasmaBallYellow",frandom(15.000,-15.000),0,0,0,0,frandom(5.000,-15.000)) CUBF A 0 A_FireCustomMissile("WTFRocketBlue",frandom(15.000,-15.000),0,0,0,0,frandom(15.000,-15.000)) CUBF A 0 A_FireCustomMissile("WTFPlasmaBall",frandom(15.000,-15.000),0,0,0,0,frandom(5.000,-15.000)) - CUBF F 1 BRIGHT + CUBF F 1 Bright CUBF A 0 A_ReFire Goto SupersitooPMan SupersitooPMan2: @@ -10334,7 +10888,7 @@ ACTOR CubeLightning : FastProjectile +BLOODLESSIMPACT DamageType Fire MissileType "CubeLightningTrailSpawner" - states + States { Spawn: TNT1 A 2 @@ -10346,7 +10900,7 @@ ACTOR CubeLightning : FastProjectile Stop Ded: TNT1 A 1 - stop + Stop } } ACTOR CubeLightningTrailSpawner @@ -10374,10 +10928,10 @@ ACTOR CubeLightningTrail { Spawn: TNT1 A 0 - CUBS ABCDE 2 bright A_FadeOut(0.1) + CUBS ABCDE 2 Bright A_FadeOut(0.1) Trolololo: - TNT1 A 0 //A_SetScale(ScaleX -0.01, ScaleY -0.01) - CUBS F 1 bright A_FadeOut(0.08) + TNT1 A 0 A_SetScale(ScaleX -0.01, ScaleY -0.01) + CUBS F 1 Bright A_FadeOut(0.08) Loop } } @@ -10449,13 +11003,13 @@ ACTOR WTFPlasmaBallYellow : WTFPlasmaBall ACTOR CubeInfiniteAmmo : PowerupGiver { inventory.pickupmessage "I AM FULL OF SANDWICH, AND I AM COMING FOR YOU!" - powerup.duration -30 + Powerup.Duration -30 powerup.type "InfiniteAmmo" +INVENTORY.ALWAYSPICKUP +INVENTORY.AUTOACTIVATE +INVENTORY.ADDITIVETIME powerup.color "70 0 99" 0.03 - states + States { Spawn: TNT1 A -1 @@ -10465,13 +11019,13 @@ ACTOR CubeInfiniteAmmo : PowerupGiver ACTOR CubeInvicibility : PowerupGiver { inventory.pickupmessage "HAHAHAHAAA!! I AM BULLETPROOOOOOF!!" - powerup.duration -30 + Powerup.Duration -30 powerup.type "Invulnerable" +INVENTORY.ALWAYSPICKUP +INVENTORY.AUTOACTIVATE +INVENTORY.ADDITIVETIME powerup.color Orange 0.03 - states + States { Spawn: TNT1 A -1 @@ -10486,13 +11040,13 @@ ACTOR PowerCubeDamage : PowerDamage ACTOR CubeDamage : PowerupGiver { inventory.pickupmessage "IT'S TIME TO RUN, COWARDS!" - powerup.duration -30 + Powerup.Duration -30 powerup.type "CubeDamage" +INVENTORY.ALWAYSPICKUP +INVENTORY.AUTOACTIVATE +INVENTORY.ADDITIVETIME powerup.color Red 0.03 - states + States { Spawn: TNT1 A -1 @@ -10507,13 +11061,13 @@ ACTOR PowerCubeProtect : PowerProtection ACTOR CubeProtection : PowerupGiver { inventory.pickupmessage "YOU ARE NO MATCH FOR MEE!!" - powerup.duration -30 + Powerup.Duration -30 powerup.type "CubeProtect" +INVENTORY.ALWAYSPICKUP +INVENTORY.AUTOACTIVATE +INVENTORY.ADDITIVETIME powerup.color Cyan 0.03 - states + States { Spawn: TNT1 A -1 @@ -10523,13 +11077,13 @@ ACTOR CubeProtection : PowerupGiver ACTOR CubeFear : PowerupGiver { inventory.pickupmessage "FEAR ME, COWAAAARDS!!" - powerup.duration -30 + Powerup.Duration -30 powerup.type "Frightener" +INVENTORY.ALWAYSPICKUP +INVENTORY.AUTOACTIVATE +INVENTORY.ADDITIVETIME powerup.color Yellow 0.03 - states + States { Spawn: TNT1 A -1 @@ -10537,7 +11091,39 @@ ACTOR CubeFear : PowerupGiver } } // ETC -ACTOR Basketball : Weapon 26255 +ACTOR Railgun : "DPT.HQ-Weapon" 5012 //replaces Chainsaw +{ + Weapon.AmmoUse 10 + Weapon.AmmoGive 40 + Weapon.AmmoType "Cell" + Weapon.UpSound "weapons/railup" + Weapon.ReadySound "" + Inventory.PickupMessage "You got the railgun!" + Obituary "%o was railed by %k." + decal "RailScorchLower" + States + { + Ready: + BRLG A 1 A_WeaponReady + Loop + Deselect: + BRLG A 1 A_Lower + Loop + Select: + BRLG A 1 A_Raise + Loop + Fire: + BRLG B 0 A_RailAttack ( 200, 0, 10, "00 00 FF", "FF FF FF", 0, 0) + BRLG B 5 A_Light1 + BRLG A 45 A_Light0 + BRLG A 0 A_ReFire + Goto Ready + Spawn: + BRLW A -1 + Stop + } +} +ACTOR Basketball : "DPT.HQ-Weapon" 26255 { //$Category Weapons Weapon.AmmoUse 1 @@ -10625,11 +11211,11 @@ ACTOR Basketball1 Goto Spawn+1 Death: BBAL B 1 - stop + Stop } } // Zendos -ACTOR ImpalerXBow : Weapon 26260 +ACTOR ImpalerXBow : "DPT.HQ-Weapon" 26260 { //$Category Weapons Inventory.PickupMessage "Impaler Crossbow" @@ -10815,7 +11401,7 @@ FireFinish: // TNT1 A 0 A_JumpIf(CallACS("dump3_velocityrecoil") == 0, 2) // skip the recoil if disabled // TNT1 A 0 A_ChangeVelocity (Cos(Pitch) * -0.2, 0, Sin(Pitch) * 0.2, 1) TNT1 A 0 A_SetPitch(pitch-(0.3)) - IAPS B 1 BRIGHT offset(0,36) A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH) + IAPS B 1 Bright offset(0,36) A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH) TNT1 A 0 A_Light1 TNT1 A 0 A_SetPitch(pitch+(0.1)) IAPS C 1 offset(0,38) A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH) @@ -10839,7 +11425,7 @@ AntiClickFire: // TNT1 A 0 A_JumpIf(CallACS("dump3_velocityrecoil") == 0, 2) // skip the recoil if disabled // TNT1 A 0 A_ChangeVelocity (Cos(Pitch) * -0.2, 0, Sin(Pitch) * 0.2, 1) TNT1 A 0 A_SetPitch(pitch-(0.3)) - IAPS B 1 BRIGHT offset(0,36) A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH) + IAPS B 1 Bright offset(0,36) A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH) TNT1 A 0 A_Light1 TNT1 A 0 A_SetPitch(pitch+(0.1)) IAPS C 1 offset(0,38) A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH) @@ -10880,7 +11466,7 @@ DropGunPickup: // You can't drop the pistol you geothermal giraffe "####" "#" 0 A_Print("Stop trying to drop this gun.") "####" "#" 0 A_Jump(256, "Ready") Goto Ready - "####" "#" 0 A_Print("The pistol is actually good for once, stop it.") + "####" "#" 0 A_Print("The pistol is actually good for once, Stop it.") "####" "#" 0 A_Jump(256, "Ready") Goto Ready "####" "#" 0 A_Print("stahp") @@ -11015,7 +11601,7 @@ actor DUMP3HammerAttack : FastProjectile { Spawn: TNT1 A 1 - stop + Stop Death: Crash: TNT1 A 1 @@ -11025,7 +11611,7 @@ Crash: TNT1 AAA 0 A_SpawnItemEx("DUMP3FancyWhiteSmokeSmall",0,0,0,random(-25,25)/100.00,random(-25,25)/100.00,random(-25,25)/100.00,0,160) TNT1 AAAAAA 0 A_SpawnItemEx("DUMP3FancyWhiteSmokeSmall",0,0,0,random(-75,75)/100.00,random(-75,75)/100.00,random(-75,75)/100.00,0,160) TNT1 A 1 - stop + Stop XDeath: TNT1 A 0 A_Stop TNT1 A 0 A_GiveToTarget("DUMP3HammerHit",1) @@ -11039,7 +11625,7 @@ XDeath: TNT1 AAAAAAAAAA 0 A_SpawnItemEx("DUMP3RainbowSparkTiny",random(-5,5),random(-5,5),random(-5,5),random(-80,80)/10.00,random(-80,80)/10.0,random(-3,3),random(-180,180),160) TNT1 AAAA 0 A_SpawnItemEx("DUMP3FancyWhiteSmoke",random(-10,10),random(-10,10),random(-10,-10),random(-200,200)/100.00,random(-200,200)/100.00,random(-100,300)/100.00,random(-180,180),160) TNT1 A 1 - stop + Stop } } actor DUMP3HammerAttackBerserk : DUMP3HammerAttack @@ -11063,7 +11649,7 @@ actor DUMP3RainbowSparkles : DUMP3GenericGoreActor RenderStyle Add Alpha 0.95 +NOINTERACTION - +BRIGHT + +Bright +RANDOMIZE States { @@ -11074,22 +11660,22 @@ Spawn: loop Spawn1: RPK1 ABCDE 4 - stop + Stop Spawn2: RPK2 ABCDE 4 - stop + Stop Spawn3: RPK3 ABCDE 4 - stop + Stop Spawn4: RPK4 ABCDE 4 - stop + Stop Spawn5: RPK5 ABCDE 4 - stop + Stop Spawn6: RPK6 ABCDE 4 - stop + Stop } } actor DUMP3RainbowSparkleSound : DUMP3RainbowSparkles @@ -11115,7 +11701,7 @@ actor DUMP3WhiteSpark : DUMP3GenericGoreActor Scale 0.3 +MISSILE +NOINTERACTION - +BRIGHT + +Bright +RANDOMIZE States { @@ -11135,7 +11721,7 @@ actor DUMP3RainbowSpark : DUMP3GenericGoreActor Scale 0.3 +MISSILE +NOINTERACTION - +BRIGHT + +Bright +RANDOMIZE States { @@ -11204,7 +11790,7 @@ actor DUMP3RainbowSparkHuge : DUMP3GenericGoreActor Scale 0.5 +MISSILE +NOINTERACTION - +BRIGHT + +Bright +RANDOMIZE States { @@ -11215,22 +11801,22 @@ Spawn: loop Spawn1: RNB1 ABCDEFGH 2 - stop + Stop Spawn2: RNB2 ABCDEFGH 2 - stop + Stop Spawn3: RNB3 ABCDEFGH 2 - stop + Stop Spawn4: RNB4 ABCDEFGH 2 - stop + Stop Spawn5: RNB5 ABCDEFGH 2 - stop + Stop Spawn6: RNB6 ABCDEFGH 2 - stop + Stop } } actor DUMP3RainbowSparkTiny : DUMP3GenericGoreActor @@ -11256,34 +11842,34 @@ Spawn: TNT1 A 1 loop Spawn1: - RSP1 ABCDE 4 BRIGHT + RSP1 ABCDE 4 Bright Spawn1b: - RSP1 ABCDE 4 BRIGHT A_FadeOut(0.05) + RSP1 ABCDE 4 Bright A_FadeOut(0.05) loop Spawn2: - RSP2 ABCDE 4 BRIGHT + RSP2 ABCDE 4 Bright Spawn2b: - RSP2 ABCDE 4 BRIGHT A_FadeOut(0.05) + RSP2 ABCDE 4 Bright A_FadeOut(0.05) loop Spawn3: - RSP3 ABCDE 4 BRIGHT + RSP3 ABCDE 4 Bright Spawn3b: - RSP3 ABCDE 4 BRIGHT A_FadeOut(0.05) + RSP3 ABCDE 4 Bright A_FadeOut(0.05) loop Spawn4: - RSP4 ABCDE 4 BRIGHT + RSP4 ABCDE 4 Bright Spawn4b: - RSP4 ABCDE 4 BRIGHT A_FadeOut(0.05) + RSP4 ABCDE 4 Bright A_FadeOut(0.05) loop Spawn5: - RSP5 ABCDE 4 BRIGHT + RSP5 ABCDE 4 Bright Spawn5b: - RSP5 ABCDE 4 BRIGHT A_FadeOut(0.05) + RSP5 ABCDE 4 Bright A_FadeOut(0.05) loop Spawn6: - RSP6 ABCDE 4 BRIGHT + RSP6 ABCDE 4 Bright Spawn6b: - RSP6 ABCDE 4 BRIGHT A_FadeOut(0.05) + RSP6 ABCDE 4 Bright A_FadeOut(0.05) loop } } @@ -11298,7 +11884,7 @@ actor DUMP3HappyOnlineSound Spawn: TNT1 A 0 TNT1 A 1 A_PlaySoundEx("happy/gib","soundslot5",0,0) - stop + Stop } } ACTOR DUMP3FancyWhiteSmoke : DUMP3GenericGoreActor @@ -11351,7 +11937,7 @@ actor DUMP3FancyWhiteSmokeSpawner Spawn: TNT1 A 0 TNT1 AAAAAAAAAA 4 A_SpawnItemEx("DUMP3FancyWhiteSmoke",random(-10,10),random(-10,10),random(-10,-10),random(-200,200)/100.00,random(-200,200)/100.00,random(200,600)/100.00,random(-180,180),160) - stop + Stop } } actor DUMP3HeartProjectile @@ -11423,7 +12009,7 @@ actor DUMP3LargeHeart { Spawn: HPUF ABCDEFGHI 4 Bright - stop + Stop } } ACTOR DUMP3Wingman : DUMP3Weapon @@ -11561,46 +12147,46 @@ Fire: TYRS A 1 A_WeaponReady (WRF_NOFIRE) Goto Ready TYRS A 0 A_JumpIfInventory("DUMP3TyrannicalImpactCombo",1,"TyrannicalImpact") - TYRS G 2 Offset(104, 124) - TYRS B 1 Bright Offset(104, 117) A_PlaySound("tyrantsg/fire", CHAN_AUTO) + TYRS G 2 //Offset(104, 124) + TYRS B 1 Bright /*Offset(104, 117)*/ A_PlaySound("tyrantsg/fire", CHAN_AUTO) TNT1 A 0 //A_JumpIf(CallACS("dump3_gunsmoke") == 0, 3) // skip the gunsmoke if disabled TNT1 A 0 A_FireCustomMissile ("DUMP3GunSmokeSpawner", 0,0,-1,5) TNT1 A 0 A_FireCustomMissile ("DUMP3GunSmokeSpawner", 0,0,1,5) TYRS A 0 A_AlertMonsters TYRS A 0 A_GunFlash TYRS G 0 A_FireBullets (12, 10, 10, 7, "DUMP3BulletPuff") - TYRS G 2 Offset(104, 142) - TYRS G 2 Offset(104, 140) - TYRS G 2 Offset(104, 138) + TYRS G 2 //Offset(104, 142) + TYRS G 2 //Offset(104, 140) + TYRS G 2 //Offset(104, 138) TYRS A 0 A_Refire("Hold") - TYRS G 2 Offset(94, 149) - TYRS G 2 Offset(78, 146) - TYRS C 2 Offset(34, 129) - TYRS C 2 Offset(22, 122) - TYRS C 2 Offset(14, 114) - TYRS D 2 Offset(35, 87) - TYRS D 2 Offset(25, 72) - TYRS E 2 Offset(16, 62) - TYRS F 2 Offset(-27, 60) A_PlaySound("tyrantsg/pump", CHAN_AUTO) + TYRS G 2 //Offset(94, 149) + TYRS G 2 //Offset(78, 146) + TYRS C 2 //Offset(34, 129) + TYRS C 2 //Offset(22, 122) + TYRS C 2 //Offset(14, 114) + TYRS D 2 //Offset(35, 87) + TYRS D 2 //Offset(25, 72) + TYRS E 2 //Offset(16, 62) + TYRS F 2 //Offset(-27, 60) A_PlaySound("tyrantsg/pump", CHAN_AUTO) TYRS A 0 //A_JumpIf(CallACS("dump3_casings") == 0, 3) // skip the casings if disabled TYRS AA 0 A_FireCustomMissile ("DUMP3ShellCasingSpawner3", 0,0,-5,-7, 0) TYRS A 0 A_SpawnItemEx("DUMP3TyrantShotgunRingSpawner",0,0,0) TYRS A 0 A_SpawnItemEx("DUMP3TyrantShotgunRingDMG",0,0,10) - TYRS E 2 Offset(13, 62) - TYRS E 2 Offset(20, 74) - TYRS D 2 Offset(33, 85) - TYRS D 2 Offset(44, 98) - TYRS D 2 Offset(61, 109) - TYRS D 2 Offset(79, 120) - TYRS D 2 Offset(103, 118) - TYRS G 2 Offset(104, 124) + TYRS E 2 //Offset(13, 62) + TYRS E 2 //Offset(20, 74) + TYRS D 2 //Offset(33, 85) + TYRS D 2 //Offset(44, 98) + TYRS D 2 //Offset(61, 109) + TYRS D 2 //Offset(79, 120) + TYRS D 2 //Offset(103, 118) + TYRS G 2 //Offset(104, 124) Goto Ready TyrannicalImpact: TYRS A 0 A_JumpIfInventory("Shell",1,1) Goto Ready TYRS A 0 A_SpawnItemEx("DUMP3TyrannicalImpactQuickStun",10,0,0) - TYRS G 8 Offset(104, 124) - TYRS B 1 Bright Offset(104, 135) A_PlaySound("tyrantsg/fire", CHAN_AUTO) + TYRS G 8 //Offset(104, 124) + TYRS B 1 Bright /*Offset(104, 135)*/ A_PlaySound("tyrantsg/fire", CHAN_AUTO) TNT1 A 0 //A_JumpIf(CallACS("dump3_gunsmoke") == 0, 3) // skip the gunsmoke if disabled TNT1 A 0 A_FireCustomMissile ("DUMP3GunSmokeSpawner", 0,0,-1,5) TNT1 A 0 A_FireCustomMissile ("DUMP3GunSmokeSpawner", 0,0,1,5) @@ -11608,119 +12194,119 @@ TyrannicalImpact: TYRS A 0 A_GunFlash TYRS A 0 A_FireBullets (12, 10, 10, 9, "DUMP3BulletPuff") //Deals bonus damage due to super combo! TYRS A 0 A_TakeInventory ("Shell",1,TIF_NOTAKEINFINITE) - TYRS G 2 Offset(104, 157) - TYRS G 2 Offset(104, 155) - TYRS G 2 Offset(104, 150) - TYRS G 2 Offset(94, 149) - TYRS G 2 Offset(78, 146) - TYRS C 2 Offset(34, 129) - TYRS C 2 Offset(22, 122) - TYRS C 2 Offset(14, 114) - TYRS D 2 Offset(35, 87) - TYRS D 2 Offset(25, 72) - TYRS E 2 Offset(16, 62) - TYRS F 2 Offset(-27, 60) A_PlaySound("tyrantsg/pump", CHAN_AUTO) + TYRS G 2 //Offset(104, 157) + TYRS G 2 //Offset(104, 155) + TYRS G 2 //Offset(104, 150) + TYRS G 2 //Offset(94, 149) + TYRS G 2 //Offset(78, 146) + TYRS C 2 //Offset(34, 129) + TYRS C 2 //Offset(22, 122) + TYRS C 2 //Offset(14, 114) + TYRS D 2 //Offset(35, 87) + TYRS D 2 //Offset(25, 72) + TYRS E 2 //Offset(16, 62) + TYRS F 2 //Offset(-27, 60) A_PlaySound("tyrantsg/pump", CHAN_AUTO) TYRS A 0 //A_JumpIf(CallACS("dump3_casings") == 0, 3) // skip the casings if disabled TYRS AA 0 A_FireCustomMissile ("DUMP3ShellCasingSpawner3", 0,0,-5,-7, 0) TYRS A 0 A_SpawnItemEx("DUMP3TyrantShotgunRingSpawner",0,0,0) TYRS A 0 A_SpawnItemEx("DUMP3TyrantShotgunRingDMG",0,0,10) - TYRS E 2 Offset(13, 62) - TYRS E 2 Offset(20, 74) - TYRS D 2 Offset(33, 85) - TYRS D 2 Offset(44, 98) - TYRS D 2 Offset(61, 109) - TYRS D 2 Offset(79, 120) - TYRS D 2 Offset(103, 118) - TYRS G 2 Offset(104, 124) + TYRS E 2 //Offset(13, 62) + TYRS E 2 //Offset(20, 74) + TYRS D 2 //Offset(33, 85) + TYRS D 2 //Offset(44, 98) + TYRS D 2 //Offset(61, 109) + TYRS D 2 //Offset(79, 120) + TYRS D 2 //Offset(103, 118) + TYRS G 2 //Offset(104, 124) TYRS A 0 A_TakeInventory("DUMP3TyrannicalImpactCombo",1) Goto Ready Hold: TYRS A 0 A_JumpIfInventory("Shell",1,1) Goto Ready - TYRS B 1 Bright Offset(104, 135) A_PlaySound("tyrantsg/fire", CHAN_AUTO) + TYRS B 1 Bright /*Offset(104, 135)*/ A_PlaySound("tyrantsg/fire", CHAN_AUTO) TNT1 A 0 //A_JumpIf(CallACS("dump3_gunsmoke") == 0, 3) // skip the gunsmoke if disabled TNT1 A 0 A_FireCustomMissile ("DUMP3GunSmokeSpawner", 0,0,-1,3) TNT1 A 0 A_FireCustomMissile ("DUMP3GunSmokeSpawner", 0,0,1,3) TYRS A 0 A_AlertMonsters TYRS A 0 A_GunFlash TYRS A 0 A_FireBullets (12, 10, 10, 7, "DUMP3BulletPuff") - TYRS G 2 Offset(104, 157) - TYRS G 2 Offset(104, 155) - TYRS G 2 Offset(104, 150) - TYRS G 2 Offset(94, 149) - TYRS G 2 Offset(78, 146) - TYRS C 2 Offset(34, 129) - TYRS C 2 Offset(22, 122) - TYRS C 2 Offset(14, 114) - TYRS D 2 Offset(35, 87) - TYRS D 2 Offset(25, 72) - TYRS E 2 Offset(16, 62) - TYRS F 2 Offset(-27, 60) A_PlaySound("tyrantsg/pump", CHAN_AUTO) + TYRS G 2 //Offset(104, 157) + TYRS G 2 //Offset(104, 155) + TYRS G 2 //Offset(104, 150) + TYRS G 2 //Offset(94, 149) + TYRS G 2 //Offset(78, 146) + TYRS C 2 //Offset(34, 129) + TYRS C 2 //Offset(22, 122) + TYRS C 2 //Offset(14, 114) + TYRS D 2 //Offset(35, 87) + TYRS D 2 //Offset(25, 72) + TYRS E 2 //Offset(16, 62) + TYRS F 2 /*Offset(-27, 60)*/ A_PlaySound("tyrantsg/pump", CHAN_AUTO) TYRS A 0 //A_JumpIf(CallACS("dump3_casings") == 0, 3) // skip the casings if disabled TYRS AA 0 A_FireCustomMissile ("DUMP3ShellCasingSpawner3", 0,0,-5,-7, 0) TYRS A 0 A_SpawnItemEx("DUMP3TyrantShotgunRingSpawner",0,0,0) TYRS A 0 A_SpawnItemEx("DUMP3TyrantShotgunRingDMG",0,0,10) - TYRS E 2 Offset(13, 62) - TYRS E 2 Offset(20, 74) - TYRS D 2 Offset(33, 85) - TYRS D 2 Offset(44, 98) - TYRS D 2 Offset(61, 109) - TYRS D 2 Offset(79, 120) - TYRS D 2 Offset(103, 118) - TYRS G 2 Offset(104, 124) + TYRS E 2 //Offset(13, 62) + TYRS E 2 //Offset(20, 74) + TYRS D 2 //Offset(33, 85) + TYRS D 2 //Offset(44, 98) + TYRS D 2 //Offset(61, 109) + TYRS D 2 //Offset(79, 120) + TYRS D 2 //Offset(103, 118) + TYRS G 2 //Offset(104, 124) TYRS A 0 A_Refire("Fire") Goto Ready AltFire: - TYRS G 1 Offset(104, 124) - TYRS G 1 Offset(104, 139) - TYRS G 1 Offset(105, 154) - TYRS G 1 Offset(105, 167) - TYRS G 1 Offset(105, 186) + TYRS G 1 //Offset(104, 124) + TYRS G 1 //Offset(104, 139) + TYRS G 1 //Offset(105, 154) + TYRS G 1 //Offset(105, 167) + TYRS G 1 //Offset(105, 186) TNT1 A 5 - TYRS H 2 Offset(194, 171) - TYRS H 2 Offset(119, 170) - TYRS C 2 Offset(152, 146) - TYRS C 2 Offset(126, 124) - TYRS D 2 Offset(104, 81) + TYRS H 2 //Offset(194, 171) + TYRS H 2 //Offset(119, 170) + TYRS C 2 //Offset(152, 146) + TYRS C 2 //Offset(126, 124) + TYRS D 2 //Offset(104, 81) TYRS A 0 A_PlaySound("tyrantsg/melee", CHAN_AUTO) TYRS A 0 Radius_Quake(5, 2, 0, 1, 0) TYRS A 0 A_CustomPunch(1, 0, 0, "DUMP3TyrantMPuffDummy",35) TNT1 A 0 A_CustomPunch(35, 0, 0, "DUMP3TyrantMPuff",120) - TYRS D 1 Offset(69, 73) + TYRS D 1 //Offset(69, 73) TYRS A 0 A_JumpIfInventory("Shell",1,2) TYRS A 0 A_Jump(256,2) TYRS A 0 A_JumpIfInventory("DUMP3TyrannicalImpactCombo",1,"Fire") - TYRS E 1 Offset(27, 62) - TYRS E 1 Offset(-7, 62) - TYRS F 1 Offset(-66, 60) - TYRS F 1 Offset(-103, 60) + TYRS E 1 //Offset(27, 62) + TYRS E 1 //Offset(-7, 62) + TYRS F 1 //Offset(-66, 60) + TYRS F 1 //Offset(-103, 60) TNT1 A 5 TYRS A 0 A_Refire - TYRS C 1 Offset(216, 160) - TYRS C 1 Offset(190, 141) - TYRS C 1 Offset(153, 131) - TYRS C 1 Offset(90, 128) - TYRS G 1 Offset(104, 124) + TYRS C 1 //Offset(216, 160) + TYRS C 1 //Offset(190, 141) + TYRS C 1 //Offset(153, 131) + TYRS C 1 //Offset(90, 128) + TYRS G 1 //Offset(104, 124) Goto Ready AltHold: TNT1 A 5 - TYRS H 2 Offset(194, 171) - TYRS H 2 Offset(119, 170) - TYRS C 2 Offset(152, 146) - TYRS C 2 Offset(126, 124) - TYRS D 2 Offset(104, 81) + TYRS H 2 //Offset(194, 171) + TYRS H 2 //Offset(119, 170) + TYRS C 2 //Offset(152, 146) + TYRS C 2 //Offset(126, 124) + TYRS D 2 //Offset(104, 81) TYRS A 0 A_PlaySound("tyrantsg/melee", CHAN_AUTO) TYRS A 0 Radius_Quake(5, 2, 0, 1, 0) TYRS A 0 A_CustomPunch(1, 0, 0, "DUMP3TyrantMPuffDummy",35) TNT1 A 0 A_CustomPunch(35, 0, 0, "DUMP3TyrantMPuff",120) - TYRS D 1 Offset(69, 73) + TYRS D 1 //Offset(69, 73) TYRS A 0 A_JumpIfInventory("Shell",1,2) TYRS A 0 A_Jump(256,2) TYRS A 0 A_JumpIfInventory("DUMP3TyrannicalImpactCombo",1,"Fire") - TYRS E 1 Offset(27, 62) - TYRS E 1 Offset(-7, 62) - TYRS F 1 Offset(-66, 60) - TYRS F 1 Offset(-103, 60) + TYRS E 1 //Offset(27, 62) + TYRS E 1 //Offset(-7, 62) + TYRS F 1 //Offset(-66, 60) + TYRS F 1 //Offset(-103, 60) TNT1 A 5 TYRS A 0 A_Refire Goto AltFire+22 @@ -11749,7 +12335,7 @@ ACTOR DUMP3TyrantShotgunRingSpawner Height 3 Speed 0 -SHOOTABLE - +BRIGHT + +Bright +MOVEWITHSECTOR +DONTSPLASH +NOCLIP @@ -11781,7 +12367,7 @@ ACTOR DUMP3TyrantShotgunRingDMG PROJECTILE +DONTSPLASH +THRUACTORS - +BRIGHT + +Bright Radius 10 Height 10 States @@ -11837,7 +12423,7 @@ ACTOR DUMP3TyrantPumpFX //Aesthetic. Deals no damage. Alpha 0.05 Scale 0.2 PROJECTILE - +BRIGHT + +Bright +THRUACTORS +DONTSPLASH +MOVEWITHSECTOR @@ -11849,8 +12435,8 @@ Spawn: TQFX A 0 TQFX AAAAAAAA 1 TQFX A 0 A_SetTranslucent(0.05) - TQFX AAA 3 //A_SetScale(0.15) - TQFX AA 1 //A_SetScale(0.10) + TQFX AAA 3 A_SetScale(0.15) + TQFX AA 1 A_SetScale(0.10) Death: TQFX A 0 Stop @@ -11896,7 +12482,7 @@ Actor DUMP3IronAnnihilatorShotSparkFX : FastProjectile Scale 0.06 Gravity 0.3 PROJECTILE - +BRIGHT + +Bright +THRUACTORS +CLIENTSIDEONLY RenderStyle Add @@ -11994,7 +12580,7 @@ Death: ACTOR DUMP3PestMissileExplosion { PROJECTILE - +BRIGHT + +Bright +FORCERADIUSDMG Radius 4 Height 4 @@ -12012,9 +12598,9 @@ Death: SHXP A 0 A_PlaySound("ironannihilator/pestmissileexplode",5,1,0) SHXP A 0 A_Explode (110, 100) SHXP ABC 1 - SHXP D 2 //A_SetScale(1.2) + SHXP D 2 A_SetScale(1.2) SHXP E 2 A_SetTranslucent(0.4) - TNT1 A 0 //A_SetScale(0.9) + TNT1 A 0 A_SetScale(0.9) SHXP F 2 A_SetTranslucent(0.2) Stop } @@ -12344,7 +12930,7 @@ Fire: FUSP A 1 A_WeaponReady (WRF_NOFIRE) Goto Ready TNT1 A 0 A_AlertMonsters - FUSP B 1 BRIGHT A_FireCustomMissile("DUMP3Minor_Fusion_Bolt") + FUSP B 1 Bright A_FireCustomMissile("DUMP3Minor_Fusion_Bolt") FUSP C 1 A_PlaySound ("fusion/fire", CHAN_WEAPON, 1, 0, 1) FUSP D 1 FUSP E 1 @@ -12362,7 +12948,7 @@ altFire: TNT1 A 0 A_AlertMonsters FUSP A 35 A_PlaySound ("fusion/charging", CHAN_WEAPON, 1, 0, 1.2) //WTH WONT THIS WORK // because you did it weird TNT1 A 0 A_AlertMonsters - FUSP B 1 BRIGHT A_FireCustomMissile("DUMP3Major_Fusion_Bolt") + FUSP B 1 Bright A_FireCustomMissile("DUMP3Major_Fusion_Bolt") FUSP B 0 A_ZoomFactor(1.05, 1) FUSP B 0 A_ZoomFactor(1.0) FUSP B 0 A_Recoil(1) @@ -12404,37 +12990,37 @@ Spawn: TNT1 A 0 //A_PlaySound ("on/fire", 1, 3, 0, 1) //SUCH PUNS TNT1 A 0 A_Jump(256,"Spawn1","Spawn2","Spawn3") Spawn1: - SAFP A 2 BRIGHT - SAFP B 2 BRIGHT A_Quake(1,6,0,75, "") - SAFP C 2 BRIGHT - SAFP D 2 BRIGHT - SAFP E 2 BRIGHT - SAFP F 2 BRIGHT - SAFP G 2 BRIGHT - SAFP H 2 BRIGHT - SAFP I 2 BRIGHT - stop + SAFP A 2 Bright + SAFP B 2 Bright A_Quake(1,6,0,75, "") + SAFP C 2 Bright + SAFP D 2 Bright + SAFP E 2 Bright + SAFP F 2 Bright + SAFP G 2 Bright + SAFP H 2 Bright + SAFP I 2 Bright + Stop Spawn2: - SBFP A 2 BRIGHT - SBFP B 2 BRIGHT A_Quake(1,6,0,75, "") - SBFP C 2 BRIGHT - SBFP D 2 BRIGHT - SBFP E 2 BRIGHT - SBFP F 2 BRIGHT - SBFP G 2 BRIGHT - SBFP H 2 BRIGHT - SBFP I 2 BRIGHT - stop + SBFP A 2 Bright + SBFP B 2 Bright A_Quake(1,6,0,75, "") + SBFP C 2 Bright + SBFP D 2 Bright + SBFP E 2 Bright + SBFP F 2 Bright + SBFP G 2 Bright + SBFP H 2 Bright + SBFP I 2 Bright + Stop Spawn3: - SCFP A 2 BRIGHT - SCFP B 2 BRIGHT A_Quake(1,6,0,75, "") - SCFP C 2 BRIGHT - SCFP D 2 BRIGHT - SCFP E 2 BRIGHT - SCFP F 2 BRIGHT - SCFP G 2 BRIGHT - SCFP H 2 BRIGHT - stop + SCFP A 2 Bright + SCFP B 2 Bright A_Quake(1,6,0,75, "") + SCFP C 2 Bright + SCFP D 2 Bright + SCFP E 2 Bright + SCFP F 2 Bright + SCFP G 2 Bright + SCFP H 2 Bright + Stop } } ACTOR DUMP3Major_Fusion_Bolt : FastProjectile @@ -12456,21 +13042,21 @@ ACTOR DUMP3Major_Fusion_Bolt : FastProjectile States { Spawn: - PROJ A 1 BRIGHT + PROJ A 1 Bright loop Death: - CHGS A 2 BRIGHT A_PlaySound ("on/fire", 7, 1, 0, 1) //SUCH PUNS // setting volume above 1 doesn't do anything + CHGS A 2 Bright A_PlaySound ("on/fire", 7, 1, 0, 1) //SUCH PUNS // setting volume above 1 doesn't do anything TNT1 A 0 A_Quake(2,6,0,200, "") TNT1 A 0 A_PlaySound ("fusion/hit", CHAN_WEAPON, 1, 0, 0.8) - CHGS B 2 BRIGHT A_SpawnItemEx ("DUMP3Ash_cloud", 1,0,8, 0,0,0, 0, SXF_NOCHECKPOSITION) - CHGS C 2 BRIGHT - CHGS D 2 BRIGHT - CHGS E 2 BRIGHT - CHGS F 2 BRIGHT - CHGS G 2 BRIGHT - CHGS H 2 BRIGHT - CHGS I 2 BRIGHT - stop + CHGS B 2 Bright A_SpawnItemEx ("DUMP3Ash_cloud", 1,0,8, 0,0,0, 0, SXF_NOCHECKPOSITION) + CHGS C 2 Bright + CHGS D 2 Bright + CHGS E 2 Bright + CHGS F 2 Bright + CHGS G 2 Bright + CHGS H 2 Bright + CHGS I 2 Bright + Stop } } ACTOR DUMP3Minor_Fusion_Bolt @@ -12490,14 +13076,14 @@ ACTOR DUMP3Minor_Fusion_Bolt States { Spawn: - BOLT A 2 BRIGHT - BOLT B 2 BRIGHT - BOLT C 2 BRIGHT + BOLT A 2 Bright + BOLT B 2 Bright + BOLT C 2 Bright loop Death: TNT1 A 0 A_PlaySound ("fusion/hit", CHAN_WEAPON, 0.8, 0, 1.4) TNT1 A 30 A_SpawnItemEx ("DUMP3Fusion_Splash", 1,0,8, 0,0,0, 0, SXF_NOCHECKPOSITION) - stop + Stop } } ACTOR DUMP3Fusion_Trail @@ -12512,7 +13098,7 @@ ACTOR DUMP3Fusion_Trail States { Spawn: - TRAL A 1 BRIGHT A_FadeOut(0.25) + TRAL A 1 Bright A_FadeOut(0.25) loop } } @@ -12537,7 +13123,7 @@ Spawn: FSMK H 4 FSMK I 4 FSMK J 4 - stop + Stop } } Actor DUMP3SirusBusterCannon : DUMP3Weapon @@ -12574,13 +13160,13 @@ FireArcBlast: TNT1 A 0 A_JumpIfInventory("Cell",3,2,AAPTR_DEFAULT) // Increased to 3 because jesus christ the ammo efficiency is over 5x the plasma rifle TNT1 A 0 A_Jump(256,"Failure") TNT1 A 0 A_AlertMonsters - SARC P 1 bright A_PlaySound("sirusbeamcannon/beamstart",CHAN_WEAPON,1.0,false,ATTN_NORM) - SARC P 2 bright A_RailAttack(45,random(7,-7),true,"none","7AB8CC",RGF_SILENT|RGF_NOPIERCING,40,"DUMP3LightningBeamPuff") + SARC P 1 Bright A_PlaySound("sirusbeamcannon/beamstart",CHAN_WEAPON,1.0,false,ATTN_NORM) + SARC P 2 Bright A_RailAttack(45,random(7,-7),true,"none","7AB8CC",RGF_SILENT|RGF_NOPIERCING,40,"DUMP3LightningBeamPuff") TNT1 A 0 A_RailAttack(45,random(7,-7),true,"none","7AB8CC",RGF_SILENT|RGF_NOPIERCING,40,"DUMP3LightningBeamPuff") TNT1 A 0 A_RailAttack(45,random(7,-7),true,"none","7AB8CC",RGF_SILENT|RGF_NOPIERCING,40,"DUMP3LightningBeamPuff") TNT1 A 0 A_RailAttack(45,random(7,-7),false,"none","7AB8CC",RGF_SILENT|RGF_NOPIERCING,40,"DUMP3LightningBeamPuff") TNT1 A 0 A_RailAttack(45,random(7,-7),false,"none","7AB8CC",RGF_SILENT|RGF_NOPIERCING,40,"DUMP3LightningBeamPuff") - SARC Q 3 bright + SARC Q 3 Bright TNT1 A 0 A_Refire("ContinuousStream") //SARC R 6 A_PlaySound("sirusbeamcannon/beamend",CHAN_WEAPON,1.0,false,ATTN_NORM) SARC M 1 A_PlaySound("sirusbeamcannon/beamend",CHAN_WEAPON,1.0,false,ATTN_NORM) @@ -12593,13 +13179,13 @@ ContinuousStream: SARC R 6 A_PlaySound("sirusbeamcannon/beamend",CHAN_WEAPON,1.0,false,ATTN_NORM) goto Ready TNT1 A 0 A_AlertMonsters - SARC P 1 bright A_PlaySound("sirusbeamcannon/beamloop",CHAN_WEAPON,1.0,true,ATTN_NORM) - SARC P 2 bright A_RailAttack(45,random(7,-7),true,"none","7AB8CC",RGF_SILENT|RGF_NOPIERCING,40,"DUMP3LightningBeamPuff") + SARC P 1 Bright A_PlaySound("sirusbeamcannon/beamloop",CHAN_WEAPON,1.0,true,ATTN_NORM) + SARC P 2 Bright A_RailAttack(45,random(7,-7),true,"none","7AB8CC",RGF_SILENT|RGF_NOPIERCING,40,"DUMP3LightningBeamPuff") TNT1 A 0 A_RailAttack(45,random(7,-7),true,"none","7AB8CC",RGF_SILENT|RGF_NOPIERCING,40,"DUMP3LightningBeamPuff") TNT1 A 0 A_RailAttack(45,random(7,-7),true,"none","7AB8CC",RGF_SILENT|RGF_NOPIERCING,40,"DUMP3LightningBeamPuff") TNT1 A 0 A_RailAttack(45,random(7,-7),false,"none","7AB8CC",RGF_SILENT|RGF_NOPIERCING,40,"DUMP3LightningBeamPuff") TNT1 A 0 A_RailAttack(45,random(7,-7),false,"none","7AB8CC",RGF_SILENT|RGF_NOPIERCING,40,"DUMP3LightningBeamPuff") - SARC Q 2 bright A_RailAttack(45,random(7,-7),true,"none","7AB8CC",RGF_SILENT|RGF_NOPIERCING,40,"DUMP3LightningBeamPuff") + SARC Q 2 Bright A_RailAttack(45,random(7,-7),true,"none","7AB8CC",RGF_SILENT|RGF_NOPIERCING,40,"DUMP3LightningBeamPuff") TNT1 A 0 A_Refire("ContinuousStream") TNT1 A 0 A_PlaySound("",CHAN_WEAPON,1.0,false,ATTN_NORM) //SARC R 6 A_PlaySound("sirusbeamcannon/beamend",CHAN_WEAPON,1.0,false,ATTN_NORM) @@ -12611,16 +13197,16 @@ FireTargetStrike: TNT1 A 0 A_Jump(256,"Failure") SARC O 16 TNT1 A 0 A_AlertMonsters - SARC P 1 bright A_PlaySound("sirusbeamcannon/beamstart",CHAN_WEAPON,1.0,false,ATTN_NORM) - SARC P 2 bright A_TakeInventory("Cell",25,TIF_NOTAKEINFINITE,AAPTR_DEFAULT) + SARC P 1 Bright A_PlaySound("sirusbeamcannon/beamstart",CHAN_WEAPON,1.0,false,ATTN_NORM) + SARC P 2 Bright A_TakeInventory("Cell",25,TIF_NOTAKEINFINITE,AAPTR_DEFAULT) SARC Q 2 A_RailAttack(150,0,false,"none","FFFFFF",RGF_SILENT,0,"DUMP3LightningBeamPuff") goto Ready FireLightningBall: TNT1 A 0 A_JumpIfInventory("Cell",50,2,AAPTR_DEFAULT) TNT1 A 0 A_Jump(256,"Failure") TNT1 A 0 A_AlertMonsters - SARC P 2 bright A_PlaySound("sirusbeamcannon/beamstart",CHAN_WEAPON,1.0,false,ATTN_NORM) - SARC Q 2 bright A_FireCustomMissile("DUMP3LightningOrbAttack",0,false,0,0,0,0) + SARC P 2 Bright A_PlaySound("sirusbeamcannon/beamstart",CHAN_WEAPON,1.0,false,ATTN_NORM) + SARC Q 2 Bright A_FireCustomMissile("DUMP3LightningOrbAttack",0,false,0,0,0,0) TNT1 A 0 A_TakeInventory("Cell",50,TIF_NOTAKEINFINITE,AAPTR_DEFAULT) //SARC R 6 SARC MLKJIH 1 @@ -12696,25 +13282,25 @@ Actor DUMP3LightningOrbAttack States { Spawn: - PLSE A 0 bright A_SeekerMissile(90,90,SMF_LOOK|SMF_PRECISE,256,12) - PLSE A 0 bright A_JumpIfTracerCloser(/*Radius+*/32,"Death") - PLSE AAA 1 bright //A_SetScale(ScaleX+0.15) - PLSE A 0 bright A_JumpIfTracerCloser(/*Radius+*/32,"Death") - PLSE DAD 1 bright //A_SetScale(ScaleX-0.15) - PLSE A 0 bright A_SeekerMissile(90,90,SMF_LOOK|SMF_PRECISE,256,12) - PLSE A 0 bright A_JumpIfTracerCloser(/*Radius+*/32,"Death") - PLSE AAA 1 bright //A_SetScale(ScaleX-0.15) - PLSE A 0 bright A_JumpIfTracerCloser(/*Radius+*/32,"Death") - PLSE CAC 1 bright //A_SetScale(ScaleX+0.15) - //PLSS ABABAB 12 bright A_SeekerMissile(90,90,SMF_LOOK|SMF_PRECISE,256,12) + PLSE A 0 Bright A_SeekerMissile(90,90,SMF_LOOK|SMF_PRECISE,256,12) + PLSE A 0 Bright A_JumpIfTracerCloser(/*Radius+*/32,"Death") + PLSE AAA 1 Bright A_SetScale(ScaleX+0.15) + PLSE A 0 Bright A_JumpIfTracerCloser(/*Radius+*/32,"Death") + PLSE DAD 1 Bright A_SetScale(ScaleX-0.15) + PLSE A 0 Bright A_SeekerMissile(90,90,SMF_LOOK|SMF_PRECISE,256,12) + PLSE A 0 Bright A_JumpIfTracerCloser(/*Radius+*/32,"Death") + PLSE AAA 1 Bright A_SetScale(ScaleX-0.15) + PLSE A 0 Bright A_JumpIfTracerCloser(/*Radius+*/32,"Death") + PLSE CAC 1 Bright A_SetScale(ScaleX+0.15) + //PLSS ABABAB 12 Bright A_SeekerMissile(90,90,SMF_LOOK|SMF_PRECISE,256,12) //TNT1 A 0 A_PlaySound("sirusbeamcannon/electro",CHAN_AUTO,1.0,false,ATTN_NORM) Loop Death: - PLSE A 0 bright A_Stop - PLSE A 0 bright //A_SetScale(ScaleX+0.5) - PLSE A 0 bright A_PlaySound("weapons/plasmax",CHAN_AUTO,1.0,false,ATTN_NORM) - PLSE ABC 2 bright A_Explode(400,580,0,true,520) - PLSE DE 2 bright + PLSE A 0 Bright A_Stop + PLSE A 0 Bright A_SetScale(ScaleX+0.5) + PLSE A 0 Bright A_PlaySound("weapons/plasmax",CHAN_AUTO,1.0,false,ATTN_NORM) + PLSE ABC 2 Bright A_Explode(400,580,0,true,520) + PLSE DE 2 Bright Stop } } @@ -12726,7 +13312,7 @@ Actor DUMP3LightningBeamPuff : BulletPuff States { Spawn: - ELKP ABCDE 4 bright + ELKP ABCDE 4 Bright Stop } } @@ -13037,7 +13623,7 @@ ACTOR DUMP3CrabTrail { Spawn: CGHT ABC 5 - stop + Stop } } ACTOR DUMP3DarkPulseCannon : DUMP3Weapon @@ -13066,16 +13652,16 @@ Fire: TNT1 A 0 A_JumpIfInventory("Cell",2,2) IBFG A 1 A_WeaponReady (WRF_NOFIRE) Goto Ready - IBFG B 5 bright + IBFG B 5 Bright TNT1 A 0 A_AlertMonsters IBFG C 0 A_PlaySound("weapons/darkpulse", CHAN_WEAPON) - IBFG C 0 bright A_FireCustomMissile("DUMP3DarkPulse" , frandom(-10, 10), true, frandom(-4, 4), 0, 0, frandom(-4, 4)) - IBFG C 5 bright A_FireCustomMissile("DUMP3DarkPulse" , frandom(-10, 10), true, frandom(-4, 4), 0, 0, frandom(-4, 4)) + IBFG C 0 Bright A_FireCustomMissile("DUMP3DarkPulse" , frandom(-10, 10), true, frandom(-4, 4), 0, 0, frandom(-4, 4)) + IBFG C 5 Bright A_FireCustomMissile("DUMP3DarkPulse" , frandom(-10, 10), true, frandom(-4, 4), 0, 0, frandom(-4, 4)) TNT1 A 0 A_JumpIfInventory("Cell",2,1) Goto Cooldown IBFG C 0 A_PlaySound("weapons/darkpulse", CHAN_WEAPON) - IBFG D 0 bright A_FireCustomMissile("DUMP3DarkPulse" , frandom(-10, 10), true, frandom(-4, 4), 0, 0, frandom(-4, 4)) - IBFG D 5 bright A_FireCustomMissile("DUMP3DarkPulse" , frandom(-10, 10), true, frandom(-4, 4), 0, 0, frandom(-4, 4)) + IBFG D 0 Bright A_FireCustomMissile("DUMP3DarkPulse" , frandom(-10, 10), true, frandom(-4, 4), 0, 0, frandom(-4, 4)) + IBFG D 5 Bright A_FireCustomMissile("DUMP3DarkPulse" , frandom(-10, 10), true, frandom(-4, 4), 0, 0, frandom(-4, 4)) TNT1 A 0 A_JumpIfInventory("Cell",2,1) Goto Cooldown IBFG A 0 A_Refire @@ -13086,13 +13672,13 @@ Hold: Goto Ready TNT1 A 0 A_AlertMonsters IBFG C 0 A_PlaySound("weapons/darkpulse", CHAN_WEAPON) - IBFG C 0 bright A_FireCustomMissile("DUMP3DarkPulse" , frandom(-10, 10), true, frandom(-4, 4), 0, 0, frandom(-4, 4)) - IBFG C 5 bright A_FireCustomMissile("DUMP3DarkPulse" , frandom(-10, 10), true, frandom(-4, 4), 0, 0, frandom(-4, 4)) + IBFG C 0 Bright A_FireCustomMissile("DUMP3DarkPulse" , frandom(-10, 10), true, frandom(-4, 4), 0, 0, frandom(-4, 4)) + IBFG C 5 Bright A_FireCustomMissile("DUMP3DarkPulse" , frandom(-10, 10), true, frandom(-4, 4), 0, 0, frandom(-4, 4)) TNT1 A 0 A_JumpIfInventory("Cell",2,1) Goto Cooldown IBFG C 0 A_PlaySound("weapons/darkpulse", CHAN_WEAPON) - IBFG D 0 bright A_FireCustomMissile("DUMP3DarkPulse" , frandom(-10, 10), true, frandom(-4, 4), 0, 0, frandom(-4, 4)) - IBFG D 5 bright A_FireCustomMissile("DUMP3DarkPulse" , frandom(-10, 10), true, frandom(-4, 4), 0, 0, frandom(-4, 4)) + IBFG D 0 Bright A_FireCustomMissile("DUMP3DarkPulse" , frandom(-10, 10), true, frandom(-4, 4), 0, 0, frandom(-4, 4)) + IBFG D 5 Bright A_FireCustomMissile("DUMP3DarkPulse" , frandom(-10, 10), true, frandom(-4, 4), 0, 0, frandom(-4, 4)) TNT1 A 0 A_JumpIfInventory("Cell",2,1) Goto Cooldown IBFG A 0 A_Refire("Hold2") @@ -13100,13 +13686,13 @@ Hold: Hold2: TNT1 A 0 A_AlertMonsters IBFG C 0 A_PlaySound("weapons/darkpulse", CHAN_WEAPON) - IBFG C 0 bright A_FireCustomMissile("DUMP3DarkPulse" , frandom(-10, 10), true, frandom(-4, 4), 0, 0, frandom(-4, 4)) - IBFG C 4 bright A_FireCustomMissile("DUMP3DarkPulse" , frandom(-10, 10), true, frandom(-4, 4), 0, 0, frandom(-4, 4)) + IBFG C 0 Bright A_FireCustomMissile("DUMP3DarkPulse" , frandom(-10, 10), true, frandom(-4, 4), 0, 0, frandom(-4, 4)) + IBFG C 4 Bright A_FireCustomMissile("DUMP3DarkPulse" , frandom(-10, 10), true, frandom(-4, 4), 0, 0, frandom(-4, 4)) TNT1 A 0 A_JumpIfInventory("Cell",2,1) Goto Cooldown IBFG C 0 A_PlaySound("weapons/darkpulse", CHAN_WEAPON) - IBFG D 0 bright A_FireCustomMissile("DUMP3DarkPulse" , frandom(-10, 10), true, frandom(-4, 4), 0, 0, frandom(-4, 4)) - IBFG D 4 bright A_FireCustomMissile("DUMP3DarkPulse" , frandom(-10, 10), true, frandom(-4, 4), 0, 0, frandom(-4, 4)) + IBFG D 0 Bright A_FireCustomMissile("DUMP3DarkPulse" , frandom(-10, 10), true, frandom(-4, 4), 0, 0, frandom(-4, 4)) + IBFG D 4 Bright A_FireCustomMissile("DUMP3DarkPulse" , frandom(-10, 10), true, frandom(-4, 4), 0, 0, frandom(-4, 4)) TNT1 A 0 A_JumpIfInventory("Cell",2,1) Goto Cooldown IBFG A 0 A_Refire("Hold3") @@ -13114,11 +13700,11 @@ Hold2: Hold3: TNT1 A 0 A_AlertMonsters IBFG C 0 A_PlaySound("weapons/darkpulse", CHAN_WEAPON) - IBFG C 0 bright A_FireCustomMissile("DUMP3DarkPulse" , frandom(-10, 10), true, frandom(-4, 4), 0, 0, frandom(-4, 4)) - IBFG C 4 bright A_FireCustomMissile("DUMP3DarkPulse" , frandom(-10, 10), true, frandom(-4, 4), 0, 0, frandom(-4, 4)) + IBFG C 0 Bright A_FireCustomMissile("DUMP3DarkPulse" , frandom(-10, 10), true, frandom(-4, 4), 0, 0, frandom(-4, 4)) + IBFG C 4 Bright A_FireCustomMissile("DUMP3DarkPulse" , frandom(-10, 10), true, frandom(-4, 4), 0, 0, frandom(-4, 4)) IBFG C 0 A_PlaySound("weapons/darkpulse", CHAN_WEAPON) - IBFG D 0 bright A_FireCustomMissile("DUMP3DarkPulse" , frandom(-10, 10), true, frandom(-4, 4), 0, 0, frandom(-4, 4)) - IBFG D 4 bright A_FireCustomMissile("DUMP3DarkPulse" , frandom(-10, 10), true, frandom(-4, 4), 0, 0, frandom(-4, 4)) + IBFG D 0 Bright A_FireCustomMissile("DUMP3DarkPulse" , frandom(-10, 10), true, frandom(-4, 4), 0, 0, frandom(-4, 4)) + IBFG D 4 Bright A_FireCustomMissile("DUMP3DarkPulse" , frandom(-10, 10), true, frandom(-4, 4), 0, 0, frandom(-4, 4)) TNT1 A 0 A_JumpIfInventory("Cell",2,1) Goto Cooldown IBFG A 0 A_Refire("Hold4") @@ -13126,29 +13712,29 @@ Hold3: Hold4: TNT1 A 0 A_AlertMonsters IBFG C 0 A_PlaySound("weapons/darkpulse", CHAN_WEAPON) - IBFG C 0 bright A_FireCustomMissile("DUMP3DarkPulse" , frandom(-10, 10), true, frandom(-4, 4), 0, 0, frandom(-4, 4)) - IBFG C 2 bright A_FireCustomMissile("DUMP3DarkPulse" , frandom(-10, 10), true, frandom(-4, 4), 0, 0, frandom(-4, 4)) + IBFG C 0 Bright A_FireCustomMissile("DUMP3DarkPulse" , frandom(-10, 10), true, frandom(-4, 4), 0, 0, frandom(-4, 4)) + IBFG C 2 Bright A_FireCustomMissile("DUMP3DarkPulse" , frandom(-10, 10), true, frandom(-4, 4), 0, 0, frandom(-4, 4)) TNT1 A 0 A_JumpIfInventory("Cell",2,1) Goto Cooldown IBFG C 0 A_PlaySound("weapons/darkpulse", CHAN_WEAPON) - IBFG C 0 bright A_FireCustomMissile("DUMP3DarkPulse" , frandom(-10, 10), true, frandom(-4, 4), 0, 0, frandom(-4, 4)) - IBFG C 2 bright A_FireCustomMissile("DUMP3DarkPulse" , frandom(-10, 10), true, frandom(-4, 4), 0, 0, frandom(-4, 4)) + IBFG C 0 Bright A_FireCustomMissile("DUMP3DarkPulse" , frandom(-10, 10), true, frandom(-4, 4), 0, 0, frandom(-4, 4)) + IBFG C 2 Bright A_FireCustomMissile("DUMP3DarkPulse" , frandom(-10, 10), true, frandom(-4, 4), 0, 0, frandom(-4, 4)) TNT1 A 0 A_JumpIfInventory("Cell",2,1) Goto Cooldown IBFG C 0 A_PlaySound("weapons/darkpulse", CHAN_WEAPON) - IBFG D 0 bright A_FireCustomMissile("DUMP3DarkPulse" , frandom(-10, 10), true, frandom(-4, 4), 0, 0, frandom(-4, 4)) - IBFG D 2 bright A_FireCustomMissile("DUMP3DarkPulse" , frandom(-10, 10), true, frandom(-4, 4), 0, 0, frandom(-4, 4)) + IBFG D 0 Bright A_FireCustomMissile("DUMP3DarkPulse" , frandom(-10, 10), true, frandom(-4, 4), 0, 0, frandom(-4, 4)) + IBFG D 2 Bright A_FireCustomMissile("DUMP3DarkPulse" , frandom(-10, 10), true, frandom(-4, 4), 0, 0, frandom(-4, 4)) TNT1 A 0 A_JumpIfInventory("Cell",2,1) Goto Cooldown IBFG C 0 A_PlaySound("weapons/darkpulse", CHAN_WEAPON) - IBFG D 0 bright A_FireCustomMissile("DUMP3DarkPulse" , frandom(-10, 10), true, frandom(-4, 4), 0, 0, frandom(-4, 4)) - IBFG D 2 bright A_FireCustomMissile("DUMP3DarkPulse" , frandom(-10, 10), true, frandom(-4, 4), 0, 0, frandom(-4, 4)) + IBFG D 0 Bright A_FireCustomMissile("DUMP3DarkPulse" , frandom(-10, 10), true, frandom(-4, 4), 0, 0, frandom(-4, 4)) + IBFG D 2 Bright A_FireCustomMissile("DUMP3DarkPulse" , frandom(-10, 10), true, frandom(-4, 4), 0, 0, frandom(-4, 4)) TNT1 A 0 A_JumpIfInventory("Cell",2,1) Goto Cooldown IBFG A 0 A_Refire("Hold4") Goto Cooldown Cooldown: - IBFG BFGH 6 bright + IBFG BFGH 6 Bright IBFG IJK 6 Goto Ready AltFire: @@ -13222,12 +13808,12 @@ ACTOR DUMP3DarkGrenade States { Spawn: - IBFS AB 4 bright + IBFS AB 4 Bright Loop Death: - IEXP A 5 bright A_NoGravity - IEXP B 5 bright A_Explode(256, 256, 0) - IEXP CDEFG 5 bright + IEXP A 5 Bright A_NoGravity + IEXP B 5 Bright A_Explode(256, 256, 0) + IEXP CDEFG 5 Bright Stop } } @@ -13243,7 +13829,7 @@ ACTOR DUMP3DarkTrail { Spawn: ITRL ABCDEFG 4 A_FadeOut(0.05) - stop + Stop } } actor DUMP3RevenantBox : DUMP3Weapon @@ -13252,7 +13838,7 @@ actor DUMP3RevenantBox : DUMP3Weapon scale 0.35 Inventory.PickupMessage "You found a box of pocket Revenants!" Tag "Revenant Box - [Combine_Kegan]" - states + States { spawn: RBOX A 10 @@ -13452,17 +14038,17 @@ actor DUMP3Bonermelee : fastprojectile +noblood +NOEXTREMEDEATH mass 1000000 - states + States { Spawn: BAL1 A 1 - stop + Stop Death: TNT1 A 0 TNT1 A 0 TNT1 A 0 radius_quake (1,5,0,8,0) TNT1 A 1 - stop + Stop crash: Xdeath: TNT1 A 0 @@ -13474,12 +14060,12 @@ Xdeath: TNT1 AAAAA 0 a_spawnitemex("DUMP3lilboner",0,0,0,random(-10,10),random(-10,10),5,0,SXF_NOCHECKPOSITION) TNT1 A 1 A_radiusthrust (10000,30) TNT1 A 4 - stop + Stop } } actor DUMP3doombonermelee : DUMP3bonermelee { - states + States { crash: Xdeath: @@ -13492,12 +14078,12 @@ Xdeath: TNT1 AAAAA 0 a_spawnitemex("DUMP3lildoomboner",0,0,0,random(-10,10),random(-10,10),5,0,SXF_NOCHECKPOSITION) TNT1 A 1 A_radiusthrust (10000,30) TNT1 A 4 - stop + Stop } } actor DUMP3goldbonermelee : DUMP3bonermelee { - states + States { crash: Xdeath: @@ -13510,7 +14096,7 @@ Xdeath: TNT1 AAAAA 0 a_spawnitemex("DUMP3goldenboner",0,0,0,random(-10,10),random(-10,10),5,0,SXF_NOCHECKPOSITION) TNT1 A 1 A_radiusthrust (10000,30) TNT1 A 4 - stop + Stop } } actor DUMP3thrownboner @@ -13530,7 +14116,7 @@ actor DUMP3thrownboner +noblood +NOEXTREMEDEATH Decal "DUMP3RevenantCrash" - states + States { spawn: TNT1 A 0 @@ -13554,13 +14140,13 @@ xdeath: TNT1 A 0 a_spawnitemex ("DUMP3bonerspawn") TNT1 AAA 0 a_spawnitemex("DUMP3lilboner",0,0,0,random(-5,5),random(-5,5),5,0,SXF_NOCHECKPOSITION) TNT1 A 4 - stop + Stop } } actor DUMP3throwndoomboner : DUMP3thrownboner { Decal "DUMP3DoomguyRevenantCrash" - states + States { spawn: TNT1 A 0 @@ -13584,13 +14170,13 @@ xdeath: TNT1 A 0 a_spawnitemex ("DUMP3bonerspawn") TNT1 AAA 0 a_spawnitemex("DUMP3lildoomboner",0,0,0,random(-5,5),random(-5,5),5,0,SXF_NOCHECKPOSITION) TNT1 A 4 - stop + Stop } } actor DUMP3throwngoldenboner : DUMP3thrownboner { Decal "DUMP3RevenantCrash" - states + States { spawn: TNT1 A 0 @@ -13616,7 +14202,7 @@ xdeath: TNT1 A 0 a_spawnitemex ("DUMP3bonerspawn") TNT1 AAA 0 a_spawnitemex("DUMP3goldenboner",0,0,0,random(-5,5),random(-5,5),5,0,SXF_NOCHECKPOSITION) TNT1 A 4 - stop + Stop } } actor DUMP3lilboner @@ -13642,7 +14228,7 @@ actor DUMP3lilboner MeleeSound "skeleton/melee" HitObituary "%o was punched in the junk by a lil skelly." var int user_bonertimer; - states + States { Spawn: SKEL AB 10 A_Look @@ -13728,7 +14314,7 @@ actor DUMP3lildoomboner : DUMP3lilboner PainSound "skeleton/pain" DeathSound "skeleton/death" ActiveSound "doomboner/active" - states + States { Spawn: DBNR AB 10 A_Look @@ -13813,7 +14399,7 @@ actor DUMP3goldenboner : DUMP3lilboner PainSound "goldboner/pain" DeathSound "goldboner/death" ActiveSound "goldboner/active" - states + States { Spawn: GBNR AB 10 A_Look @@ -13929,13 +14515,13 @@ death: RBNE B 10 a_fadeout (0.25) RBNE B 10 a_fadeout (0.25) RBNE B 10 a_fadeout (0.25) - stop + Stop } } actor DUMP3bonerskull : DUMP3bonegib { scale 0.55 - states + States { spawn: RVHD ABCD 2 @@ -13949,20 +14535,20 @@ death: RVHD D 10 a_fadeout (0.25) RVHD D 10 a_fadeout (0.25) RVHD D 10 a_fadeout (0.25) - stop + Stop dead2: RVHD B 300 RVHD B 10 a_fadeout (0.25) RVHD B 10 a_fadeout (0.25) RVHD B 10 a_fadeout (0.25) RVHD B 10 a_fadeout (0.25) - stop + Stop } } actor DUMP3goldbones : DUMP3bonegib { scale 0.55 - states + States { spawn: GBGB ABCD 2 @@ -13973,13 +14559,13 @@ death: GBGB C 10 a_fadeout (0.25) GBGB C 10 a_fadeout (0.25) GBGB C 10 a_fadeout (0.25) - stop + Stop } } actor DUMP3goldskull : DUMP3bonegib { scale 0.55 - states + States { spawn: GSKL ABCD 2 @@ -13993,20 +14579,20 @@ death: GSKL D 10 a_fadeout (0.25) GSKL D 10 a_fadeout (0.25) GSKL D 10 a_fadeout (0.25) - stop + Stop dead2: GSKL B 300 GSKL B 10 a_fadeout (0.25) GSKL B 10 a_fadeout (0.25) GSKL B 10 a_fadeout (0.25) GSKL B 10 a_fadeout (0.25) - stop + Stop } } actor DUMP3goldhipbone : DUMP3bonegib { scale 0.55 - states + States { spawn: GHGB ABCD 2 @@ -14017,13 +14603,13 @@ death: GHGB C 10 a_fadeout (0.25) GHGB C 10 a_fadeout (0.25) GHGB C 10 a_fadeout (0.25) - stop + Stop } } actor DUMP3goldribcage : DUMP3bonegib { scale 0.55 - states + States { spawn: GRGB ABCD 2 @@ -14034,7 +14620,7 @@ death: GRGB C 10 a_fadeout (0.25) GRGB C 10 a_fadeout (0.25) GRGB C 10 a_fadeout (0.25) - stop + Stop } } actor DUMP3bonerspawn @@ -14046,7 +14632,7 @@ actor DUMP3bonerspawn Renderstyle Add Alpha 0.80 scale 0.50 - +bright + +Bright States { spawn: @@ -14054,10 +14640,10 @@ spawn: TNT1 A 0 TNT1 A 0 a_playsound ("brain/spit",0,0.60) FIRE ABCDEFGH 1 - stop + Stop death: TNT1 A 1 - stop + Stop } } actor DUMP3bonerboom @@ -14068,7 +14654,7 @@ actor DUMP3bonerboom Height 5 Renderstyle Add Alpha 0.5 - +bright + +Bright States { Spawn: @@ -14079,7 +14665,7 @@ Spawn: wait death: TNT1 A 1 - stop + Stop } } actor DUMP3bonerhit : inventory @@ -14166,8 +14752,8 @@ AltFire: RMDM A 1 Offset(0,37) Goto Ready Flash: - RMDF A 1 BRIGHT A_Light2 - RMDF B 1 BRIGHT A_Light1 + RMDF A 1 Bright A_Light2 + RMDF B 1 Bright A_Light1 TNT1 A 1 A_Light0 Goto LightDone @@ -14185,7 +14771,7 @@ RerollGun: // Armyman -ACTOR ArmymanAK47 : Weapon 26373 +ACTOR ArmymanAK47 : "DPT.HQ-Weapon" 26373 { //$Category Weapons inventory.pickupmessage "You got the AK-47!" @@ -14194,7 +14780,7 @@ ACTOR ArmymanAK47 : Weapon 26373 Weapon.AmmoUse1 1 Weapon.AmmoGive1 30 Scale 0.2 - states + States { Ready: 6K47 A 1 A_WeaponReady @@ -14207,21 +14793,21 @@ ACTOR ArmymanAK47 : Weapon 26373 loop Fire: 6K47 A 0 A_JumpIfNoAmmo("Ready") - 6K47 A 0 bright A_PlaysoundEx("AMAK47FR","Weapon") - 6K47 B 1 bright A_FireBullets(2,3,-1,4,"BulletPuff",1,1280) - 6K47 C 1 bright A_SpawnItemEx("MachineCasing",4,15,30,random(1,3),random(0,1),random(1,3),random(45,60),128) + 6K47 A 0 Bright A_PlaysoundEx("AMAK47FR","Weapon") + 6K47 B 1 Bright A_FireBullets(2,3,-1,4,"BulletPuff",1,1280) + 6K47 C 1 Bright A_SpawnItemEx("MachineCasing",4,15,30,random(1,3),random(0,1),random(1,3),random(45,60),128) 6K47 A 0 A_ALERTMONSTERS 6K47 A 1 - 6K47 A 0 bright A_JumpIfNoAmmo("Ready") - 6K47 A 0 bright A_ReFire + 6K47 A 0 Bright A_JumpIfNoAmmo("Ready") + 6K47 A 0 Bright A_ReFire goto Ready Spawn: AKPK A -1 - stop + Stop } } -ACTOR ArmymanRPD : Weapon 26374 +ACTOR ArmymanRPD : "DPT.HQ-Weapon" 26374 { Weapon.AmmoType "Clip" Weapon.AmmoGive 100 @@ -14283,7 +14869,7 @@ ACTOR CasingSmoketrail goto death Death: SMKE ABCDEFGH 1 - STOP + Stop } } @@ -14312,17 +14898,17 @@ ACTOR EPTRPDMAG TNT1 A 0 A_jump(128,4) TNT1 A 0 A_jump(128,2) RPEB C -1 - stop + Stop RPEB D -1 - stop + Stop RPEB C -1 - stop + Stop RPEB D -1 - stop + Stop RPEB C -1 - stop + Stop RPEB D -1 - stop + Stop } } @@ -14350,17 +14936,17 @@ ACTOR Beltlink TNT1 A 0 A_jump(128,4) TNT1 A 0 A_jump(128,2) SPCR A -1 - stop + Stop SPCR B -1 - stop + Stop SPCR C -1 - stop + Stop SPCR D -1 - stop + Stop SPCR C -1 - stop + Stop SPCR B -1 - stop + Stop } } @@ -14389,28 +14975,28 @@ ACTOR 762MMCasing TNT1 A 0 A_jump(128,4) TNT1 A 0 A_jump(128,2) CAS3 I -1 - stop + Stop CAS3 J -1 - stop + Stop CAS3 K -1 - stop + Stop CAS3 L -1 - stop + Stop CAS3 M -1 - stop + Stop CAS3 N -1 - stop + Stop } } -ACTOR ArmymanRPG7 : Weapon 26375 +ACTOR ArmymanRPG7 : "DPT.HQ-Weapon" 26375 { Obituary "%o rode %k's rocket" Weapon.AmmoType "RocketAmmo" Weapon.AmmoUse 1 Weapon.AmmoGive 1 +WEAPON.NOAUTOFIRE - states + States { Ready: ARPG A 1 A_WeaponReady @@ -14462,9 +15048,9 @@ ACTOR ArmymanRPG7 : Weapon 26375 ARPG A 1 offset(1,51) Goto Ready Flash: - TNT1 A 0 bright A_Light1 - TNT1 A 0 bright A_Light0 - stop + TNT1 A 0 Bright A_Light1 + TNT1 A 0 Bright A_Light0 + Stop } } @@ -14480,13 +15066,13 @@ actor Rpg7Rocket States { Spawn: - RPGR A 1 bright A_SpawnItem("RocketSmoke") + RPGR A 1 Bright A_SpawnItem("RocketSmoke") RPGR A 1 A_PlaySound("rocket/fly") loop Death: TNT1 A 0 A_SpawnItem("Rpgexplod") EXPL T 0 A_PlaySound("nothing/fuckyou") - stop + Stop } } @@ -14525,18 +15111,18 @@ actor Rpgexplod EXPL C 2 EXPL B 2 EXPL A 2 - stop + Stop } } -ACTOR ArmymanSVD : Weapon 26376 +ACTOR ArmymanSVD : "DPT.HQ-Weapon" 26376 { Obituary "%o was sniped out by %k's M40" Weapon.AmmoType "Clip" Weapon.AmmoUse 1 Weapon.AmmoGive 7 +WEAPON.NOAUTOFIRE - states + States { Ready: SVDR A 1 A_WeaponReady @@ -14557,155 +15143,9 @@ ACTOR ArmymanSVD : Weapon 26376 } } -ACTOR ArmymanUnarmed : Weapon // WORKER -{ - //$Category Weapons - AttackSound "fist/hit" - +WEAPON.CHEATNOTWEAPON - +INVENTORY.UNDROPPABLE - States - { - Ready: - PCW1 ABCD 4 - PCW1 A 0 A_PlaySound("KNUCKLED") - PCW1 EFG 3 - RealReady: - PCW2 A 9 A_WeaponReady - Loop - Deselect: - NULL A 1 A_Lower - Loop - Select: - NULL A 0 A_Raise - Wait - Fire: - PCW2 A 0 A_JumpIfInventory("StrongItem",1,"StrongFire") - NormalFire: - PCW2 A 0 A_JumpIfInventory("FistSeq",1,"Right") - Left: - PCW2 B 2 - PCW2 C 2 A_PlaySound("fist/dodge") - PCW2 D 2 A_CustomPunch(8,0,0,"FistPuff") - PCW2 E 1 - PCW2 F 1 - PCW2 G 1 - PCW2 A 2 A_GiveInventory("FistSeq",1) - Goto RealReady - Right: - PCW2 I 2 - PCW2 J 2 A_PlaySound("fist/dodge") - PCW2 K 2 A_CustomPunch(8,0,0,"FistPuff") - PCW2 L 1 - PCW2 M 1 - PCW2 N 1 - PCW2 O 2 A_TakeInventory("FistSeq",1) - Goto RealReady - StrongFire: - PCW2 A 0 A_JumpIfInventory("FistSeq",1,"StrongRight") - StrongLeft: - PCW2 B 2 - PCW2 C 2 A_PlaySound("fist/brutalmodeswing") - PCW2 D 2 A_CustomPunch(32,0,0,"FistPuff") - PCW2 E 1 - PCW2 F 1 - PCW2 G 1 - PCW2 A 2 A_GiveInventory("FistSeq",1) - Goto RealReady - StrongRight: - PCW2 I 2 - PCW2 J 2 A_PlaySound("fist/brutalmodeswing") - PCW2 K 2 A_CustomPunch(32,0,0,"FistPuff") - PCW2 L 1 - PCW2 M 1 - PCW2 N 1 - PCW2 O 2 A_TakeInventory("FistSeq",1) - Goto RealReady - AltFire: - PCW3 B 2 - PCW3 C 2 A_PlaySound("fist/brutalmodeswing") - PCW3 D 2 A_CustomPunch(12,0,0,"FistPuff") - PCW3 A 2 A_GiveInventory("FistSeq",1) - Goto RealReady - } -} - // LXandro Weapons (Duke Nukem) -ACTOR LXandroUnarmed : Weapon -{ - //$Category Weapons - +WEAPON.CHEATNOTWEAPON - +INVENTORY.UNDROPPABLE - Obituary "%k has kicked %o's ass." - AttackSound "fist/hit" - States - { - Ready: - DNKN ABC 2 - DNKN CBA 2 - DNKN A 0 A_PlaySound("KNUCKLED") - RealReady: - TNT1 A 9 A_WeaponReady - Loop - Deselect: - TNT1 A 1 A_Lower - Loop - Select: - TNT1 A 0 A_Raise - Wait - Fire: - DNBT A 1 A_Jump(255,"Fire1","Fire2") - Goto RealReady - Fire1: - TNT1 A 1 //A_SetSpeed(0.0) - TNT1 A 0 A_PlaySound("fist/brutalmodeswing", 4) - TNT1 A 0 A_SetPitch(Pitch-1) - DNBT A 1 offset(0,78) A_ZoomFactor(0.98) - TNT1 A 0 A_SetPitch(Pitch-1) - DNBT A 1 offset(0,45) A_ZoomFactor(0.96) - TNT1 A 0 A_SetPitch(Pitch-1) - DNBT A 1 A_ZoomFactor(0.95) - DNBT B 4 A_CustomPunch(12,0,0,"FistPuff") - TNT1 A 0 A_SetPitch(Pitch+1) - DNBT A 1 A_ZoomFactor(0.96) - TNT1 A 0 A_SetPitch(Pitch+1) - DNBT A 1 offset(0,32) A_ZoomFactor(0.97) - TNT1 A 0 A_SetPitch(Pitch+1) - DNBT A 1 offset(0,45) A_ZoomFactor(0.98) - TNT1 A 0 A_SetPitch(Pitch+1) - DNBT A 1 offset(0,64) A_ZoomFactor(0.99) - TNT1 A 0 A_SetPitch(Pitch+1) - DNBT A 1 offset(0,96) A_ZoomFactor(1.00) - TNT1 A 4 - TNT1 A 1 //A_SetSpeed(1.0) - Goto RealReady - Fire2: - TNT1 A 1 //A_SetSpeed(0.0) - TNT1 A 0 A_PlaySound("fist/brutalmodeswing", 5) - TNT1 A 0 A_SetPitch(Pitch-1) - DNBT C 1 offset(0,78) A_ZoomFactor(0.98) - TNT1 A 0 A_SetPitch(Pitch-1) - DNBT C 1 offset(0,45) A_ZoomFactor(0.96) - TNT1 A 0 A_SetPitch(Pitch-1) - DNBT C 1 A_ZoomFactor(0.95) - DNBT D 4 A_CustomPunch(12,0,0,"FistPuff") - TNT1 A 0 A_SetPitch(Pitch+1) - DNBT C 1 A_ZoomFactor(0.96) - TNT1 A 0 A_SetPitch(Pitch+1) - DNBT C 1 offset(0,32) A_ZoomFactor(0.97) - TNT1 A 0 A_SetPitch(Pitch+1) - DNBT C 1 offset(0,45) A_ZoomFactor(0.98) - TNT1 A 0 A_SetPitch(Pitch+1) - DNBT C 1 offset(0,64) A_ZoomFactor(0.99) - TNT1 A 0 A_SetPitch(Pitch+1) - DNBT C 1 offset(0,96) A_ZoomFactor(1.00) - TNT1 A 4 - TNT1 A 1 //A_SetSpeed(1.0) - Goto RealReady - } -} - -ACTOR LXandroChaingunCannon : Weapon 26392 +ACTOR LXandroChaingunCannon : "DPT.HQ-Weapon" 26392 { //$Category Weapons +WEAPON.CHEATNOTWEAPON @@ -14734,76 +15174,76 @@ ACTOR LXandroChaingunCannon : Weapon 26392 DNCG A 0 A_PlaySound("DNCHNGFR", CHAN_WEAPON) DNCG B 2 A_FireBullets(5.6, 0, 1, 5, "BulletPuff") TNT1 A 0 A_Recoil(0.3) - TNT1 A 0 //A_SetRoll(Roll+1) + TNT1 A 0 A_SetRoll(Roll+1) TNT1 A 0 A_ZoomFactor(0.995) DNCG C 1 TNT1 A 0 A_SetPitch(Pitch-1) - TNT1 A 0 //A_SetRoll(Roll+1) + TNT1 A 0 A_SetRoll(Roll+1) TNT1 A 0 A_ZoomFactor(0.99) DNCG I 1 TNT1 A 0 A_SetPitch(Pitch-1) - TNT1 A 0 //A_SetRoll(Roll-1) + TNT1 A 0 A_SetRoll(Roll-1) DNCG J 1 TNT1 A 0 A_ZoomFactor(1.00) TNT1 A 0 A_SetPitch(Pitch+1) - TNT1 A 0 //A_SetRoll(Roll-1) + TNT1 A 0 A_SetRoll(Roll-1) DNCG A 1 A_ReFire Goto Ready Fire2: DNCG A 0 A_PlaySound("DNCHNGFR", CHAN_WEAPON) DNCG D 2 A_FireBullets(5.6, 0, 1, 5, "BulletPuff") TNT1 A 0 A_Recoil(0.3) - TNT1 A 0 //A_SetRoll(Roll+1) + TNT1 A 0 A_SetRoll(Roll+1) TNT1 A 0 A_ZoomFactor(0.995) DNCG C 1 TNT1 A 0 A_SetPitch(Pitch-1) - TNT1 A 0 //A_SetRoll(Roll+1) + TNT1 A 0 A_SetRoll(Roll+1) TNT1 A 0 A_ZoomFactor(0.99) DNCG I 1 TNT1 A 0 A_SetPitch(Pitch-1) - TNT1 A 0 //A_SetRoll(Roll-1) + TNT1 A 0 A_SetRoll(Roll-1) DNCG J 1 TNT1 A 0 A_ZoomFactor(1.00) TNT1 A 0 A_SetPitch(Pitch+1) - TNT1 A 0 //A_SetRoll(Roll-1) + TNT1 A 0 A_SetRoll(Roll-1) DNCG A 1 A_ReFire Goto Ready Fire3: DNCG A 0 A_PlaySound("DNCHNGFR", CHAN_WEAPON) DNCG E 2 A_FireBullets(5.6, 0, 1, 5, "BulletPuff") TNT1 A 0 A_Recoil(0.3) - TNT1 A 0 //A_SetRoll(Roll+1) + TNT1 A 0 A_SetRoll(Roll+1) TNT1 A 0 A_ZoomFactor(0.995) DNCG C 1 TNT1 A 0 A_SetPitch(Pitch-1) - TNT1 A 0 //A_SetRoll(Roll+1) + TNT1 A 0 A_SetRoll(Roll+1) TNT1 A 0 A_ZoomFactor(0.99) DNCG I 1 TNT1 A 0 A_SetPitch(Pitch-1) - TNT1 A 0 //A_SetRoll(Roll-1) + TNT1 A 0 A_SetRoll(Roll-1) DNCG J 1 TNT1 A 0 A_ZoomFactor(1.00) TNT1 A 0 A_SetPitch(Pitch+1) - TNT1 A 0 //A_SetRoll(Roll-1) + TNT1 A 0 A_SetRoll(Roll-1) DNCG A 1 A_ReFire Goto Ready Fire4: DNCG A 0 A_PlaySound("DNCHNGFR", CHAN_WEAPON) DNCG E 2 A_FireBullets(5.6, 0, 1, 5, "BulletPuff") TNT1 G 0 A_Recoil(0.3) - TNT1 A 0 //A_SetRoll(Roll+1) + TNT1 A 0 A_SetRoll(Roll+1) TNT1 A 0 A_ZoomFactor(0.995) DNCG C 1 TNT1 A 0 A_SetPitch(Pitch-1) - TNT1 A 0 //A_SetRoll(Roll+1) + TNT1 A 0 A_SetRoll(Roll+1) TNT1 A 0 A_ZoomFactor(0.99) DNCG I 1 TNT1 A 0 A_SetPitch(Pitch-1) - TNT1 A 0 //A_SetRoll(Roll-1) + TNT1 A 0 A_SetRoll(Roll-1) DNCG J 1 TNT1 A 0 A_ZoomFactor(1.00) TNT1 A 0 A_SetPitch(Pitch+1) - TNT1 A 0 //A_SetRoll(Roll-1) + TNT1 A 0 A_SetRoll(Roll-1) DNCG A 1 A_ReFire Goto Ready EndFire: @@ -14816,7 +15256,7 @@ ACTOR LXandroChaingunCannon : Weapon 26392 } } -ACTOR LXandroDevastator : Weapon 26393 +ACTOR LXandroDevastator : "DPT.HQ-Weapon" 26393 { //$Category Weapons +WEAPON.CHEATNOTWEAPON @@ -14828,7 +15268,7 @@ ACTOR LXandroDevastator : Weapon 26393 Obituary "%o couldn't evade %k rocket." weapon.kickback 60 attacksound "DNDEVAFR" - states + States { Spawn: DNDV Z -1 @@ -14849,7 +15289,7 @@ ACTOR LXandroDevastator : Weapon 26393 DNDV B 2 DNDV C 2 TNT1 A 0 A_Recoil(5) - DNDV D 2 bright A_FireCustomMissile ("LXandroDevastatorRocket",0,0,8,10,1) + DNDV D 2 Bright A_FireCustomMissile ("LXandroDevastatorRocket",0,0,8,10,1) TNT1 A 0 Radius_Quake (3,4,0,1,0) DNDV C 2 DNDV B 2 @@ -14859,7 +15299,7 @@ ACTOR LXandroDevastator : Weapon 26393 DNDV E 2 DNDV F 2 TNT1 A 0 A_Recoil(5) - DNDV G 2 bright A_FireCustomMissile ("LXandroDevastatorRocket",0,0,-8,10,1) + DNDV G 2 Bright A_FireCustomMissile ("LXandroDevastatorRocket",0,0,-8,10,1) TNT1 A 0 Radius_Quake (3,4,0,1,0) DNDV F 2 DNDV E 2 @@ -14871,11 +15311,11 @@ actor LXDVChoosing : Inventory { inventory.amount 1 inventory.maxamount 1 - states + States { Spawn: TNT1 A -1 - stop + Stop } } Actor LXandroDevastatorRocket @@ -14904,7 +15344,7 @@ Actor LXandroDevastatorRocket } } -ACTOR LXandroPistol : Weapon 26394 +ACTOR LXandroPistol : "DPT.HQ-Weapon" 26394 { //$Category Weapons +WEAPON.CHEATNOTWEAPON @@ -14927,7 +15367,7 @@ ACTOR LXandroPistol : Weapon 26394 { Spawn: DNPS Z -1 - stop + Stop Ready: DNP1 A 1 A_WeaponReady loop @@ -14947,10 +15387,10 @@ ACTOR LXandroPistol : Weapon 26394 DNP1 A 0 A_AlertMonsters DNP1 A 0 A_TakeInventory("LXandroPistolClipHolder", 1) DNP1 B 0 A_FireBullets(5.6,5.6,1,12,"BulletPuff") - DNP1 B 1 BRIGHT A_GunFlash // A_Light1 + DNP1 B 1 Bright A_GunFlash // A_Light1 TNT1 A 0 A_ZoomFactor(0.99) TNT1 A 0 A_SetPitch(Pitch-1.5) - DNP1 B 1 BRIGHT A_GunFlash // A_Light1 + DNP1 B 1 Bright A_GunFlash // A_Light1 TNT1 A 0 A_SetPitch(Pitch-1.5) TNT1 A 0 A_ZoomFactor(0.98) DNP1 C 1 // A_Light0 @@ -15017,7 +15457,7 @@ ACTOR LXandroPistolClipHolder : Ammo -inventory.invbar } -ACTOR LXandroPistols : Weapon 26395 +ACTOR LXandroPistols : "DPT.HQ-Weapon" 26395 { //$Category Weapons +WEAPON.CHEATNOTWEAPON @@ -15040,7 +15480,7 @@ ACTOR LXandroPistols : Weapon 26395 { Spawn: DNPS Z -1 - stop + Stop Ready: DNP2 A 1 A_WeaponReady loop @@ -15061,29 +15501,29 @@ ACTOR LXandroPistols : Weapon 26395 DNP2 A 0 A_TakeInventory("LXandroPistolsClipHolder", 1) DNP2 B 1 A_FireBullets(5.6,5.6,1,12,"BulletPuff") TNT1 A 0 A_SetPitch(Pitch-1) - TNT1 A 0 //A_SetRoll(Roll+1) - DNP2 B 1 BRIGHT A_GunFlash // A_Light1 + TNT1 A 0 A_SetRoll(Roll+1) + DNP2 B 1 Bright A_GunFlash // A_Light1 TNT1 A 0 A_SetPitch(Pitch-1) - TNT1 A 0 //A_SetRoll(Roll+1) + TNT1 A 0 A_SetRoll(Roll+1) DNP2 C 1 TNT1 A 0 A_SetPitch(Pitch+1) - TNT1 A 0 //A_SetRoll(Roll-1) + TNT1 A 0 A_SetRoll(Roll-1) DNP2 C 1 TNT1 A 0 A_SetPitch(Pitch+1) - TNT1 A 0 //A_SetRoll(Roll-1) + TNT1 A 0 A_SetRoll(Roll-1) DNP2 A 0 A_TakeInventory("LXandroPistolsClipHolder", 1) DNP2 D 1 A_FireBullets(5.6,5.6,1,12,"BulletPuff") TNT1 A 0 A_SetPitch(Pitch-1) - TNT1 A 0 //A_SetRoll(Roll-1) - DNP2 D 1 BRIGHT A_GunFlash // A_Light1 + TNT1 A 0 A_SetRoll(Roll-1) + DNP2 D 1 Bright A_GunFlash // A_Light1 TNT1 A 0 A_SetPitch(Pitch-1) - TNT1 A 0 //A_SetRoll(Roll-1) + TNT1 A 0 A_SetRoll(Roll-1) DNP2 E 1 TNT1 A 0 A_SetPitch(Pitch+1) - TNT1 A 0 //A_SetRoll(Roll+1) + TNT1 A 0 A_SetRoll(Roll+1) DNP2 E 1 TNT1 A 0 A_SetPitch(Pitch+1) - TNT1 A 0 //A_SetRoll(Roll+1) + TNT1 A 0 A_SetRoll(Roll+1) DNP2 A 0 A_JumpIfNoAmmo(1) Goto Ready DNP2 A 0 A_TakeInventory("LXandroPistolsClipHolder", 12) @@ -15147,7 +15587,7 @@ ACTOR LXandroPistolsClipHolder : Ammo -inventory.invbar } -ACTOR LXandroRPG : Weapon 26396 +ACTOR LXandroRPG : "DPT.HQ-Weapon" 26396 { //$Category Weapons +WEAPON.CHEATNOTWEAPON @@ -15158,7 +15598,7 @@ ACTOR LXandroRPG : Weapon 26396 Weapon.AmmoUse 1 Weapon.AmmoGive 1 +WEAPON.NOAUTOFIRE - states + States { Ready: DNRP A 1 A_WeaponReady @@ -15198,9 +15638,9 @@ ACTOR LXandroRPG : Weapon 26396 DNRP A 10 A_WeaponReady Goto Ready Flash: - TNT1 A 0 bright A_Light1 - TNT1 A 0 bright A_Light0 - stop + TNT1 A 0 Bright A_Light1 + TNT1 A 0 Bright A_Light0 + Stop } } ACTOR LXandroRPGRocket @@ -15228,7 +15668,7 @@ ACTOR LXandroRPGRocket } } -ACTOR LXandroShotgun : Weapon 26397 +ACTOR LXandroShotgun : "DPT.HQ-Weapon" 26397 { //$Category Weapons +WEAPON.CHEATNOTWEAPON @@ -15288,7 +15728,7 @@ ACTOR LXandroShotgun : Weapon 26397 // Ronikari Weapons -ACTOR Auto9 : Weapon 26398 +ACTOR Auto9 : "DPT.HQ-Weapon" 26398 { //$Category Weapons Weapon.AmmoType "Clip" @@ -15310,7 +15750,7 @@ ACTOR Auto9 : Weapon 26398 { Spawn: RUNW Z -1 - stop + Stop Ready: RUNW A 1 A_WeaponReady loop @@ -15328,7 +15768,7 @@ ACTOR Auto9 : Weapon 26398 RUNW A 0 A_AlertMonsters RUNW A 0 A_TakeInventory("PistolClipHolder", 1) RUNW B 0 A_FireBullets(5.6,5.6,1,12,"BulletPuff") - RUNW B 2 BRIGHT A_GunFlash // A_Light1 + RUNW B 2 Bright A_GunFlash // A_Light1 RUNW C 2 // A_Light0 RUNW A 0 A_JumpIfNoAmmo(1) Goto Hold diff --git a/pk3_data/ACTORS/Z_UNSORTED.dec b/pk3_data/ACTORS/Z_UNSORTED.dec index 589b5781..dce2614a 100644 --- a/pk3_data/ACTORS/Z_UNSORTED.dec +++ b/pk3_data/ACTORS/Z_UNSORTED.dec @@ -1518,7 +1518,7 @@ Spawn: } ACTOR NailTrap2 { - SpawnId 232 + //SpawnID 232 Radius 1 Height 1 Scale 0.8 @@ -3723,7 +3723,7 @@ Actor PlasmariflePiano : Plasmarifle 10450 Weapon.AmmoUse2 0 Weapon.KickBack 0 Weapon.SlotNumber 4 - Translation "0:255=192:207" + //Translation "0:255=192:207" States { Ready: @@ -4054,47 +4054,13 @@ Actor TomA : C { DeathSound "TOMA" } Actor TomB : C { DeathSound "TOMB" } // DBZONE //==================================================================================================== -actor BlueRailgun : DoomWeapon //replaces Chainsaw -{ - Weapon.Selectionorder 2200 - Weapon.AmmoUse 10 - Weapon.AmmoGive 40 - Weapon.AmmoType "Cell" - Weapon.UpSound "weapons/railup" - Weapon.ReadySound "" - Inventory.PickupMessage "You got the railgun!" - Obituary "%o was railed by %k." - decal "RailScorchLower" - States - { -Ready: - BRLG A 1 A_WeaponReady - Loop -Deselect: - BRLG A 1 A_Lower - Loop -Select: - BRLG A 1 A_Raise - Loop -Fire: - BRLG B 0 A_RailAttack ( 200, 0, 10, "00 00 FF", "FF FF FF", 0, 0) - BRLG B 5 A_Light1 - BRLG A 45 A_Light0 - BRLG A 0 A_ReFire - Goto Ready -Spawn: - BRLW A -1 - Stop - } -} -//==================================================================================================== // Mercenary Enemies //==================================================================================================== ACTOR Brawler 30001 { // white Translation "112:127=80:95" - SpawnID 201 + //SpawnID 201 Health 200 Radius 16 Height 56 @@ -4208,7 +4174,7 @@ ACTOR Chainsawer 30003 { // tan Translation "112:127=128:143" - SpawnID 203 + //SpawnID 203 Health 200 Radius 16 Height 56 @@ -4266,7 +4232,7 @@ ACTOR Pistoleer 30004 { // grey Translation "112:127=96:111" - SpawnID 204 + //SpawnID 204 Health 100 Radius 16 Height 56 @@ -4323,7 +4289,7 @@ ACTOR Shotgunner 30005 { // orange Translation "112:127=208:223" - SpawnID 205 + //SpawnID 205 Health 100 Radius 16 Height 56 @@ -4381,7 +4347,7 @@ ACTOR Chaingunner 30006 { // yellow Translation "112:124=160:166", "125:127=167:167" - SpawnID 206 + //SpawnID 206 Health 150 Radius 16 Height 56 @@ -4439,7 +4405,7 @@ ACTOR Supershotgunner 30007 { // red Translation "112:127=176:191" - SpawnID 207 + //SpawnID 207 Health 100 Radius 16 Height 56 @@ -4501,7 +4467,7 @@ ACTOR Rocketeer 30008 { // brown Translation "112:127=64:79" - SpawnID 208 + //SpawnID 208 Health 300 Radius 16 Height 56 @@ -4557,7 +4523,7 @@ ACTOR Plasmagunner 30009 { // blue Translation "112:127=192:207" - SpawnID 209 + //SpawnID 209 Health 100 Radius 16 Height 56 @@ -4613,7 +4579,7 @@ ACTOR Railgunner 30010 { // indigo Translation "112:114=240:240", "115:124=241:246", "125:127=0:0" - SpawnID 210 + //SpawnID 210 Health 100 Radius 16 Height 56 @@ -4672,7 +4638,7 @@ ACTOR BFG_Gunner 30011 { // green Translation "112:127=112:127" - SpawnID 211 + //SpawnID 211 Health 100 Radius 16 Height 56 @@ -5051,7 +5017,7 @@ Death: } ACTOR SilverArmor : BasicArmorPickup 30017 { - SpawnID 217 + //SpawnID 217 Inventory.PickupSound "misc/i_pkup" Inventory.PickupMessage "Picked up the SilverArmor!" Armor.SavePercent 99 @@ -5081,7 +5047,7 @@ Spawn: //==================================================================================================== ACTOR RadSuit2 : PowerupGiver replaces RadSuit { - SpawnID 136 + //SpawnID 136 Height 46 +INVENTORY.AUTOACTIVATE +INVENTORY.ALWAYSPICKUP diff --git a/pk3_data/ACTORS/_0_UNSORTED.dec b/pk3_data/ACTORS/_0_UNSORTED.dec index c53a5d3b..02b2558a 100644 --- a/pk3_data/ACTORS/_0_UNSORTED.dec +++ b/pk3_data/ACTORS/_0_UNSORTED.dec @@ -24,7 +24,6 @@ ACTOR DukeGibs3 {} ACTOR DukeGibs4 {} ACTOR DukeGibs5 {} ACTOR DukeGibs6 {} -ACTOR BrutalExplosion {} ACTOR EnemySquishItem : Inventory {} ACTOR MuzzleFlashMedium {} ACTOR Rocket2 {} diff --git a/pk3_data/ACTORS/_1_ARMY.dec b/pk3_data/ACTORS/_1_ARMY.dec index 9739f3dc..d142ef38 100644 --- a/pk3_data/ACTORS/_1_ARMY.dec +++ b/pk3_data/ACTORS/_1_ARMY.dec @@ -76,7 +76,7 @@ Actor VehicleFallingCount : Inventory } ACTOR VehicleSpeed : Ammo { - SpawnID 11 + //SpawnID 11 Inventory.PickupMessage "$GOTCLIP" Inventory.Amount 0 Inventory.MaxAmount 999 @@ -96,7 +96,7 @@ Actor TankDirection : Inventory } ACTOR TankBaseDirection : Ammo { - SpawnID 11 + //SpawnID 11 Inventory.PickupMessage "$GOTCLIP" Inventory.Amount 0 Inventory.MaxAmount 360 @@ -343,7 +343,7 @@ Spawn: ACTOR TankAmmo : Ammo { - SpawnID 11 + //SpawnID 11 Inventory.PickupMessage "Picked up a Magazine." Inventory.Amount 10 Inventory.MaxAmount 100 @@ -360,7 +360,7 @@ Spawn: ACTOR MechAmmo : Ammo { - SpawnID 11 + //SpawnID 11 Inventory.PickupMessage "Picked up a Magazine." Inventory.Amount 10 Inventory.MaxAmount 100 @@ -4247,7 +4247,7 @@ Spawn: ACTOR AssaultHelicopterMachinegunProjectile { - SpawnID 51 + //SpawnID 51 Radius 13 Height 8 Speed 130 @@ -5105,199 +5105,271 @@ ACTOR PowerAssaultHelicopterSwitch4 : PowerMorph {PowerMorph.PlayerClass "Player ACTOR PowerAssaultHelicopterSwitch3 : PowerMorph {PowerMorph.PlayerClass "PlayerAssaultHelicopter3"} ACTOR PowerAssaultHelicopterSwitch2 : PowerMorph {PowerMorph.PlayerClass "PlayerAssaultHelicopter2"} ACTOR PowerAssaultHelicopterSwitch1 : PowerMorph {PowerMorph.PlayerClass "PlayerAssaultHelicopter1"} -ACTOR PlayerAssaultHelicopter99 : PlayerAssaultHelicopter -{ States +ACTOR PlayerAssaultHelicopter99: PlayerAssaultHelicopter +{ + States { -Spawn: +Spawn: HELI A 1 TNT1 A 0 A_TakeInventory("PressedUse", 1) TNT1 A 0 A_Explode(1, 5, 1) - Goto Spawn2}} -ACTOR PlayerAssaultHelicopter98 : PlayerAssaultHelicopter -{ States + Goto Spawn2 + } +} +ACTOR PlayerAssaultHelicopter98: PlayerAssaultHelicopter +{ + States { -Spawn: +Spawn: HELI A 1 TNT1 A 0 A_TakeInventory("PressedUse", 1) - TNT1 A 0 A_Explode(2, 5, 1)///// - Goto Spawn2}} -ACTOR PlayerAssaultHelicopter97 : PlayerAssaultHelicopter -{ States + TNT1 A 0 A_Explode(2, 5, 1) + Goto Spawn2 + } +} +ACTOR PlayerAssaultHelicopter97: PlayerAssaultHelicopter +{ + States { -Spawn: +Spawn: HELI A 1 TNT1 A 0 A_TakeInventory("PressedUse", 1) - TNT1 A 0 A_Explode(3, 5, 1)//// - Goto Spawn2}} -ACTOR PlayerAssaultHelicopter96 : PlayerAssaultHelicopter -{ States + TNT1 A 0 A_Explode(3, 5, 1) //// + Goto Spawn2 + } +} +ACTOR PlayerAssaultHelicopter96: PlayerAssaultHelicopter +{ + States { -Spawn: +Spawn: HELI A 1 TNT1 A 0 A_TakeInventory("PressedUse", 1) - TNT1 A 0 A_Explode(4, 5, 1)//// - Goto Spawn2}} -ACTOR PlayerAssaultHelicopter95 : PlayerAssaultHelicopter -{ States + TNT1 A 0 A_Explode(4, 5, 1) //// + Goto Spawn2 + } +} +ACTOR PlayerAssaultHelicopter95: PlayerAssaultHelicopter +{ + States { -Spawn: +Spawn: HELI A 1 TNT1 A 0 A_TakeInventory("PressedUse", 1) - TNT1 A 0 A_Explode(5, 5, 1)//// - Goto Spawn2}} -ACTOR PlayerAssaultHelicopter94 : PlayerAssaultHelicopter -{ States + TNT1 A 0 A_Explode(5, 5, 1) //// + Goto Spawn2 + } +} +ACTOR PlayerAssaultHelicopter94: PlayerAssaultHelicopter +{ + States { -Spawn: +Spawn: HELI A 1 TNT1 A 0 A_TakeInventory("PressedUse", 1) - TNT1 A 0 A_Explode(6, 5, 1)//// - Goto Spawn2}} -ACTOR PlayerAssaultHelicopter93 : PlayerAssaultHelicopter -{ States + TNT1 A 0 A_Explode(6, 5, 1) //// + Goto Spawn2 + } +} +ACTOR PlayerAssaultHelicopter93: PlayerAssaultHelicopter +{ + States { -Spawn: +Spawn: HELI A 1 TNT1 A 0 A_TakeInventory("PressedUse", 1) - TNT1 A 0 A_Explode(7, 5, 1)//// - Goto Spawn2}} -ACTOR PlayerAssaultHelicopter92 : PlayerAssaultHelicopter -{ States + TNT1 A 0 A_Explode(7, 5, 1) //// + Goto Spawn2 + } +} +ACTOR PlayerAssaultHelicopter92: PlayerAssaultHelicopter +{ + States { -Spawn: +Spawn: HELI A 1 TNT1 A 0 A_TakeInventory("PressedUse", 1) - TNT1 A 0 A_Explode(8, 5, 1)//// - Goto Spawn2}} -ACTOR PlayerAssaultHelicopter91 : PlayerAssaultHelicopter -{ States + TNT1 A 0 A_Explode(8, 5, 1) //// + Goto Spawn2 + } +} +ACTOR PlayerAssaultHelicopter91: PlayerAssaultHelicopter +{ + States { -Spawn: +Spawn: HELI A 1 TNT1 A 0 A_TakeInventory("PressedUse", 1) - TNT1 A 0 A_Explode(9, 5, 1)//// - Goto Spawn2}} -ACTOR PlayerAssaultHelicopter90 : PlayerAssaultHelicopter -{ States + TNT1 A 0 A_Explode(9, 5, 1) //// + Goto Spawn2 + } +} +ACTOR PlayerAssaultHelicopter90: PlayerAssaultHelicopter +{ + States { -Spawn: +Spawn: HELI A 1 TNT1 A 0 A_TakeInventory("PressedUse", 1) - TNT1 A 0 A_Explode(10, 5, 1)//// - Goto Spawn2}} -ACTOR PlayerAssaultHelicopter89 : PlayerAssaultHelicopter -{ States + TNT1 A 0 A_Explode(10, 5, 1) //// + Goto Spawn2 + } +} +ACTOR PlayerAssaultHelicopter89: PlayerAssaultHelicopter +{ + States { -Spawn: +Spawn: HELI A 1 TNT1 A 0 A_TakeInventory("PressedUse", 1) - TNT1 A 0 A_Explode(11, 5, 1)//// - Goto Spawn2}} -ACTOR PlayerAssaultHelicopter88 : PlayerAssaultHelicopter -{ States + TNT1 A 0 A_Explode(11, 5, 1) //// + Goto Spawn2 + } +} +ACTOR PlayerAssaultHelicopter88: PlayerAssaultHelicopter +{ + States { -Spawn: +Spawn: HELI A 1 TNT1 A 0 A_TakeInventory("PressedUse", 1) - TNT1 A 0 A_Explode(12, 5, 1)//// - Goto Spawn2}} -ACTOR PlayerAssaultHelicopter87 : PlayerAssaultHelicopter -{ States + TNT1 A 0 A_Explode(12, 5, 1) //// + Goto Spawn2 + } +} +ACTOR PlayerAssaultHelicopter87: PlayerAssaultHelicopter +{ + States { -Spawn: +Spawn: HELI A 1 TNT1 A 0 A_TakeInventory("PressedUse", 1) - TNT1 A 0 A_Explode(13, 5, 1)//// - Goto Spawn2}} -ACTOR PlayerAssaultHelicopter86 : PlayerAssaultHelicopter -{ States + TNT1 A 0 A_Explode(13, 5, 1) //// + Goto Spawn2 + } +} +ACTOR PlayerAssaultHelicopter86: PlayerAssaultHelicopter +{ + States { -Spawn: +Spawn: HELI A 1 TNT1 A 0 A_TakeInventory("PressedUse", 1) - TNT1 A 0 A_Explode(14, 5, 1)//// - Goto Spawn2}} -ACTOR PlayerAssaultHelicopter85 : PlayerAssaultHelicopter -{ States + TNT1 A 0 A_Explode(14, 5, 1) //// + Goto Spawn2 + } +} +ACTOR PlayerAssaultHelicopter85: PlayerAssaultHelicopter +{ + States { -Spawn: +Spawn: HELI A 1 TNT1 A 0 A_TakeInventory("PressedUse", 1) - TNT1 A 0 A_Explode(15, 5, 1)//// - Goto Spawn2}} -ACTOR PlayerAssaultHelicopter84 : PlayerAssaultHelicopter -{ States + TNT1 A 0 A_Explode(15, 5, 1) //// + Goto Spawn2 + } +} +ACTOR PlayerAssaultHelicopter84: PlayerAssaultHelicopter +{ + States { -Spawn: +Spawn: HELI A 1 TNT1 A 0 A_TakeInventory("PressedUse", 1) - TNT1 A 0 A_Explode(16, 5, 1)//// - Goto Spawn2}} -ACTOR PlayerAssaultHelicopter83 : PlayerAssaultHelicopter -{ States + TNT1 A 0 A_Explode(16, 5, 1) //// + Goto Spawn2 + } +} +ACTOR PlayerAssaultHelicopter83: PlayerAssaultHelicopter +{ + States { -Spawn: +Spawn: HELI A 1 TNT1 A 0 A_TakeInventory("PressedUse", 1) - TNT1 A 0 A_Explode(17, 5, 1)//// - Goto Spawn2}} -ACTOR PlayerAssaultHelicopter82 : PlayerAssaultHelicopter -{ States + TNT1 A 0 A_Explode(17, 5, 1) //// + Goto Spawn2 + } +} +ACTOR PlayerAssaultHelicopter82: PlayerAssaultHelicopter +{ + States { -Spawn: +Spawn: HELI A 1 TNT1 A 0 A_TakeInventory("PressedUse", 1) - TNT1 A 0 A_Explode(18, 5, 1)//// - Goto Spawn2}} -ACTOR PlayerAssaultHelicopter81 : PlayerAssaultHelicopter -{ States + TNT1 A 0 A_Explode(18, 5, 1) //// + Goto Spawn2 + } +} +ACTOR PlayerAssaultHelicopter81: PlayerAssaultHelicopter +{ + States { -Spawn: +Spawn: HELI A 1 TNT1 A 0 A_TakeInventory("PressedUse", 1) - TNT1 A 0 A_Explode(19, 5, 1)//// - Goto Spawn2}} -ACTOR PlayerAssaultHelicopter80 : PlayerAssaultHelicopter -{ States + TNT1 A 0 A_Explode(19, 5, 1) //// + Goto Spawn2 + } +} +ACTOR PlayerAssaultHelicopter80: PlayerAssaultHelicopter +{ + States { -Spawn: +Spawn: HELI A 1 TNT1 A 0 A_TakeInventory("PressedUse", 1) - TNT1 A 0 A_Explode(20, 5, 1)//// - Goto Spawn2}} -ACTOR PlayerAssaultHelicopter79 : PlayerAssaultHelicopter -{ States + TNT1 A 0 A_Explode(20, 5, 1) //// + Goto Spawn2 + } +} +ACTOR PlayerAssaultHelicopter79: PlayerAssaultHelicopter +{ + States { -Spawn: +Spawn: HELI A 1 TNT1 A 0 A_TakeInventory("PressedUse", 1) - TNT1 A 0 A_Explode(21, 5, 1)//// - Goto Spawn2}} -ACTOR PlayerAssaultHelicopter78 : PlayerAssaultHelicopter -{ States + TNT1 A 0 A_Explode(21, 5, 1) //// + Goto Spawn2 + } +} +ACTOR PlayerAssaultHelicopter78: PlayerAssaultHelicopter +{ + States { -Spawn: +Spawn: HELI A 1 TNT1 A 0 A_TakeInventory("PressedUse", 1) - TNT1 A 0 A_Explode(22, 5, 1)//// - Goto Spawn2}} + TNT1 A 0 A_Explode(22, 5, 1) //// + Goto Spawn2 + } +} // FIX -ACTOR PlayerAssaultHelicopter77 : PlayerAssaultHelicopter -{ States +ACTOR PlayerAssaultHelicopter77: PlayerAssaultHelicopter +{ + States { -Spawn: +Spawn: HELI A 1 TNT1 A 0 A_TakeInventory("PressedUse", 1) - TNT1 A 0 A_Explode(22, 5, 1)//// - Goto Spawn2}} -ACTOR PlayerAssaultHelicopter76 : PlayerAssaultHelicopter -{ States + TNT1 A 0 A_Explode(22, 5, 1) //// + Goto Spawn2 + } +} +ACTOR PlayerAssaultHelicopter76: PlayerAssaultHelicopter +{ + States { -Spawn: +Spawn: HELI A 1 TNT1 A 0 A_TakeInventory("PressedUse", 1) - TNT1 A 0 A_Explode(22, 5, 1)//// - Goto Spawn2}} + TNT1 A 0 A_Explode(22, 5, 1) //// + Goto Spawn2 + } +} // FIX END /*ACTOR PlayerAssaultHelicopter74 : PlayerAssaultHelicopter { States @@ -5307,606 +5379,831 @@ Spawn: TNT1 A 0 A_TakeInventory("PressedUse", 1) TNT1 A 0 A_Explode(23, 5, 1)//// Goto Spawn2}} */ -ACTOR PlayerAssaultHelicopter75 : PlayerAssaultHelicopter -{ States +ACTOR PlayerAssaultHelicopter75: PlayerAssaultHelicopter +{ + States { -Spawn: +Spawn: HELI A 1 TNT1 A 0 A_TakeInventory("PressedUse", 1) - TNT1 A 0 A_Explode(25, 5, 1)//// - Goto Spawn2}} -ACTOR PlayerAssaultHelicopter74 : PlayerAssaultHelicopter -{ States + TNT1 A 0 A_Explode(25, 5, 1) //// + Goto Spawn2 + } +} +ACTOR PlayerAssaultHelicopter74: PlayerAssaultHelicopter +{ + States { -Spawn: +Spawn: HELI A 1 TNT1 A 0 A_TakeInventory("PressedUse", 1) - TNT1 A 0 A_Explode(26, 5, 1)//// - Goto Spawn2}} -ACTOR PlayerAssaultHelicopter73 : PlayerAssaultHelicopter -{ States + TNT1 A 0 A_Explode(26, 5, 1) //// + Goto Spawn2 + } +} +ACTOR PlayerAssaultHelicopter73: PlayerAssaultHelicopter +{ + States { -Spawn: +Spawn: HELI A 1 TNT1 A 0 A_TakeInventory("PressedUse", 1) - TNT1 A 0 A_Explode(27, 5, 1)//// - Goto Spawn2}} -ACTOR PlayerAssaultHelicopter72 : PlayerAssaultHelicopter -{ States + TNT1 A 0 A_Explode(27, 5, 1) //// + Goto Spawn2 + } +} +ACTOR PlayerAssaultHelicopter72: PlayerAssaultHelicopter +{ + States { -Spawn: +Spawn: HELI A 1 TNT1 A 0 A_TakeInventory("PressedUse", 1) - TNT1 A 0 A_Explode(28, 5, 1)//// - Goto Spawn2}} -ACTOR PlayerAssaultHelicopter71 : PlayerAssaultHelicopter -{ States + TNT1 A 0 A_Explode(28, 5, 1) //// + Goto Spawn2 + } +} +ACTOR PlayerAssaultHelicopter71: PlayerAssaultHelicopter +{ + States { -Spawn: +Spawn: HELI A 1 TNT1 A 0 A_TakeInventory("PressedUse", 1) - TNT1 A 0 A_Explode(29, 5, 1)//// - Goto Spawn2}} -ACTOR PlayerAssaultHelicopter70 : PlayerAssaultHelicopter -{ States + TNT1 A 0 A_Explode(29, 5, 1) //// + Goto Spawn2 + } +} +ACTOR PlayerAssaultHelicopter70: PlayerAssaultHelicopter +{ + States { -Spawn: +Spawn: HELI A 1 TNT1 A 0 A_TakeInventory("PressedUse", 1) - TNT1 A 0 A_Explode(30, 5, 1)//// - Goto Spawn2}} -ACTOR PlayerAssaultHelicopter69 : PlayerAssaultHelicopter -{ States + TNT1 A 0 A_Explode(30, 5, 1) //// + Goto Spawn2 + } +} +ACTOR PlayerAssaultHelicopter69: PlayerAssaultHelicopter +{ + States { -Spawn: +Spawn: HELI A 1 TNT1 A 0 A_TakeInventory("PressedUse", 1) - TNT1 A 0 A_Explode(31, 5, 1)//// - Goto Spawn2}} -ACTOR PlayerAssaultHelicopter68 : PlayerAssaultHelicopter -{ States + TNT1 A 0 A_Explode(31, 5, 1) //// + Goto Spawn2 + } +} +ACTOR PlayerAssaultHelicopter68: PlayerAssaultHelicopter +{ + States { -Spawn: +Spawn: HELI A 1 TNT1 A 0 A_TakeInventory("PressedUse", 1) - TNT1 A 0 A_Explode(32, 5, 1)//// - Goto Spawn2}} -ACTOR PlayerAssaultHelicopter67 : PlayerAssaultHelicopter -{ States + TNT1 A 0 A_Explode(32, 5, 1) //// + Goto Spawn2 + } +} +ACTOR PlayerAssaultHelicopter67: PlayerAssaultHelicopter +{ + States { -Spawn: +Spawn: HELI A 1 TNT1 A 0 A_TakeInventory("PressedUse", 1) - TNT1 A 0 A_Explode(33, 5, 1)//// - Goto Spawn2}} -ACTOR PlayerAssaultHelicopter66 : PlayerAssaultHelicopter -{ States + TNT1 A 0 A_Explode(33, 5, 1) //// + Goto Spawn2 + } +} +ACTOR PlayerAssaultHelicopter66: PlayerAssaultHelicopter +{ + States { -Spawn: +Spawn: HELI A 1 TNT1 A 0 A_TakeInventory("PressedUse", 1) - TNT1 A 0 A_Explode(34, 5, 1)//// - Goto Spawn2}} -ACTOR PlayerAssaultHelicopter65 : PlayerAssaultHelicopter -{ States + TNT1 A 0 A_Explode(34, 5, 1) //// + Goto Spawn2 + } +} +ACTOR PlayerAssaultHelicopter65: PlayerAssaultHelicopter +{ + States { -Spawn: +Spawn: HELI A 1 TNT1 A 0 A_TakeInventory("PressedUse", 1) - TNT1 A 0 A_Explode(35, 5, 1)//// - Goto Spawn2}} -ACTOR PlayerAssaultHelicopter64 : PlayerAssaultHelicopter -{ States + TNT1 A 0 A_Explode(35, 5, 1) //// + Goto Spawn2 + } +} +ACTOR PlayerAssaultHelicopter64: PlayerAssaultHelicopter +{ + States { -Spawn: +Spawn: HELI A 1 TNT1 A 0 A_TakeInventory("PressedUse", 1) - TNT1 A 0 A_Explode(36, 5, 1)//// - Goto Spawn2}} -ACTOR PlayerAssaultHelicopter63 : PlayerAssaultHelicopter -{ States + TNT1 A 0 A_Explode(36, 5, 1) //// + Goto Spawn2 + } +} +ACTOR PlayerAssaultHelicopter63: PlayerAssaultHelicopter +{ + States { -Spawn: +Spawn: HELI A 1 TNT1 A 0 A_TakeInventory("PressedUse", 1) - TNT1 A 0 A_Explode(37, 5, 1)//// - Goto Spawn2}} -ACTOR PlayerAssaultHelicopter62 : PlayerAssaultHelicopter -{ States + TNT1 A 0 A_Explode(37, 5, 1) //// + Goto Spawn2 + } +} +ACTOR PlayerAssaultHelicopter62: PlayerAssaultHelicopter +{ + States { -Spawn: +Spawn: HELI A 1 TNT1 A 0 A_TakeInventory("PressedUse", 1) - TNT1 A 0 A_Explode(38, 5, 1)//// - Goto Spawn2}} -ACTOR PlayerAssaultHelicopter61 : PlayerAssaultHelicopter -{ States + TNT1 A 0 A_Explode(38, 5, 1) //// + Goto Spawn2 + } +} +ACTOR PlayerAssaultHelicopter61: PlayerAssaultHelicopter +{ + States { -Spawn: +Spawn: HELI A 1 TNT1 A 0 A_TakeInventory("PressedUse", 1) - TNT1 A 0 A_Explode(39, 5, 1)//// - Goto Spawn2}} -ACTOR PlayerAssaultHelicopter60 : PlayerAssaultHelicopter -{ States + TNT1 A 0 A_Explode(39, 5, 1) //// + Goto Spawn2 + } +} +ACTOR PlayerAssaultHelicopter60: PlayerAssaultHelicopter +{ + States { -Spawn: +Spawn: HELI A 1 TNT1 A 0 A_TakeInventory("PressedUse", 1) - TNT1 A 0 A_Explode(40, 5, 1)//// - Goto Spawn2}} -ACTOR PlayerAssaultHelicopter59 : PlayerAssaultHelicopter -{ States + TNT1 A 0 A_Explode(40, 5, 1) //// + Goto Spawn2 + } +} +ACTOR PlayerAssaultHelicopter59: PlayerAssaultHelicopter +{ + States { -Spawn: +Spawn: HELI A 1 TNT1 A 0 A_TakeInventory("PressedUse", 1) - TNT1 A 0 A_Explode(41, 5, 1)//// - Goto Spawn2}} -ACTOR PlayerAssaultHelicopter58 : PlayerAssaultHelicopter -{ States + TNT1 A 0 A_Explode(41, 5, 1) //// + Goto Spawn2 + } +} +ACTOR PlayerAssaultHelicopter58: PlayerAssaultHelicopter +{ + States { -Spawn: +Spawn: HELI A 1 TNT1 A 0 A_TakeInventory("PressedUse", 1) - TNT1 A 0 A_Explode(42, 5, 1)//// - Goto Spawn2}} -ACTOR PlayerAssaultHelicopter57 : PlayerAssaultHelicopter -{ States + TNT1 A 0 A_Explode(42, 5, 1) //// + Goto Spawn2 + } +} +ACTOR PlayerAssaultHelicopter57: PlayerAssaultHelicopter +{ + States { -Spawn: +Spawn: HELI A 1 TNT1 A 0 A_TakeInventory("PressedUse", 1) - TNT1 A 0 A_Explode(43, 5, 1)//// - Goto Spawn2}} -ACTOR PlayerAssaultHelicopter56 : PlayerAssaultHelicopter -{ States + TNT1 A 0 A_Explode(43, 5, 1) //// + Goto Spawn2 + } +} +ACTOR PlayerAssaultHelicopter56: PlayerAssaultHelicopter +{ + States { -Spawn: +Spawn: HELI A 1 TNT1 A 0 A_TakeInventory("PressedUse", 1) - TNT1 A 0 A_Explode(44, 5, 1)//// - Goto Spawn2}} -ACTOR PlayerAssaultHelicopter55 : PlayerAssaultHelicopter -{ States + TNT1 A 0 A_Explode(44, 5, 1) //// + Goto Spawn2 + } +} +ACTOR PlayerAssaultHelicopter55: PlayerAssaultHelicopter +{ + States { -Spawn: +Spawn: HELI A 1 TNT1 A 0 A_TakeInventory("PressedUse", 1) - TNT1 A 0 A_Explode(45, 5, 1)//// - Goto Spawn2}} -ACTOR PlayerAssaultHelicopter54 : PlayerAssaultHelicopter -{ States + TNT1 A 0 A_Explode(45, 5, 1) //// + Goto Spawn2 + } +} +ACTOR PlayerAssaultHelicopter54: PlayerAssaultHelicopter +{ + States { -Spawn: +Spawn: HELI A 1 TNT1 A 0 A_TakeInventory("PressedUse", 1) - TNT1 A 0 A_Explode(46, 5, 1)//// - Goto Spawn2}} -ACTOR PlayerAssaultHelicopter53 : PlayerAssaultHelicopter -{ States + TNT1 A 0 A_Explode(46, 5, 1) //// + Goto Spawn2 + } +} +ACTOR PlayerAssaultHelicopter53: PlayerAssaultHelicopter +{ + States { -Spawn: +Spawn: HELI A 1 TNT1 A 0 A_TakeInventory("PressedUse", 1) - TNT1 A 0 A_Explode(47, 5, 1)//// - Goto Spawn2}} -ACTOR PlayerAssaultHelicopter52 : PlayerAssaultHelicopter -{ States + TNT1 A 0 A_Explode(47, 5, 1) //// + Goto Spawn2 + } +} +ACTOR PlayerAssaultHelicopter52: PlayerAssaultHelicopter +{ + States { -Spawn: +Spawn: HELI A 1 TNT1 A 0 A_TakeInventory("PressedUse", 1) - TNT1 A 0 A_Explode(48, 5, 1)//// - Goto Spawn2}} -ACTOR PlayerAssaultHelicopter51 : PlayerAssaultHelicopter -{ States + TNT1 A 0 A_Explode(48, 5, 1) //// + Goto Spawn2 + } +} +ACTOR PlayerAssaultHelicopter51: PlayerAssaultHelicopter +{ + States { -Spawn: +Spawn: HELI A 1 TNT1 A 0 A_TakeInventory("PressedUse", 1) - TNT1 A 0 A_Explode(49, 5, 1)//// - Goto Spawn2}} -ACTOR PlayerAssaultHelicopter50 : PlayerAssaultHelicopter -{ States + TNT1 A 0 A_Explode(49, 5, 1) //// + Goto Spawn2 + } +} +ACTOR PlayerAssaultHelicopter50: PlayerAssaultHelicopter +{ + States { -Spawn: +Spawn: HELI A 1 TNT1 A 0 A_TakeInventory("PressedUse", 1) - TNT1 A 0 A_Explode(50, 5, 1)//// - Goto Spawn2}} -ACTOR PlayerAssaultHelicopter49 : PlayerAssaultHelicopter -{ States + TNT1 A 0 A_Explode(50, 5, 1) //// + Goto Spawn2 + } +} +ACTOR PlayerAssaultHelicopter49: PlayerAssaultHelicopter +{ + States { -Spawn: - HELI A 1 +Spawn: + HELI A 1 TNT1 A 0 A_TakeInventory("PressedUse", 1) - TNT1 A 0 A_Explode(51, 5, 1)//// - Goto Spawn2}} -ACTOR PlayerAssaultHelicopter48 : PlayerAssaultHelicopter -{ States + TNT1 A 0 A_Explode(51, 5, 1) //// + Goto Spawn2 + } +} +ACTOR PlayerAssaultHelicopter48: PlayerAssaultHelicopter +{ + States { -Spawn: +Spawn: HELI A 1 TNT1 A 0 A_TakeInventory("PressedUse", 1) - TNT1 A 0 A_Explode(52, 5, 1)//// - Goto Spawn2}} -ACTOR PlayerAssaultHelicopter47 : PlayerAssaultHelicopter -{ States + TNT1 A 0 A_Explode(52, 5, 1) //// + Goto Spawn2 + } +} +ACTOR PlayerAssaultHelicopter47: PlayerAssaultHelicopter +{ + States { -Spawn: +Spawn: HELI A 1 TNT1 A 0 A_TakeInventory("PressedUse", 1) - TNT1 A 0 A_Explode(53, 5, 1)//// - Goto Spawn2}} -ACTOR PlayerAssaultHelicopter46 : PlayerAssaultHelicopter -{ States + TNT1 A 0 A_Explode(53, 5, 1) //// + Goto Spawn2 + } +} +ACTOR PlayerAssaultHelicopter46: PlayerAssaultHelicopter +{ + States { -Spawn: +Spawn: HELI A 1 TNT1 A 0 A_TakeInventory("PressedUse", 1) - TNT1 A 0 A_Explode(54, 5, 1)//// - Goto Spawn2}} -ACTOR PlayerAssaultHelicopter45 : PlayerAssaultHelicopter -{ States + TNT1 A 0 A_Explode(54, 5, 1) //// + Goto Spawn2 + } +} +ACTOR PlayerAssaultHelicopter45: PlayerAssaultHelicopter +{ + States { -Spawn: +Spawn: HELI A 1 TNT1 A 0 A_TakeInventory("PressedUse", 1) - TNT1 A 0 A_Explode(55, 5, 1)//// - Goto Spawn2}} -ACTOR PlayerAssaultHelicopter44 : PlayerAssaultHelicopter -{ States + TNT1 A 0 A_Explode(55, 5, 1) //// + Goto Spawn2 + } +} +ACTOR PlayerAssaultHelicopter44: PlayerAssaultHelicopter +{ + States { -Spawn: +Spawn: HELI A 1 TNT1 A 0 A_TakeInventory("PressedUse", 1) - TNT1 A 0 A_Explode(56, 5, 1)//// - Goto Spawn2}} -ACTOR PlayerAssaultHelicopter43 : PlayerAssaultHelicopter -{ States + TNT1 A 0 A_Explode(56, 5, 1) //// + Goto Spawn2 + } +} +ACTOR PlayerAssaultHelicopter43: PlayerAssaultHelicopter +{ + States { -Spawn: +Spawn: HELI A 1 TNT1 A 0 A_TakeInventory("PressedUse", 1) - TNT1 A 0 A_Explode(57, 5, 1)//// - Goto Spawn2}} -ACTOR PlayerAssaultHelicopter42 : PlayerAssaultHelicopter -{ States + TNT1 A 0 A_Explode(57, 5, 1) //// + Goto Spawn2 + } +} +ACTOR PlayerAssaultHelicopter42: PlayerAssaultHelicopter +{ + States { -Spawn: +Spawn: HELI A 1 TNT1 A 0 A_TakeInventory("PressedUse", 1) - TNT1 A 0 A_Explode(58, 5, 1)//// - Goto Spawn2}} -ACTOR PlayerAssaultHelicopter41 : PlayerAssaultHelicopter -{ States + TNT1 A 0 A_Explode(58, 5, 1) //// + Goto Spawn2 + } +} +ACTOR PlayerAssaultHelicopter41: PlayerAssaultHelicopter +{ + States { -Spawn: +Spawn: HELI A 1 TNT1 A 0 A_TakeInventory("PressedUse", 1) - TNT1 A 0 A_Explode(59, 5, 1)//// - Goto Spawn2}} -ACTOR PlayerAssaultHelicopter40 : PlayerAssaultHelicopter -{ States + TNT1 A 0 A_Explode(59, 5, 1) //// + Goto Spawn2 + } +} +ACTOR PlayerAssaultHelicopter40: PlayerAssaultHelicopter +{ + States { -Spawn: +Spawn: HELI A 1 TNT1 A 0 A_TakeInventory("PressedUse", 1) - TNT1 A 0 A_Explode(60, 5, 1)//// - Goto Spawn2}} -ACTOR PlayerAssaultHelicopter39 : PlayerAssaultHelicopter -{ States + TNT1 A 0 A_Explode(60, 5, 1) //// + Goto Spawn2 + } +} +ACTOR PlayerAssaultHelicopter39: PlayerAssaultHelicopter +{ + States { -Spawn: - HELI A 1 +Spawn: + HELI A 1 TNT1 A 0 A_TakeInventory("PressedUse", 1) - TNT1 A 0 A_Explode(61, 5, 1)//// - Goto Spawn2}} -ACTOR PlayerAssaultHelicopter38 : PlayerAssaultHelicopter -{ States + TNT1 A 0 A_Explode(61, 5, 1) //// + Goto Spawn2 + } +} +ACTOR PlayerAssaultHelicopter38: PlayerAssaultHelicopter +{ + States { -Spawn: +Spawn: HELI A 1 TNT1 A 0 A_TakeInventory("PressedUse", 1) - TNT1 A 0 A_Explode(62, 5, 1)//// - Goto Spawn2}} -ACTOR PlayerAssaultHelicopter37 : PlayerAssaultHelicopter -{ States + TNT1 A 0 A_Explode(62, 5, 1) //// + Goto Spawn2 + } +} +ACTOR PlayerAssaultHelicopter37: PlayerAssaultHelicopter +{ + States { -Spawn: +Spawn: HELI A 1 TNT1 A 0 A_TakeInventory("PressedUse", 1) - TNT1 A 0 A_Explode(63, 5, 1)//// - Goto Spawn2}} -ACTOR PlayerAssaultHelicopter36 : PlayerAssaultHelicopter -{ States + TNT1 A 0 A_Explode(63, 5, 1) //// + Goto Spawn2 + } +} +ACTOR PlayerAssaultHelicopter36: PlayerAssaultHelicopter +{ + States { -Spawn: +Spawn: HELI A 1 TNT1 A 0 A_TakeInventory("PressedUse", 1) - TNT1 A 0 A_Explode(64, 5, 1)//// - Goto Spawn2}} -ACTOR PlayerAssaultHelicopter35 : PlayerAssaultHelicopter -{ States + TNT1 A 0 A_Explode(64, 5, 1) //// + Goto Spawn2 + } +} +ACTOR PlayerAssaultHelicopter35: PlayerAssaultHelicopter +{ + States { -Spawn: +Spawn: HELI A 1 TNT1 A 0 A_TakeInventory("PressedUse", 1) - TNT1 A 0 A_Explode(65, 5, 1)//// - Goto Spawn2}} -ACTOR PlayerAssaultHelicopter34 : PlayerAssaultHelicopter -{ States + TNT1 A 0 A_Explode(65, 5, 1) //// + Goto Spawn2 + } +} +ACTOR PlayerAssaultHelicopter34: PlayerAssaultHelicopter +{ + States { -Spawn: +Spawn: HELI A 1 TNT1 A 0 A_TakeInventory("PressedUse", 1) - TNT1 A 0 A_Explode(66, 5, 1)//// - Goto Spawn2}} -ACTOR PlayerAssaultHelicopter33 : PlayerAssaultHelicopter -{ States + TNT1 A 0 A_Explode(66, 5, 1) //// + Goto Spawn2 + } +} +ACTOR PlayerAssaultHelicopter33: PlayerAssaultHelicopter +{ + States { -Spawn: +Spawn: HELI A 1 TNT1 A 0 A_TakeInventory("PressedUse", 1) - TNT1 A 0 A_Explode(67, 5, 1)//// - Goto Spawn2}} -ACTOR PlayerAssaultHelicopter32 : PlayerAssaultHelicopter -{ States + TNT1 A 0 A_Explode(67, 5, 1) //// + Goto Spawn2 + } +} +ACTOR PlayerAssaultHelicopter32: PlayerAssaultHelicopter +{ + States { -Spawn: +Spawn: HELI A 1 TNT1 A 0 A_TakeInventory("PressedUse", 1) - TNT1 A 0 A_Explode(68, 5, 1)//// - Goto Spawn2}} -ACTOR PlayerAssaultHelicopter31 : PlayerAssaultHelicopter -{ States + TNT1 A 0 A_Explode(68, 5, 1) //// + Goto Spawn2 + } +} +ACTOR PlayerAssaultHelicopter31: PlayerAssaultHelicopter +{ + States { -Spawn: +Spawn: HELI A 1 TNT1 A 0 A_TakeInventory("PressedUse", 1) - TNT1 A 0 A_Explode(69, 5, 1)//// - Goto Spawn2}} -ACTOR PlayerAssaultHelicopter30 : PlayerAssaultHelicopter -{ States + TNT1 A 0 A_Explode(69, 5, 1) //// + Goto Spawn2 + } +} +ACTOR PlayerAssaultHelicopter30: PlayerAssaultHelicopter +{ + States { -Spawn: +Spawn: HELI A 1 TNT1 A 0 A_TakeInventory("PressedUse", 1) - TNT1 A 0 A_Explode(70, 5, 1)//// - Goto Spawn2}} -ACTOR PlayerAssaultHelicopter29 : PlayerAssaultHelicopter -{ States + TNT1 A 0 A_Explode(70, 5, 1) //// + Goto Spawn2 + } +} +ACTOR PlayerAssaultHelicopter29: PlayerAssaultHelicopter +{ + States { -Spawn: - HELI A 1 +Spawn: + HELI A 1 TNT1 A 0 A_TakeInventory("PressedUse", 1) - TNT1 A 0 A_Explode(71, 5, 1)//// - Goto Spawn2}} -ACTOR PlayerAssaultHelicopter28 : PlayerAssaultHelicopter -{ States + TNT1 A 0 A_Explode(71, 5, 1) //// + Goto Spawn2 + } +} +ACTOR PlayerAssaultHelicopter28: PlayerAssaultHelicopter +{ + States { -Spawn: +Spawn: HELI A 1 TNT1 A 0 A_TakeInventory("PressedUse", 1) - TNT1 A 0 A_Explode(72, 5, 1)//// - Goto Spawn2}} -ACTOR PlayerAssaultHelicopter27 : PlayerAssaultHelicopter -{ States + TNT1 A 0 A_Explode(72, 5, 1) //// + Goto Spawn2 + } +} +ACTOR PlayerAssaultHelicopter27: PlayerAssaultHelicopter +{ + States { -Spawn: +Spawn: HELI A 1 TNT1 A 0 A_TakeInventory("PressedUse", 1) - TNT1 A 0 A_Explode(73, 5, 1)//// - Goto Spawn2}} -ACTOR PlayerAssaultHelicopter26 : PlayerAssaultHelicopter -{ States + TNT1 A 0 A_Explode(73, 5, 1) //// + Goto Spawn2 + } +} +ACTOR PlayerAssaultHelicopter26: PlayerAssaultHelicopter +{ + States { -Spawn: +Spawn: HELI A 1 TNT1 A 0 A_TakeInventory("PressedUse", 1) - TNT1 A 0 A_Explode(74, 5, 1)//// - Goto Spawn2}} -ACTOR PlayerAssaultHelicopter25 : PlayerAssaultHelicopter -{ States + TNT1 A 0 A_Explode(74, 5, 1) //// + Goto Spawn2 + } +} +ACTOR PlayerAssaultHelicopter25: PlayerAssaultHelicopter +{ + States { -Spawn: +Spawn: HELI A 1 TNT1 A 0 A_TakeInventory("PressedUse", 1) - TNT1 A 0 A_Explode(75, 5, 1)//// - Goto Spawn2}} -ACTOR PlayerAssaultHelicopter24 : PlayerAssaultHelicopter -{ States + TNT1 A 0 A_Explode(75, 5, 1) //// + Goto Spawn2 + } +} +ACTOR PlayerAssaultHelicopter24: PlayerAssaultHelicopter +{ + States { -Spawn: +Spawn: HELI A 1 TNT1 A 0 A_TakeInventory("PressedUse", 1) - TNT1 A 0 A_Explode(76, 5, 1)//// - Goto Spawn2}} -ACTOR PlayerAssaultHelicopter23 : PlayerAssaultHelicopter -{ States + TNT1 A 0 A_Explode(76, 5, 1) //// + Goto Spawn2 + } +} +ACTOR PlayerAssaultHelicopter23: PlayerAssaultHelicopter +{ + States { -Spawn: +Spawn: HELI A 1 TNT1 A 0 A_TakeInventory("PressedUse", 1) - TNT1 A 0 A_Explode(77, 5, 1)//// - Goto Spawn2}} -ACTOR PlayerAssaultHelicopter22 : PlayerAssaultHelicopter -{ States + TNT1 A 0 A_Explode(77, 5, 1) //// + Goto Spawn2 + } +} +ACTOR PlayerAssaultHelicopter22: PlayerAssaultHelicopter +{ + States { -Spawn: +Spawn: HELI A 1 TNT1 A 0 A_TakeInventory("PressedUse", 1) - TNT1 A 0 A_Explode(78, 5, 1)//// - Goto Spawn2}} -ACTOR PlayerAssaultHelicopter21 : PlayerAssaultHelicopter -{ States + TNT1 A 0 A_Explode(78, 5, 1) //// + Goto Spawn2 + } +} +ACTOR PlayerAssaultHelicopter21: PlayerAssaultHelicopter +{ + States { -Spawn: +Spawn: HELI A 1 TNT1 A 0 A_TakeInventory("PressedUse", 1) - TNT1 A 0 A_Explode(79, 5, 1)//// - Goto Spawn2}} -ACTOR PlayerAssaultHelicopter20 : PlayerAssaultHelicopter -{ States + TNT1 A 0 A_Explode(79, 5, 1) //// + Goto Spawn2 + } +} +ACTOR PlayerAssaultHelicopter20: PlayerAssaultHelicopter +{ + States { -Spawn: +Spawn: HELI A 1 TNT1 A 0 A_TakeInventory("PressedUse", 1) - TNT1 A 0 A_Explode(80, 5, 1)//// - Goto Spawn2}} -ACTOR PlayerAssaultHelicopter19 : PlayerAssaultHelicopter -{ States + TNT1 A 0 A_Explode(80, 5, 1) //// + Goto Spawn2 + } +} +ACTOR PlayerAssaultHelicopter19: PlayerAssaultHelicopter +{ + States { -Spawn: - HELI A 1 +Spawn: + HELI A 1 TNT1 A 0 A_TakeInventory("PressedUse", 1) - TNT1 A 0 A_Explode(81, 5, 1)//// - Goto Spawn2}} -ACTOR PlayerAssaultHelicopter18 : PlayerAssaultHelicopter -{ States + TNT1 A 0 A_Explode(81, 5, 1) //// + Goto Spawn2 + } +} +ACTOR PlayerAssaultHelicopter18: PlayerAssaultHelicopter +{ + States { -Spawn: +Spawn: HELI A 1 TNT1 A 0 A_TakeInventory("PressedUse", 1) - TNT1 A 0 A_Explode(82, 5, 1)//// - Goto Spawn2}} -ACTOR PlayerAssaultHelicopter17 : PlayerAssaultHelicopter -{ States + TNT1 A 0 A_Explode(82, 5, 1) //// + Goto Spawn2 + } +} +ACTOR PlayerAssaultHelicopter17: PlayerAssaultHelicopter +{ + States { -Spawn: +Spawn: HELI A 1 TNT1 A 0 A_TakeInventory("PressedUse", 1) - TNT1 A 0 A_Explode(83, 5, 1)//// - Goto Spawn2}} -ACTOR PlayerAssaultHelicopter16 : PlayerAssaultHelicopter -{ States + TNT1 A 0 A_Explode(83, 5, 1) //// + Goto Spawn2 + } +} +ACTOR PlayerAssaultHelicopter16: PlayerAssaultHelicopter +{ + States { -Spawn: +Spawn: HELI A 1 TNT1 A 0 A_TakeInventory("PressedUse", 1) - TNT1 A 0 A_Explode(84, 5, 1)//// - Goto Spawn2}} -ACTOR PlayerAssaultHelicopter15 : PlayerAssaultHelicopter -{ States + TNT1 A 0 A_Explode(84, 5, 1) //// + Goto Spawn2 + } +} +ACTOR PlayerAssaultHelicopter15: PlayerAssaultHelicopter +{ + States { -Spawn: +Spawn: HELI A 1 TNT1 A 0 A_TakeInventory("PressedUse", 1) - TNT1 A 0 A_Explode(85, 5, 1)//// - Goto Spawn2}} -ACTOR PlayerAssaultHelicopter14 : PlayerAssaultHelicopter -{ States + TNT1 A 0 A_Explode(85, 5, 1) //// + Goto Spawn2 + } +} +ACTOR PlayerAssaultHelicopter14: PlayerAssaultHelicopter +{ + States { -Spawn: +Spawn: HELI A 1 TNT1 A 0 A_TakeInventory("PressedUse", 1) - TNT1 A 0 A_Explode(86, 5, 1)//// - Goto Spawn2}} -ACTOR PlayerAssaultHelicopter13 : PlayerAssaultHelicopter -{ States + TNT1 A 0 A_Explode(86, 5, 1) //// + Goto Spawn2 + } +} +ACTOR PlayerAssaultHelicopter13: PlayerAssaultHelicopter +{ + States { -Spawn: +Spawn: HELI A 1 TNT1 A 0 A_TakeInventory("PressedUse", 1) - TNT1 A 0 A_Explode(87, 5, 1)//// - Goto Spawn2}} -ACTOR PlayerAssaultHelicopter12 : PlayerAssaultHelicopter -{ States + TNT1 A 0 A_Explode(87, 5, 1) //// + Goto Spawn2 + } +} +ACTOR PlayerAssaultHelicopter12: PlayerAssaultHelicopter +{ + States { -Spawn: +Spawn: HELI A 1 TNT1 A 0 A_TakeInventory("PressedUse", 1) - TNT1 A 0 A_Explode(88, 5, 1)//// - Goto Spawn2}} -ACTOR PlayerAssaultHelicopter11 : PlayerAssaultHelicopter -{ States + TNT1 A 0 A_Explode(88, 5, 1) //// + Goto Spawn2 + } +} +ACTOR PlayerAssaultHelicopter11: PlayerAssaultHelicopter +{ + States { -Spawn: +Spawn: HELI A 1 TNT1 A 0 A_TakeInventory("PressedUse", 1) - TNT1 A 0 A_Explode(89, 5, 1)//// - Goto Spawn2}} -ACTOR PlayerAssaultHelicopter10 : PlayerAssaultHelicopter -{ States + TNT1 A 0 A_Explode(89, 5, 1) //// + Goto Spawn2 + } +} +ACTOR PlayerAssaultHelicopter10: PlayerAssaultHelicopter +{ + States { -Spawn: +Spawn: HELI A 1 TNT1 A 0 A_TakeInventory("PressedUse", 1) - TNT1 A 0 A_Explode(90, 5, 1)//// - Goto Spawn2}} -ACTOR PlayerAssaultHelicopter9 : PlayerAssaultHelicopter -{ States + TNT1 A 0 A_Explode(90, 5, 1) //// + Goto Spawn2 + } +} +ACTOR PlayerAssaultHelicopter9: PlayerAssaultHelicopter +{ + States { -Spawn: - HELI A 1 +Spawn: + HELI A 1 TNT1 A 0 A_TakeInventory("PressedUse", 1) - TNT1 A 0 A_Explode(91, 5, 1)//// - Goto Spawn2}} -ACTOR PlayerAssaultHelicopter8 : PlayerAssaultHelicopter -{ States + TNT1 A 0 A_Explode(91, 5, 1) //// + Goto Spawn2 + } +} +ACTOR PlayerAssaultHelicopter8: PlayerAssaultHelicopter +{ + States { -Spawn: +Spawn: HELI A 1 TNT1 A 0 A_TakeInventory("PressedUse", 1) - TNT1 A 0 A_Explode(92, 5, 1)//// - Goto Spawn2}} -ACTOR PlayerAssaultHelicopter7 : PlayerAssaultHelicopter -{ States + TNT1 A 0 A_Explode(92, 5, 1) //// + Goto Spawn2 + } +} +ACTOR PlayerAssaultHelicopter7: PlayerAssaultHelicopter +{ + States { -Spawn: +Spawn: HELI A 1 TNT1 A 0 A_TakeInventory("PressedUse", 1) - TNT1 A 0 A_Explode(93, 5, 1)//// - Goto Spawn2}} -ACTOR PlayerAssaultHelicopter6 : PlayerAssaultHelicopter -{ States + TNT1 A 0 A_Explode(93, 5, 1) //// + Goto Spawn2 + } +} +ACTOR PlayerAssaultHelicopter6: PlayerAssaultHelicopter +{ + States { -Spawn: +Spawn: HELI A 1 TNT1 A 0 A_TakeInventory("PressedUse", 1) - TNT1 A 0 A_Explode(94, 5, 1)//// - Goto Spawn2}} -ACTOR PlayerAssaultHelicopter5 : PlayerAssaultHelicopter -{ States + TNT1 A 0 A_Explode(94, 5, 1) //// + Goto Spawn2 + } +} +ACTOR PlayerAssaultHelicopter5: PlayerAssaultHelicopter +{ + States { -Spawn: +Spawn: HELI A 1 TNT1 A 0 A_TakeInventory("PressedUse", 1) - TNT1 A 0 A_Explode(95, 5, 1)//// - Goto Spawn2}} -ACTOR PlayerAssaultHelicopter4 : PlayerAssaultHelicopter -{ States + TNT1 A 0 A_Explode(95, 5, 1) //// + Goto Spawn2 + } +} +ACTOR PlayerAssaultHelicopter4: PlayerAssaultHelicopter +{ + States { -Spawn: +Spawn: HELI A 1 TNT1 A 0 A_TakeInventory("PressedUse", 1) - TNT1 A 0 A_Explode(96, 5, 1)//// - Goto Spawn2}} -ACTOR PlayerAssaultHelicopter3 : PlayerAssaultHelicopter -{ States + TNT1 A 0 A_Explode(96, 5, 1) //// + Goto Spawn2 + } +} +ACTOR PlayerAssaultHelicopter3: PlayerAssaultHelicopter +{ + States { -Spawn: +Spawn: HELI A 1 TNT1 A 0 A_TakeInventory("PressedUse", 1) - TNT1 A 0 A_Explode(97, 5, 1)//// - Goto Spawn2}} -ACTOR PlayerAssaultHelicopter2 : PlayerAssaultHelicopter -{ States + TNT1 A 0 A_Explode(97, 5, 1) //// + Goto Spawn2 + } +} +ACTOR PlayerAssaultHelicopter2: PlayerAssaultHelicopter +{ + States { -Spawn: +Spawn: HELI A 1 TNT1 A 0 A_TakeInventory("PressedUse", 1) - TNT1 A 0 A_Explode(98, 5, 1)//// - Goto Spawn2}} -ACTOR PlayerAssaultHelicopter1 : PlayerAssaultHelicopter -{ States + TNT1 A 0 A_Explode(98, 5, 1) //// + Goto Spawn2 + } +} +ACTOR PlayerAssaultHelicopter1: PlayerAssaultHelicopter +{ + States { -Spawn: +Spawn: HELI A 1 TNT1 A 0 A_TakeInventory("PressedUse", 1) - TNT1 A 0 A_Explode(99, 5, 1)//// - Goto Spawn2}} + TNT1 A 0 A_Explode(99, 5, 1) //// + Goto Spawn2 + } +} ACTOR SuperJuggernaut : Fatso 9952 { Scale 2.0 @@ -7017,7 +7314,7 @@ Spawn: ACTOR MechMachinegunProjectile { - SpawnID 51 + //SpawnID 51 Radius 13 Height 8 Speed 130 @@ -7306,97 +7603,7 @@ Death: Stop } } -ACTOR RepairTool : Weapon 6544 -{ - Weapon.SlotNumber 0 - Weapon.Kickback 0 - Weapon.SelectionOrder 2200 - Inventory.PickupMessage "You got the Repair Tool (Slot 0)" - Obituary "$OB_MPCHAINSAW" - +WEAPON.MELEEWEAPON - +NOBLOOD - States - { -Ready: - REPT A 4 A_WeaponReady - Loop -Deselect: - REPT A 1 A_Lower - Loop -Select: - REPT A 1 A_Raise - Loop -Fire: - TNT1 A 0 - TNT1 A 0 A_FireCustomMissile("RepairMissile") - REPT BC 1 BRIGHT - REPT A 1 - SAWG B 0 A_ReFire - Goto Ready -Spawn: - REPT Z 1 - REPT Z -1 - Stop - } -} -ACTOR RepairMissile -{ - - Radius 13 - Height 8 - Speed 25 - Damage (random (8, 8)) - Projectile - +RANDOMIZE - RenderStyle Add - Species "VehicleSpecial" - DamageType Repair - Decal "BulletChip" - +THRUSPECIES - +NOBLOOD - +NOBLOODDECALS - Alpha 0.75 - States - { -Spawn: - TNT1 A 3 - Stop -Death: - TNT1 A 0 - TNT1 AAA 0 A_SpawnItem ("RepairToolRicochet", 0) - Stop - } -} -ACTOR RepairToolRicochet: BulletPuff -{ - renderstyle Add - alpha 0.7 - +NOBLOCKMAP - +NOGRAVITY - +CLIENTSIDEONLY - +BLOODLESSIMPACT - +FORCEXYBILLBOARD - +NOBLOOD - Obituary "%o ate bullet shrapnel." - damagetype "Shrapnel" - Scale 0.6 - Speed 0 - states - { -Spawn: - TNT1 A 0 A_SpawnItem ("BlueFlareSmall", 0) - TNT1 A 0 A_Jump(255, "Spawn1", "Spawn2") -Spawn1: - TNT1 AA 0 A_SpawnItem ("BlueFlareSmall", 0) - FXB7 ABCDEFGHIJ 1 BRIGHT - Stop -Spawn2: - TNT1 AA 0 A_SpawnItem ("BlueFlareSmall", 0) - FXB8 ABCDEFGHIJ 1 BRIGHT - Stop - stop - } -} +//REPAIRTOOL HERE // WORKER Actor StationedVehicleCheckRepairs { +MISSILE diff --git a/pk3_data/ACTORS/_ITEMS.dec b/pk3_data/ACTORS/_ITEMS.dec index ab629344..78e1b6c0 100644 --- a/pk3_data/ACTORS/_ITEMS.dec +++ b/pk3_data/ACTORS/_ITEMS.dec @@ -147,6 +147,7 @@ Use: } ACTOR Cash : Ammo { + //$Category Collectables Inventory.Amount 0 Inventory.MaxAmount 999//1000000000//999//0xFFFFFFFF Inventory.Icon "COINA0" @@ -254,6 +255,7 @@ ACTOR SuperStimDamage : PowerupGiver } ACTOR StimBerserk : CustomInventory 26371 { + //$Category Powerups +COUNTITEM +INVENTORY.ALWAYSPICKUP Inventory.PickupMessage "Super Stim!" @@ -271,6 +273,7 @@ Pickup: } ACTOR PinkArmor : BasicArmorPickup 26372 { + //$Category Armor Radius 20 Height 16 Inventory.PickupMessage "Picked up the PINK (gaiii) ARMOR!" @@ -288,6 +291,7 @@ Spawn: } Actor PDA : CustomInventory 29876 { + //$Category Special Height 16 Radius 11 Inventory.PickupMessage "Saving..." @@ -303,6 +307,7 @@ Pickup: } ACTOR Q1Medkit : Health replaces Medikit { + //$Category Quake Scale 0.9 Inventory.Amount 25 Inventory.PickupMessage "You picked up a medkit." @@ -316,6 +321,7 @@ Spawn: } ACTOR Q1Stimpack : Health replaces Stimpack { + //$Category Quake Scale 0.9 Inventory.Amount 15 Inventory.PickupMessage "You picked up a first aid kit." @@ -329,6 +335,7 @@ Spawn: } ACTOR Q1MegaHealth : Health replaces Soulsphere { + //$Category Quake Scale 0.9 +COUNTITEM +INVENTORY.AUTOACTIVATE @@ -347,6 +354,7 @@ Spawn: } Actor Q1GreenArmor : BasicArmorPickup replaces GreenArmor { + //$Category Quake Radius 20 Height 16 Inventory.Pickupmessage "Picked up the green armor." @@ -363,6 +371,7 @@ Spawn: } Actor Q1YellowArmor : BasicArmorPickup replaces BlueArmor { + //$Category Quake Radius 20 Height 16 Inventory.Pickupmessage "Picked up the yellow armor." @@ -379,6 +388,7 @@ Spawn: } Actor Q1RedArmor : BasicArmorPickup replaces Megasphere { + //$Category Quake Radius 20 Height 16 Inventory.Pickupmessage "Picked up the red armor!" diff --git a/pk3_data/BOTINFO.ZanLump_Common b/pk3_data/BOTINFO.ZanLump_Common index c0eccc63..93869409 100644 --- a/pk3_data/BOTINFO.ZanLump_Common +++ b/pk3_data/BOTINFO.ZanLump_Common @@ -139,26 +139,6 @@ clearbots chatfrequency = 5 favoriteweapon = "SuperShotgun" } -{ - name = "\cHDPT\cK.\cIZveraboy\c-" - script = HUMANBOT - chatlump = "BOTF_DPT.ZanLump_chat" - chatfile = "BOTF_DPT.ZanLump_chat" - gender = male - color = "00 88 FF" - railcolor = "00 88 FF" - skin = "" - class = "Guest" - revealed = true - accuracy = -2 - intelect = -2 - evade = -2 - anticipation = -2 - reactiontime = -2 - perception = -2 - chatfrequency = 5 - favoriteweapon = "SuperShotgun" -} { name = "\cHDPT\cK.\cIBasik\c-" script = HUMANBOT @@ -918,4 +898,4 @@ clearbots perception = -2 chatfrequency = 100 favoriteweapon = "SuperShotgun" -} \ No newline at end of file +} diff --git a/pk3_data/DECORATE.dec b/pk3_data/DECORATE.dec index 802cb474..f53febea 100644 --- a/pk3_data/DECORATE.dec +++ b/pk3_data/DECORATE.dec @@ -12,7 +12,7 @@ #include "ACTORS/SKULLTAG_ACTORS/skulltagdecorations.dec" #include "ACTORS/SKULLTAG_ACTORS/skulltagmisc.dec" #include "ACTORS/SKULLTAG_ACTORS/skulltagmonsters.dec" -//#include "ACTORS/SKULLTAG_ACTORS/skulltagspawners.dec" // Removed for Delta-Touch & GZDoom Compatibility Fix +//#include "ACTORS/SKULLTAG_ACTORS/skulltagspawners.dec" // Removed for Delta-Touch & (G/Q)ZDoom(32) Compatibility Fix #include "ACTORS/SKULLTAG_ACTORS/skulltagstatues.dec" #include "ACTORS/SKULLTAG_ACTORS/skulltagweapons.dec" //DPT.HQ @@ -50,7 +50,7 @@ #INCLUDE "ACTORS/NPC/ENEMIES/MONSTERS.dec" #INCLUDE "ACTORS/NPC/ENEMIES/MONSTERS_DEFAULT.dec" //TYPE-Z -#INCLUDE "ACTORS/NPC/ENEMIES/TYPE_Z/BASEENEMY.dec" +//#INCLUDE "ACTORS/NPC/ENEMIES/TYPE_Z/BASEENEMY.dec" // REMOVED AS UNNECESSARY #INCLUDE "ACTORS/NPC/ENEMIES/TYPE_Z/SPAWNERS.dec" #INCLUDE "ACTORS/NPC/ENEMIES/TYPE_Z/PISTOLTHUG1.dec" #INCLUDE "ACTORS/NPC/ENEMIES/TYPE_Z/PISTOLTHUGFEMALE1.dec" @@ -88,7 +88,7 @@ //GAME COMMON #INCLUDE "ACTORS/PLAYER.dec" #INCLUDE "ACTORS/WEAPONS.dec" -//ETC +//BRUTAL DOOM ACTORS #INCLUDE "ACTORS/BRUTAL/4_MISC/1_HEAD_SYS.dec" #INCLUDE "ACTORS/BRUTAL/4_MISC/2_PARTICLES.dec" #INCLUDE "ACTORS/BRUTAL/4_MISC/3_SMOKE.dec" @@ -104,5 +104,6 @@ #INCLUDE "ACTORS/BRUTAL/4_MISC/13_AMMO.dec" #INCLUDE "ACTORS/BRUTAL/4_MISC/14_TRACERS.dec" #INCLUDE "ACTORS/BRUTAL/5_FINAL/1_FINAL.dec" +//ETC #INCLUDE "ACTORS/FOREST.dec" #INCLUDE "ACTORS/Z_UNSORTED.dec" \ No newline at end of file diff --git a/pk3_data/GAMEINFO.ZDLump_Common b/pk3_data/GAMEINFO.ZDLump_Common index a163ec7a..48eb66d0 100644 --- a/pk3_data/GAMEINFO.ZDLump_Common +++ b/pk3_data/GAMEINFO.ZDLump_Common @@ -1,5 +1,5 @@ IWAD = "DOOM2.WAD" -STARTUPTITLE = "DPT.HQ" +STARTUPTITLE = "DartPower Team Headquarters [DPT.HQ]" STARTUPCOLORS = "FF FF FF", "00 88 FF" -STARTUPSONG = "Mosh" +STARTUPSONG = "LOADING" STARTUPTYPE = "HEXEN" \ No newline at end of file diff --git a/pk3_data/GRAPHICS/CONBACK.jpg b/pk3_data/GRAPHICS/CONBACK.jpg deleted file mode 100644 index a07880b4..00000000 Binary files a/pk3_data/GRAPHICS/CONBACK.jpg and /dev/null differ diff --git a/pk3_data/GRAPHICS/CONBACK.png b/pk3_data/GRAPHICS/CONBACK.png new file mode 100644 index 00000000..ed53e329 Binary files /dev/null and b/pk3_data/GRAPHICS/CONBACK.png differ diff --git a/pk3_data/GRAPHICS/CREDMAP/INT0BLK.PNG b/pk3_data/GRAPHICS/CREDMAP/INT0BLK.PNG new file mode 100644 index 00000000..6a9a73ed Binary files /dev/null and b/pk3_data/GRAPHICS/CREDMAP/INT0BLK.PNG differ diff --git a/pk3_data/GRAPHICS/CREDMAP/INT1DPT.PNG b/pk3_data/GRAPHICS/CREDMAP/INT1DPT.PNG new file mode 100644 index 00000000..6a9a73ed Binary files /dev/null and b/pk3_data/GRAPHICS/CREDMAP/INT1DPT.PNG differ diff --git a/pk3_data/GRAPHICS/CREDMAP/INT2PRS.PNG b/pk3_data/GRAPHICS/CREDMAP/INT2PRS.PNG new file mode 100644 index 00000000..6a9a73ed Binary files /dev/null and b/pk3_data/GRAPHICS/CREDMAP/INT2PRS.PNG differ diff --git a/pk3_data/GRAPHICS/CREDMAP/INT3LAS.PNG b/pk3_data/GRAPHICS/CREDMAP/INT3LAS.PNG new file mode 100644 index 00000000..6a9a73ed Binary files /dev/null and b/pk3_data/GRAPHICS/CREDMAP/INT3LAS.PNG differ diff --git a/pk3_data/GRAPHICS/DOOMCURS.png b/pk3_data/GRAPHICS/DOOMCURS.png index 96bdc300..6090c47e 100644 Binary files a/pk3_data/GRAPHICS/DOOMCURS.png and b/pk3_data/GRAPHICS/DOOMCURS.png differ diff --git a/pk3_data/GRAPHICS/MENU/M_LOADG.png b/pk3_data/GRAPHICS/MENU/M_LOADG.png index 84088db7..c291c505 100644 Binary files a/pk3_data/GRAPHICS/MENU/M_LOADG.png and b/pk3_data/GRAPHICS/MENU/M_LOADG.png differ diff --git a/pk3_data/GRAPHICS/MENU/M_MULTI.png b/pk3_data/GRAPHICS/MENU/M_MULTI.png index 001608b1..72caa216 100644 Binary files a/pk3_data/GRAPHICS/MENU/M_MULTI.png and b/pk3_data/GRAPHICS/MENU/M_MULTI.png differ diff --git a/pk3_data/GRAPHICS/MENU/M_NGAME.png b/pk3_data/GRAPHICS/MENU/M_NGAME.png index 368dd8b1..449801f0 100644 Binary files a/pk3_data/GRAPHICS/MENU/M_NGAME.png and b/pk3_data/GRAPHICS/MENU/M_NGAME.png differ diff --git a/pk3_data/GRAPHICS/MENU/M_OPTION.png b/pk3_data/GRAPHICS/MENU/M_OPTION.png deleted file mode 100644 index 13be3f92..00000000 Binary files a/pk3_data/GRAPHICS/MENU/M_OPTION.png and /dev/null differ diff --git a/pk3_data/GRAPHICS/MENU/M_OPTIONS.png b/pk3_data/GRAPHICS/MENU/M_OPTIONS.png new file mode 100644 index 00000000..74a41c21 Binary files /dev/null and b/pk3_data/GRAPHICS/MENU/M_OPTIONS.png differ diff --git a/pk3_data/GRAPHICS/MENU/M_QUITG.png b/pk3_data/GRAPHICS/MENU/M_QUITG.png index 8f7bbd45..03219abe 100644 Binary files a/pk3_data/GRAPHICS/MENU/M_QUITG.png and b/pk3_data/GRAPHICS/MENU/M_QUITG.png differ diff --git a/pk3_data/GRAPHICS/MENU/M_SAVEG.png b/pk3_data/GRAPHICS/MENU/M_SAVEG.png index 85007d52..75df0f8b 100644 Binary files a/pk3_data/GRAPHICS/MENU/M_SAVEG.png and b/pk3_data/GRAPHICS/MENU/M_SAVEG.png differ diff --git a/pk3_data/GRAPHICS/MENU/M_UNSUP.png b/pk3_data/GRAPHICS/MENU/M_UNSUP.png new file mode 100644 index 00000000..838a75fd Binary files /dev/null and b/pk3_data/GRAPHICS/MENU/M_UNSUP.png differ diff --git a/pk3_data/GRAPHICS/MENU/RM_OPTIN.png b/pk3_data/GRAPHICS/MENU/RM_OPTIN.png new file mode 100644 index 00000000..b72cc818 Binary files /dev/null and b/pk3_data/GRAPHICS/MENU/RM_OPTIN.png differ diff --git a/pk3_data/GRAPHICS/MENU/RM_UNSUP.png b/pk3_data/GRAPHICS/MENU/RM_UNSUP.png new file mode 100644 index 00000000..7cbe4ad0 Binary files /dev/null and b/pk3_data/GRAPHICS/MENU/RM_UNSUP.png differ diff --git a/pk3_data/GRAPHICS/_HUD/NEW/AMMO1FUL.PNG b/pk3_data/GRAPHICS/_HUD/NEW/AMMO1FUL.PNG new file mode 100644 index 00000000..5e8a8f08 Binary files /dev/null and b/pk3_data/GRAPHICS/_HUD/NEW/AMMO1FUL.PNG differ diff --git a/pk3_data/GRAPHICS/_HUD/NEW/AMMOFUL.PNG b/pk3_data/GRAPHICS/_HUD/NEW/AMMO2FUL.PNG similarity index 100% rename from pk3_data/GRAPHICS/_HUD/NEW/AMMOFUL.PNG rename to pk3_data/GRAPHICS/_HUD/NEW/AMMO2FUL.PNG diff --git a/pk3_data/GRAPHICS/_HUD/NEW/HQHUD.PNG b/pk3_data/GRAPHICS/_HUD/NEW/HQHUD.PNG deleted file mode 100644 index 361300c0..00000000 Binary files a/pk3_data/GRAPHICS/_HUD/NEW/HQHUD.PNG and /dev/null differ diff --git a/pk3_data/GRAPHICS/_HUD/NEW/HQHUD2.png b/pk3_data/GRAPHICS/_HUD/NEW/HQHUD2.png deleted file mode 100644 index bf5904fb..00000000 Binary files a/pk3_data/GRAPHICS/_HUD/NEW/HQHUD2.png and /dev/null differ diff --git a/pk3_data/GRAPHICS/_HUD/NEW/HQHUD3.png b/pk3_data/GRAPHICS/_HUD/NEW/HQHUD3.png deleted file mode 100644 index 37f55c5b..00000000 Binary files a/pk3_data/GRAPHICS/_HUD/NEW/HQHUD3.png and /dev/null differ diff --git a/pk3_data/GRAPHICS/_HUD/NEW/HQHUD4.png b/pk3_data/GRAPHICS/_HUD/NEW/HQHUD4.png deleted file mode 100644 index 4cd5feda..00000000 Binary files a/pk3_data/GRAPHICS/_HUD/NEW/HQHUD4.png and /dev/null differ diff --git a/pk3_data/GRAPHICS/_HUD/NEW/HUNGRFUL.png b/pk3_data/GRAPHICS/_HUD/NEW/HUNGRFUL.png index 0c28245a..56dbef42 100644 Binary files a/pk3_data/GRAPHICS/_HUD/NEW/HUNGRFUL.png and b/pk3_data/GRAPHICS/_HUD/NEW/HUNGRFUL.png differ diff --git a/pk3_data/HIRES/GRAPHICS/CREDMAP/INT1DPT.PNG b/pk3_data/HIRES/GRAPHICS/CREDMAP/INT1DPT.PNG new file mode 100644 index 00000000..0170d363 Binary files /dev/null and b/pk3_data/HIRES/GRAPHICS/CREDMAP/INT1DPT.PNG differ diff --git a/pk3_data/HIRES/GRAPHICS/CREDMAP/INT2PRS.PNG b/pk3_data/HIRES/GRAPHICS/CREDMAP/INT2PRS.PNG new file mode 100644 index 00000000..2c86ba03 Binary files /dev/null and b/pk3_data/HIRES/GRAPHICS/CREDMAP/INT2PRS.PNG differ diff --git a/pk3_data/HIRES/GRAPHICS/CREDMAP/INT3LAS.PNG b/pk3_data/HIRES/GRAPHICS/CREDMAP/INT3LAS.PNG new file mode 100644 index 00000000..e59314dc Binary files /dev/null and b/pk3_data/HIRES/GRAPHICS/CREDMAP/INT3LAS.PNG differ diff --git a/pk3_data/HIRES/GRAPHICS/HQHUD5.png b/pk3_data/HIRES/GRAPHICS/HQHUD5.png new file mode 100644 index 00000000..f43b811c Binary files /dev/null and b/pk3_data/HIRES/GRAPHICS/HQHUD5.png differ diff --git a/pk3_data/HIRES/GRAPHICS/M_DOOM.png b/pk3_data/HIRES/GRAPHICS/M_DOOM.png index 9116f0e4..4e52adda 100644 Binary files a/pk3_data/HIRES/GRAPHICS/M_DOOM.png and b/pk3_data/HIRES/GRAPHICS/M_DOOM.png differ diff --git a/pk3_data/HIRES/TEXTURES/OPRESSOR.jpg b/pk3_data/HIRES/TEXTURES/OPRESSOR.jpg new file mode 100644 index 00000000..7d1a3d18 Binary files /dev/null and b/pk3_data/HIRES/TEXTURES/OPRESSOR.jpg differ diff --git a/pk3_data/HIRES/TEXTURES/VISTAVKA/xbxcov4.png b/pk3_data/HIRES/TEXTURES/VISTAVKA/xbxcov4.png index 2b63d63c..efa3819f 100644 Binary files a/pk3_data/HIRES/TEXTURES/VISTAVKA/xbxcov4.png and b/pk3_data/HIRES/TEXTURES/VISTAVKA/xbxcov4.png differ diff --git a/pk3_data/KEYCONF.ZDLump_Legacy b/pk3_data/KEYCONF.ZDLump_Legacy index e4f38d70..2769d91f 100644 --- a/pk3_data/KEYCONF.ZDLump_Legacy +++ b/pk3_data/KEYCONF.ZDLump_Legacy @@ -30,6 +30,7 @@ addplayerclass OVA addplayerclass IDHLEB addplayerclass LXandro addplayerclass GanGsteRinO999 +addplayerclass VodkaClass //Bonus addplayerclass DogClass //Monsters @@ -45,12 +46,12 @@ addplayerclass PainElementalClass addplayerclass RevenantClass weaponsection "DPTHQ" -setslot 1 Dick Pussy CacoBaller ImpBaller DemonMouth SpectreMouth MLostSoulWeap Unarmed Axe Pillow Topor MWeapWand2 DartPowerFists Chainsaw Katana NighMareKatana MurderKnife Magnetsaw DUMP3ShiningHeartHammer LXandroUnarmed +setslot 1 Dick DartPowerDick Pussy Unarmed PocikUnarmed ArmymanUnarmed VodkaUnarmed LXandroUnarmed DartPowerUnarmed CacoBaller ImpBaller DemonMouth SpectreMouth MLostSoulWeap Axe Pillow Topor MWeapWand2 Chainsaw Katana NighMareKatana MurderKnife Magnetsaw DUMP3ShiningHeartHammer setslot 2 Pistol ZombieRifle RivetGun Tazer JailPistol MWeapFists Golden_Eagle ScatterPistol ImpalerXBow DUMP3IA7 LXandroPistol LXandroPistols Auto9 setslot 3 Shotgun SuperShotgun ZombieShotGun SSG EgoSmasher Coachgun SidebySide AlternativeDoom3SSG MWeapShotgun Gothic_Shotgun Doom3SSG Shredder Quadvolgue DOOM42k16SSG TrollSSD DUMP3Wingman DUMP3Tyrant Rifle LXandroShotgun setslot 4 Chaingun Minigun SuperChaingun Machinegun UberMinigun AK1337 MWeapSufferStaff M16 UACM360 SMG DoubleSMG DUMP3DualModeRifle ArmymanAK47 ChainGuyGun LXandroChaingunCannon setslot 5 RocketLauncher GrenadeLauncher RevenantGun PainElementWeap Explosive1 MinesWeap MWeapBloodscourge2 Deviation DUMP3CactusPipe ArmymanRPG7 LXandroRPG -setslot 6 PlasmaRifle Railgun ArPlasmaGun FlameThrower2 NailGunMG MWeapLightning2 Icegun Karasawa PlasmaRiflePiano PlasmaRiflePiano2 Powercube DUMP3Fusion_Gun DUMP3SirusBusterCannon ArmymanRPD LXandroDevastator +setslot 6 PlasmaRifle Railgun ArPlasmaGun FlameThrower2 NailGunMG MWeapLightning2 Icegun Karasawa PlasmaRiflePiano PlasmaRiflePiano2 Powercube DUMP3Fusion_Gun DUMP3SirusBusterCannon ArmymanRPD LXandroDevastator BlueRailgun setslot 7 BFG9000 BFG10K BigFuckingGun9000 M40Rifle MWeapFrost2 IonRifle BHGen Healing_Cannon STFBFG9000 DUMP3Gibmaker setslot 8 Satcheler MultiProjectileWeapon MedikitPack ArmymanSVD setslot 9 SpawnerModule_Weapon SpawnerModule_Detonator HAAX Spartanleg LittleArchvile_Spawner Basketball DUMP3RevenantBox diff --git a/pk3_data/LANGUAGE.enu b/pk3_data/LANGUAGE.ZDLump_Common similarity index 93% rename from pk3_data/LANGUAGE.enu rename to pk3_data/LANGUAGE.ZDLump_Common index 38bbce8f..cb2c0797 100644 --- a/pk3_data/LANGUAGE.enu +++ b/pk3_data/LANGUAGE.ZDLump_Common @@ -17,7 +17,6 @@ OB_BFG10K = "%o was blasted by %k's BFG10K."; OB_BFG10K_RARE = "%o got a blast in the ass from %k's BFG10K."; OB_BFG10K_SELF = "%o got reckless with %p BFG10K."; - //Monsters //obituaries OB_CACODEMON_MELEE_RARE = "%o tried to get friendly with a cacodemon."; @@ -41,11 +40,9 @@ CC_BLOODDEMON = "BLOOD DEMON"; CC_CACOLANTERN = "CACOLANTERN"; CC_HECTEBUS = "HECTEBUS"; - //Items PICKUP_REDARMOR = "Picked up the red armor!"; - //Episodes //cluster strings. DM1TEXT = @@ -110,4 +107,9 @@ LEVEL_SP_PRE_32 = "level 32"; // DEATHES OB_CRUSH = "%o.rar"; OB_SUICIDE = "%o successful win the blue whale game"; -OB_EXIT = "%o DONT PLAY"; \ No newline at end of file +OB_EXIT = "%o DONT PLAY"; + +[rus] +OB_CRUSH = "%o.7z"; // Ибо в России крашеры ИЗ НАСТОЯЩЕГО ТИТАНА +OB_SUICIDE = "%o выйграл в игре Синий Кит"; +OB_EXIT = "%o дезертировал"; \ No newline at end of file diff --git a/pk3_data/MAPINFO.ZDLump_Common b/pk3_data/MAPINFO.ZDLump_Common index ec899a8e..9b18df91 100644 --- a/pk3_data/MAPINFO.ZDLump_Common +++ b/pk3_data/MAPINFO.ZDLump_Common @@ -13,6 +13,11 @@ episode HQ1 name = "DPT HQ" key = "1" } +episode MAP01 +{ + name = "MAP01 START" + key = "2" +} //COMMON SKILLS clearskills skill baby @@ -132,7 +137,15 @@ defaultmap } map TITLEMAP "TITLE" { - music = "HQ_TITLE" + secretnext = "CREDMAP" + next = "CREDMAP" + music = "NOMUS" +} +map CREDMAP "CREDITS" +{ + secretnext = "TITLEMAP" + next = "TITLEMAP" + music = "HQ_INTRO" } //HQ map HQ1 "DPT CITY" diff --git a/pk3_data/MAPS/CREDMAP.wad b/pk3_data/MAPS/CREDMAP.wad new file mode 100644 index 00000000..971a26d8 Binary files /dev/null and b/pk3_data/MAPS/CREDMAP.wad differ diff --git a/pk3_data/MAPS/HQ1.WAD b/pk3_data/MAPS/HQ1.WAD index 8a33a597..d7a5d049 100644 Binary files a/pk3_data/MAPS/HQ1.WAD and b/pk3_data/MAPS/HQ1.WAD differ diff --git a/pk3_data/MAPS/TITLEMAP.wad b/pk3_data/MAPS/TITLEMAP.wad index abf2d50b..dc5d8f23 100644 Binary files a/pk3_data/MAPS/TITLEMAP.wad and b/pk3_data/MAPS/TITLEMAP.wad differ diff --git a/pk3_data/MENUDEF.ZDLump_Common b/pk3_data/MENUDEF.ZDLump_Common index bd97b4f8..7d11c7df 100644 --- a/pk3_data/MENUDEF.ZDLump_Common +++ b/pk3_data/MENUDEF.ZDLump_Common @@ -1,6 +1,6 @@ LISTMENU "MainMenu" { - IfGame(Doom, Chex) + IfGame(Doom) { StaticPatch 94, 2, "M_DOOM" Position 97, 72 @@ -9,10 +9,10 @@ LISTMENU "MainMenu" Position 97, 64 } } - IfGame(Doom, Strife, Chex) + IfGame(Doom) { PatchItem "M_NGAME", "n", "PlayerclassMenu" - PatchItem "M_MULTI", "m", "ZA_MultiplayerOptions" + PatchItem "M_MULTI", "m", "ZA_MultiplayerOptions" ifOption(SwapMenu) { PatchItem "M_LOADG", "l", "LoadGameMenu" @@ -31,4 +31,55 @@ LISTMENU "MainMenu" } PatchItem "M_QUITG", "q", "QuitMenu" } + IfGame(Hexen, Heretic, Strife, Chex) + { + PatchItem "M_UNSUP", "q", "QuitMenu" + PatchItem "M_QUITG", "q", "QuitMenu" + } +} +OptionMenuSettings +{ + lineSpacing 7 +} +OptionMenu "OptionsMenu" +{ + Title "$MENU_OPTIONS" + Submenu "DPT.HQ Options", "DPTHeadQuartersOptions" + StaticText " " + Submenu "Customize Controls", "CustomizeControls" + Submenu "Mouse options", "MouseOptions" + Submenu "Joystick options", "JoystickOptions" + StaticText " " + Submenu "Player Setup", "PlayerMenu" + Submenu "Gameplay Options", "GameplayOptions" + Submenu "Compatibility Options", "CompatibilityOptions" + Submenu "Automap Options", "AutomapOptions" + Submenu "HUD Options", "HUDOptions" + Submenu "Miscellaneous Options", "MiscOptions" + Submenu "Sound Options", "SoundOptions" + Submenu "Display Options", "VideoOptions" + Submenu "Set video mode", "VideoModeMenu" + StaticText " " + SafeCommand "Reset to defaults", "reset2defaults" + SafeCommand "Reset to last saved", "reset2saved" + Command "Developer Console", "menuconsole" +} +OptionMenu "DPTHeadQuartersOptions" +{ + Title "DPT.HQ Options" + StaticText " " + Option "Language / Язык", "language", "Language" + StaticText "Select a mod localization" + StaticText " " +} +OptionValue "Language" +{ + 0, "auto" + 1, "enu" + 2, "rus" +} +OptionValue "YesOrNo" +{ + 0, "No" + 1, "Yes" } \ No newline at end of file diff --git a/pk3_data/MUSIC/CXC.ogg b/pk3_data/MUSIC/CXC.ogg new file mode 100644 index 00000000..cd4797f1 Binary files /dev/null and b/pk3_data/MUSIC/CXC.ogg differ diff --git a/pk3_data/MUSIC/HQ_INTRO.mid b/pk3_data/MUSIC/HQ_INTRO.mid new file mode 100644 index 00000000..588f3cf9 Binary files /dev/null and b/pk3_data/MUSIC/HQ_INTRO.mid differ diff --git a/pk3_data/MUSIC/LOADING2.ogg b/pk3_data/MUSIC/LOADING2.ogg deleted file mode 100644 index 50bdb845..00000000 Binary files a/pk3_data/MUSIC/LOADING2.ogg and /dev/null differ diff --git a/pk3_data/MUSIC/MISSIMP.MID b/pk3_data/MUSIC/MISSIMP.MID new file mode 100644 index 00000000..e863afe1 Binary files /dev/null and b/pk3_data/MUSIC/MISSIMP.MID differ diff --git a/pk3_data/MUSIC/SURFIN.mid b/pk3_data/MUSIC/SURFIN.mid new file mode 100644 index 00000000..bb339a6d Binary files /dev/null and b/pk3_data/MUSIC/SURFIN.mid differ diff --git a/pk3_data/MUSIC/SURFIN.nsf b/pk3_data/MUSIC/SURFIN.nsf deleted file mode 100644 index 815f79da..00000000 Binary files a/pk3_data/MUSIC/SURFIN.nsf and /dev/null differ diff --git a/pk3_data/SBARINFO.ZDLump_Common b/pk3_data/SBARINFO.ZDLump_Common index c9fee49f..7721f65d 100644 --- a/pk3_data/SBARINFO.ZDLump_Common +++ b/pk3_data/SBARINFO.ZDLump_Common @@ -1,15 +1,15 @@ -InterpolateHealth True, 6; -InterpolateArmor True, 6; base Doom; Height 32; +InterpolateHealth True, 2; +InterpolateArmor True, 2; MonospaceFonts True, "0"; StatusBar FullScreen, ForceScaled // DPT.HQ HUD { DrawImage "HQHUD5", 0, 0; DrawBar "HEALFUL", "HEALNUL", Health, horizontal, 48,2; - DrawBar "AMMOFUL", "AMMONUL", Ammo1, horizontal, 142,2; - DrawBar "AMMOFUL" ,"AMMONUL", Ammo2, horizontal, 222,2; + DrawBar "AMMO1FUL", "AMMONUL", Ammo1, horizontal, 142,2; + DrawBar "AMMO2FUL" ,"AMMONUL", Ammo2, horizontal, 222,2; DrawBar "ARMORFUL", "AMMONUL", Armor, horizontal, 298,2; DrawBar "COINSFUL", "HEALNUL", Ammo Cash, horizontal, 48,186; DrawBar "HUNGRFUL", "AMMONUL", Ammo HungryLevel, horizontal, 142,186; @@ -48,7 +48,7 @@ StatusBar Normal, ForceScaled // Standard Doom Status bar gamemode cooperative, singleplayer { drawimage "STARMS", 104, 168; - drawswitchableimage weaponslot 2, "STGNUM2", "STYSNUM2", 111, 172; + drawswitchableimage weaponslot 2, "STGNUM2", "STYSNUM2", 111, 172; drawswitchableimage weaponslot 3, "STGNUM3", "STYSNUM3", 123, 172; drawswitchableimage weaponslot 4, "STGNUM4", "STYSNUM4", 135, 172; drawswitchableimage weaponslot 5, "STGNUM5", "STYSNUM5", 111, 182; diff --git a/pk3_data/SHADERS/COMMON.GL b/pk3_data/SHADERS/COMMON.GL index 3224d6cb..fc952d54 100644 --- a/pk3_data/SHADERS/COMMON.GL +++ b/pk3_data/SHADERS/COMMON.GL @@ -147,13 +147,13 @@ object AbaddonBall // Dark Imp Fireball pointlight DIBALL { - color 0.5 0.0 1.2 + color 0.3 0.0 1.0 size 64 } // Dark imp fireball explosion flickerlight DIBALL_X1 { - color 0.5 0.0 1.2 + color 0.3 0.0 1.0 size 80 secondarySize 88 chance 0.25 @@ -455,17 +455,17 @@ pointlight MACHINEGUNFIRELIGHT } pointlight CultLight1 { - color 255 0 0 + color 1.0 0 0 size 24 } pointlight CultLight2 { - color 255 0 0 + color 1.0 0 0 size 16 } pointlight CultLight3 { - color 255 0 0 + color 1.0 0 0 size 8 } object CultShot1 diff --git a/pk3_data/SNDINFO.ZDLump_Common b/pk3_data/SNDINFO.ZDLump_Common index 1f060f77..cb88a547 100644 --- a/pk3_data/SNDINFO.ZDLump_Common +++ b/pk3_data/SNDINFO.ZDLump_Common @@ -516,6 +516,8 @@ Kick KICKPIAN // Fix Hat Hat Crash Crash +misc/keytry dsnokey +player/taunt DSTAUNT DSTAUNT DSTAUNT KNUCKLED KNUCKLED subby/fire DSPISTOL @@ -752,6 +754,7 @@ $playeralias "nighmare" male *jump DS137OOF $playeralias "nighmare" male *usefail DS137OOF $playeralias "nighmare" male *taunt DS137OOF +POWRPAIN POWRPAIN POWERDTH POWERDTH POWERXDT POWERXDT POWERPN1 POWERPN1 @@ -1119,79 +1122,122 @@ $playeralias "LXandro" male *usefail DukeUseFail $playeralias "LXandro" male *surface dsdukgsp $playeralias "LXandro" male *taunt DukeTaunts -$random bl_taunt { grunt/sight1 grunt/sight2 grunt/sight3 } -$playeralias "brainless" male *pain100 dspopain -$playeralias "brainless" male *pain75 *pain100 -$playeralias "brainless" male *pain50 *pain100 -$playeralias "brainless" male *pain25 *pain100 -$playeralias "brainless" male *death bl_death -$playeralias "brainless" male *xdeath DSSLOP -$playeralias "brainless" male *usefail dsposact -$playeralias "brainless" male *grunt *pain100 -$playeralias "brainless" male *land *pain100 -$playeralias "brainless" male *jump dspopain -$playeralias "brainless" male *taunt bl_taunt - -$random imp_taunt { imp/sight1 imp/sight2 } - -$playeralias "Mimpale" male *pain100 dspopain -$playeralias "Mimpale" male *pain75 *pain100 -$playeralias "Mimpale" male *pain50 *pain100 -$playeralias "Mimpale" male *pain25 *pain100 -$playeralias "Mimpale" male *death DSNULL -$playeralias "Mimpale" male *xdeath DSSLOP -$playeralias "Mimpale" male *usefail dsbgact -$playeralias "Mimpale" male *grunt *pain100 -$playeralias "Mimpale" male *land *pain100 -$playeralias "Mimpale" male *jump dspopain -$playeralias "Mimpale" male *taunt imp_taunt - -$playeralias "Mdemon" male *pain100 DSDMPAIN -$playeralias "Mdemon" male *pain75 *pain100 -$playeralias "Mdemon" male *pain50 *pain100 -$playeralias "Mdemon" male *pain25 *pain100 -$playeralias "Mdemon" male *death DSSGTDTH -$playeralias "Mdemon" male *usefail DSDMACT -$playeralias "Mdemon" male *grunt *pain100 -$playeralias "Mdemon" male *land *pain100 -$playeralias "Mdemon" male *taunt dssgtsit - -$playeralias "MLostSoul" male *pain100 DSDMPAIN -$playeralias "MLostSoul" male *pain75 *pain100 -$playeralias "MLostSoul" male *pain50 *pain100 -$playeralias "MLostSoul" male *pain25 *pain100 -$playeralias "MLostSoul" male *death DSFIRXPL -$playeralias "MLostSoul" male *xdeath *death -$playeralias "MLostSoul" male *usefail DSDMACT -$playeralias "MLostSoul" male *grunt *usefail -$playeralias "MLostSoul" male *land *usefail -$playeralias "MLostSoul" male *taunt dssklatk - -$playeralias "Mskeleton" male *pain100 DSPOPAIN -$playeralias "Mskeleton" male *pain75 *pain100 -$playeralias "Mskeleton" male *pain50 *pain100 -$playeralias "Mskeleton" male *pain25 *pain100 -$playeralias "Mskeleton" male *death DSSKEDTH -$playeralias "Mskeleton" male *xdeath DSSKEDTH -$playeralias "Mskeleton" male *usefail DSSKEACT -$playeralias "Mskeleton" male *grunt *pain100 -$playeralias "Mskeleton" male *land *pain100 -$playeralias "Mskeleton" male *jump DSSKESIT -$playeralias "Mskeleton" male *taunt dsskesit -SKELLPUNCH DSSKESWG -SKELLPCHHIT DSSKEPCH -SKELLMISS DSSKEATK - -$playeralias "Cacodemon" male *pain100 DSDMPAIN -$playeralias "Cacodemon" male *pain75 *pain100 -$playeralias "Cacodemon" male *pain50 *pain100 -$playeralias "Cacodemon" male *pain25 *pain100 -$playeralias "Cacodemon" male *death DSCACDTH -$playeralias "Cacodemon" male *usefail DSDMACT -$playeralias "Cacodemon" male *grunt *pain100 -$playeralias "Cacodemon" male *land *pain100 -$playeralias "Cacodemon" male *jump DSCACSIT -$playeralias "Cacodemon" male *taunt dscacsit +VDKP_CAR +VDKP_DNH +VDKP_HUL +VDKP_MMM +VDKP_PEN +VDKP_PN1 +VDKP_PUT +VDKP_PZD +VDKP_SE2 +VDKP_SEE +VDKP_SUK +VDKP_UEB +VDKP_USF +VDKP_VEB +VDKP_VHD +VDKP_VIH +$random VDKP_SND { VDKP_CAR VDKP_DNH VDKP_HUL VDKP_MMM VDKP_PEN VDKP_PN1 VDKP_PUT VDKP_PZD VDKP_SE2 VDKP_SEE VDKP_SUK VDKP_UEB VDKP_USF VDKP_VEB VDKP_VHD VDKP_VIH } +$playeralias "Vodka" male *pain100 VDKP_SND +$playeralias "Vodka" male *pain75 VDKP_SND +$playeralias "Vodka" male *pain50 VDKP_SND +$playeralias "Vodka" male *pain25 VDKP_SND +$playeralias "Vodka" male *death VDKP_SND +$playeralias "Vodka" male *xdeath VDKP_SND +$playeralias "Vodka" male *usefail VDKP_SND +$playeralias "Vodka" male *grunt VDKP_SND +$playeralias "Vodka" male *land VDKP_SND +$playeralias "Vodka" male *jump VDKP_SND +$playeralias "Vodka" male *taunt VDKP_SND + +dsposit1 dsposit1 +dsposit2 dsposit2 +dsposit3 dsposit3 +$random zmc_taunt { dsposit1 dsposit2 dsposit3 } +$playeralias "ZombieManClass" male *pain100 dspopain +$playeralias "ZombieManClass" male *pain75 *pain100 +$playeralias "ZombieManClass" male *pain50 *pain100 +$playeralias "ZombieManClass" male *pain25 *pain100 +$playeralias "ZombieManClass" male *death bl_death +$playeralias "ZombieManClass" male *xdeath DSSLOP +$playeralias "ZombieManClass" male *usefail dsposact +$playeralias "ZombieManClass" male *grunt *pain100 +$playeralias "ZombieManClass" male *land *pain100 +$playeralias "ZombieManClass" male *jump dspopain +$playeralias "ZombieManClass" male *taunt zmc_taunt + +$random sggc_taunt { dsposit1 dsposit2 dsposit3 } +$playeralias "ShotgunGuyClass" male *pain100 dspopain +$playeralias "ShotgunGuyClass" male *pain75 *pain100 +$playeralias "ShotgunGuyClass" male *pain50 *pain100 +$playeralias "ShotgunGuyClass" male *pain25 *pain100 +$playeralias "ShotgunGuyClass" male *death bl_death +$playeralias "ShotgunGuyClass" male *xdeath DSSLOP +$playeralias "ShotgunGuyClass" male *usefail dsposact +$playeralias "ShotgunGuyClass" male *grunt *pain100 +$playeralias "ShotgunGuyClass" male *land *pain100 +$playeralias "ShotgunGuyClass" male *jump dspopain +$playeralias "ShotgunGuyClass" male *taunt sggc_taunt + +$random cggc_taunt { dsposit1 dsposit2 dsposit3 } +$playeralias "ChainGunGuyClass" male *pain100 dspopain +$playeralias "ChainGunGuyClass" male *pain75 *pain100 +$playeralias "ChainGunGuyClass" male *pain50 *pain100 +$playeralias "ChainGunGuyClass" male *pain25 *pain100 +$playeralias "ChainGunGuyClass" male *death bl_death +$playeralias "ChainGunGuyClass" male *xdeath DSSLOP +$playeralias "ChainGunGuyClass" male *usefail dsposact +$playeralias "ChainGunGuyClass" male *grunt *pain100 +$playeralias "ChainGunGuyClass" male *land *pain100 +$playeralias "ChainGunGuyClass" male *jump dspopain +$playeralias "ChainGunGuyClass" male *taunt cggc_taunt + +$random imp_taunt { dsbgsit1 dsbgsit2 } +$playeralias "DooMImpClass" male *pain100 dspopain +$playeralias "DooMImpClass" male *pain75 *pain100 +$playeralias "DooMImpClass" male *pain50 *pain100 +$playeralias "DooMImpClass" male *pain25 *pain100 +$playeralias "DooMImpClass" male *death DSNULL +$playeralias "DooMImpClass" male *xdeath DSSLOP +$playeralias "DooMImpClass" male *usefail dsbgact +$playeralias "DooMImpClass" male *grunt *pain100 +$playeralias "DooMImpClass" male *land *pain100 +$playeralias "DooMImpClass" male *jump dspopain +$playeralias "DooMImpClass" male *taunt imp_taunt + +DSDMPAIN DSDMPAIN +$playeralias "DemonClass" male *pain100 DSDMPAIN +$playeralias "DemonClass" male *pain75 *pain100 +$playeralias "DemonClass" male *pain50 *pain100 +$playeralias "DemonClass" male *pain25 *pain100 +$playeralias "DemonClass" male *death DSSGTDTH +$playeralias "DemonClass" male *usefail DSDMACT +$playeralias "DemonClass" male *grunt *pain100 +$playeralias "DemonClass" male *land *pain100 +$playeralias "DemonClass" male *taunt dssgtsit + +$playeralias "LostSoulClass" male *pain100 DSDMPAIN +$playeralias "LostSoulClass" male *pain75 *pain100 +$playeralias "LostSoulClass" male *pain50 *pain100 +$playeralias "LostSoulClass" male *pain25 *pain100 +$playeralias "LostSoulClass" male *death DSFIRXPL +$playeralias "LostSoulClass" male *xdeath *death +$playeralias "LostSoulClass" male *usefail DSDMACT +$playeralias "LostSoulClass" male *grunt *usefail +$playeralias "LostSoulClass" male *land *usefail +$playeralias "LostSoulClass" male *taunt dssklatk + +$playeralias "CacodemonClass" male *pain100 DSDMPAIN +$playeralias "CacodemonClass" male *pain75 *pain100 +$playeralias "CacodemonClass" male *pain50 *pain100 +$playeralias "CacodemonClass" male *pain25 *pain100 +$playeralias "CacodemonClass" male *death DSCACDTH +$playeralias "CacodemonClass" male *usefail DSDMACT +$playeralias "CacodemonClass" male *grunt *pain100 +$playeralias "CacodemonClass" male *land *pain100 +$playeralias "CacodemonClass" male *jump DSCACSIT +$playeralias "CacodemonClass" male *taunt dscacsit $playeralias "PainElementalClass" male *death dspedth $playeralias "PainElementalClass" male *xdeath dspedth @@ -1207,6 +1253,21 @@ $playeralias "PainElementalClass" male *fist dsfirsht $playeralias "PainElementalClass" male *usefail dsdmact $playeralias "PainElementalClass" male *taunt dspesit +$playeralias "RevenantClass" male *pain100 DSPOPAIN +$playeralias "RevenantClass" male *pain75 *pain100 +$playeralias "RevenantClass" male *pain50 *pain100 +$playeralias "RevenantClass" male *pain25 *pain100 +$playeralias "RevenantClass" male *death DSSKEDTH +$playeralias "RevenantClass" male *xdeath DSSKEDTH +$playeralias "RevenantClass" male *usefail DSSKEACT +$playeralias "RevenantClass" male *grunt *pain100 +$playeralias "RevenantClass" male *land *pain100 +$playeralias "RevenantClass" male *jump DSSKESIT +$playeralias "RevenantClass" male *taunt dsskesit +SKELLPUNCH DSSKESWG +SKELLPCHHIT DSSKEPCH +SKELLMISS DSSKEATK + //minigun weapons/minigun dsminign @@ -2355,7 +2416,7 @@ fist/wallhit2 HIT2 fist/wallhit3 HIT3 fist/softkick KICK fist/ready KNUCKLE -$random fist/brutalmodeswing { fist/brutalmodeswing1 fist/brutalmodeswing2 fist/brutalmodeswing3 } +$random fist/brutalmodeswing { fist/brutalmodeswing1 fist/brutalmodeswing2 } fist/brutalmodeswing1 MELEE1 fist/brutalmodeswing2 MELEE2 PAIN13_SND PAIN13 @@ -2839,7 +2900,7 @@ Pains/Male09/02 M9Hit02 Pains/Male09/03 M9Hit03 Pains/Male09/04 M9Hit04 Pains/Male09/05 M9Hit05 -$random Throws/Male09 { Throws/Male09/01 nul } +$random Throws/Male09 { Throws/Male09/01 NULL } Throws/Male09/01 M9thr01 $random Deaths/Male09 { Deaths/Male09/01 @@ -3217,8 +3278,8 @@ Pains/Wesker06 WESKPN6 Pains/Wesker07 WESKPN7 Pains/Wesker08 WESKPN8 Pains/Wesker09 WESKPN9 -Pains/Wesker00 WESKPN10 -Pains/Wesker01 WESKPN11 +Pains/Wesker10 WESKPN10 +Pains/Wesker11 WESKPN11 $random Deaths/Wesker { Deaths/Wesker01 Deaths/Wesker02 Deaths/Wesker03 Deaths/Wesker04 Deaths/Wesker05 Deaths/Wesker06 Deaths/Wesker07 Deaths/Wesker08 Deaths/Wesker09 } Deaths/Wesker01 WESKDE1 Deaths/Wesker02 WESKDE2 @@ -3314,9 +3375,7 @@ $random Firing/MrFalcon { Firing/MrFalcon/04 Firing/MrFalcon/05 Firing/MrFalcon/06 - Firing/MrFalcon/07 - empty - empty } + Firing/MrFalcon/07 } Firing/MrFalcon/01 mffir01 Firing/MrFalcon/02 mffir02 Firing/MrFalcon/03 mffir03 @@ -3758,7 +3817,7 @@ SPEZ/shot2 RUGREN SPEZ/reload RUREL SPEZ/grenade1 RUGREN1 SPEZ/grenade2 RUGREN2 -$random SPEZ/grenade { SPEZ/grenade1 SPEZ/genade2} +$random SPEZ/grenade { SPEZ/grenade1 SPEZ/grenade2} MP5/shot MP5FIRE EXP/Btoom EXPBIA PULS/shot1 PULSFIR1 @@ -4310,7 +4369,7 @@ DSHGTSIT DSHGTSIT DSSLURP DSSLURP DSWLFSCT DSWLFSCT DSBBOMDI DSBBOMDI -DSBBOMGO DSSPRY +DSBBOMGO DSBBOMGO //DSSPRY // WTF? WHY IT HERE... DSHITHO2 DSHITHOF DSTANKSH DSTANKSH DSBOS1RG DSBOS1RG @@ -4464,7 +4523,7 @@ $random world/taz {DSTAZUP1 DSTAZUP2 DSTAZUP3 DSTAZUP4 DSTAZUP5 DSTAZUP6 DSTAZLA $random attack/taz {DSTAZBLA DSTAZWHT} $limit DSREPOOF 0 $limit DSHITHOF 5 -$alias world/spark DSBLANK +//$alias world/spark DSBLANK // WTF? $limit DSMP40AT 6 $pitchshift DSMP40AT 6 $pitchshift DSSKGVHE 0 @@ -4537,7 +4596,7 @@ DSMPTANT DSMPTANT DSBOWLAC DSBOWLAC $random city {DSCITY1 DSCITY2} $random arcade {DSRCADE1 DSRCADE2 DSRCADE3 DSRCADE4 DSRCADE5 DSRCADE6} -$random DOOMARC {weapons/pistol imp/sight demon/pain chainguy/sight} +$random DOOMARC {dspistol dsbgsit1 dsbgsit2 dsdmpain dsposit1 dsposit2 dsposit3} $random DSPACAR {DSPACS DSPPEL} $random TMNTAR {DSKRAARM DSKRAHI2 DSTMNTT DSTMNTF DSTMNTP} $random WOLFAR {DSCNDETH DSCNDIHI DSCNTAUN HANSSHT2 wolfss/sight wolfss/death} diff --git a/pk3_data/SOUNDS/CLASSES/Vodka/VDKP_CAR.ogg b/pk3_data/SOUNDS/CLASSES/Vodka/VDKP_CAR.ogg new file mode 100644 index 00000000..591f7578 Binary files /dev/null and b/pk3_data/SOUNDS/CLASSES/Vodka/VDKP_CAR.ogg differ diff --git a/pk3_data/SOUNDS/CLASSES/Vodka/VDKP_DNH.ogg b/pk3_data/SOUNDS/CLASSES/Vodka/VDKP_DNH.ogg new file mode 100644 index 00000000..9729962f Binary files /dev/null and b/pk3_data/SOUNDS/CLASSES/Vodka/VDKP_DNH.ogg differ diff --git a/pk3_data/SOUNDS/CLASSES/Vodka/VDKP_HUL.ogg b/pk3_data/SOUNDS/CLASSES/Vodka/VDKP_HUL.ogg new file mode 100644 index 00000000..8d93fb3e Binary files /dev/null and b/pk3_data/SOUNDS/CLASSES/Vodka/VDKP_HUL.ogg differ diff --git a/pk3_data/SOUNDS/CLASSES/Vodka/VDKP_MMM.ogg b/pk3_data/SOUNDS/CLASSES/Vodka/VDKP_MMM.ogg new file mode 100644 index 00000000..005d6d0c Binary files /dev/null and b/pk3_data/SOUNDS/CLASSES/Vodka/VDKP_MMM.ogg differ diff --git a/pk3_data/SOUNDS/CLASSES/Vodka/VDKP_PEN.ogg b/pk3_data/SOUNDS/CLASSES/Vodka/VDKP_PEN.ogg new file mode 100644 index 00000000..ec0dc69f Binary files /dev/null and b/pk3_data/SOUNDS/CLASSES/Vodka/VDKP_PEN.ogg differ diff --git a/pk3_data/SOUNDS/CLASSES/Vodka/VDKP_PN1.ogg b/pk3_data/SOUNDS/CLASSES/Vodka/VDKP_PN1.ogg new file mode 100644 index 00000000..f5627947 Binary files /dev/null and b/pk3_data/SOUNDS/CLASSES/Vodka/VDKP_PN1.ogg differ diff --git a/pk3_data/SOUNDS/CLASSES/Vodka/VDKP_PUT.ogg b/pk3_data/SOUNDS/CLASSES/Vodka/VDKP_PUT.ogg new file mode 100644 index 00000000..44a07a49 Binary files /dev/null and b/pk3_data/SOUNDS/CLASSES/Vodka/VDKP_PUT.ogg differ diff --git a/pk3_data/SOUNDS/CLASSES/Vodka/VDKP_PZD.ogg b/pk3_data/SOUNDS/CLASSES/Vodka/VDKP_PZD.ogg new file mode 100644 index 00000000..89afca38 Binary files /dev/null and b/pk3_data/SOUNDS/CLASSES/Vodka/VDKP_PZD.ogg differ diff --git a/pk3_data/SOUNDS/CLASSES/Vodka/VDKP_SE2.ogg b/pk3_data/SOUNDS/CLASSES/Vodka/VDKP_SE2.ogg new file mode 100644 index 00000000..ccb82943 Binary files /dev/null and b/pk3_data/SOUNDS/CLASSES/Vodka/VDKP_SE2.ogg differ diff --git a/pk3_data/SOUNDS/CLASSES/Vodka/VDKP_SEE.ogg b/pk3_data/SOUNDS/CLASSES/Vodka/VDKP_SEE.ogg new file mode 100644 index 00000000..f6f6b39f Binary files /dev/null and b/pk3_data/SOUNDS/CLASSES/Vodka/VDKP_SEE.ogg differ diff --git a/pk3_data/SOUNDS/CLASSES/Vodka/VDKP_SUK.ogg b/pk3_data/SOUNDS/CLASSES/Vodka/VDKP_SUK.ogg new file mode 100644 index 00000000..a9b8b4d0 Binary files /dev/null and b/pk3_data/SOUNDS/CLASSES/Vodka/VDKP_SUK.ogg differ diff --git a/pk3_data/SOUNDS/CLASSES/Vodka/VDKP_UEB.ogg b/pk3_data/SOUNDS/CLASSES/Vodka/VDKP_UEB.ogg new file mode 100644 index 00000000..45c9933b Binary files /dev/null and b/pk3_data/SOUNDS/CLASSES/Vodka/VDKP_UEB.ogg differ diff --git a/pk3_data/SOUNDS/CLASSES/Vodka/VDKP_USF.ogg b/pk3_data/SOUNDS/CLASSES/Vodka/VDKP_USF.ogg new file mode 100644 index 00000000..d0c29897 Binary files /dev/null and b/pk3_data/SOUNDS/CLASSES/Vodka/VDKP_USF.ogg differ diff --git a/pk3_data/SOUNDS/CLASSES/Vodka/VDKP_VEB.ogg b/pk3_data/SOUNDS/CLASSES/Vodka/VDKP_VEB.ogg new file mode 100644 index 00000000..a8ca5f5b Binary files /dev/null and b/pk3_data/SOUNDS/CLASSES/Vodka/VDKP_VEB.ogg differ diff --git a/pk3_data/SOUNDS/CLASSES/_some_taunt/VHOD.ogg b/pk3_data/SOUNDS/CLASSES/Vodka/VDKP_VHD.ogg similarity index 100% rename from pk3_data/SOUNDS/CLASSES/_some_taunt/VHOD.ogg rename to pk3_data/SOUNDS/CLASSES/Vodka/VDKP_VHD.ogg diff --git a/pk3_data/SOUNDS/CLASSES/_some_taunt/VIHOD.ogg b/pk3_data/SOUNDS/CLASSES/Vodka/VDKP_VIH.ogg similarity index 100% rename from pk3_data/SOUNDS/CLASSES/_some_taunt/VIHOD.ogg rename to pk3_data/SOUNDS/CLASSES/Vodka/VDKP_VIH.ogg diff --git a/pk3_data/SOUNDS/DSNOKEY.ogg b/pk3_data/SOUNDS/DSNOKEY.ogg new file mode 100644 index 00000000..f2c054eb Binary files /dev/null and b/pk3_data/SOUNDS/DSNOKEY.ogg differ diff --git a/pk3_data/SOUNDS/NULL.RIFF_NULL b/pk3_data/SOUNDS/NULL.RIFF_NULL new file mode 100644 index 00000000..878bf23c Binary files /dev/null and b/pk3_data/SOUNDS/NULL.RIFF_NULL differ diff --git a/pk3_data/SOUNDS/WEAPONS/BENELLUSWEPS/TYRNHIT3.wav b/pk3_data/SOUNDS/WEAPONS/BENELLUSWEPS/TYRNHIT3.wav deleted file mode 100644 index 0cc56a5b..00000000 Binary files a/pk3_data/SOUNDS/WEAPONS/BENELLUSWEPS/TYRNHIT3.wav and /dev/null differ diff --git a/pk3_data/SOUNDS/WEAPONS/UNARMED/DSFISTH1.ogg b/pk3_data/SOUNDS/WEAPONS/UNARMED/DSFISTH1.ogg new file mode 100644 index 00000000..9030c51f Binary files /dev/null and b/pk3_data/SOUNDS/WEAPONS/UNARMED/DSFISTH1.ogg differ diff --git a/pk3_data/SOUNDS/WEAPONS/UNARMED/DSFISTH2.ogg b/pk3_data/SOUNDS/WEAPONS/UNARMED/DSFISTH2.ogg new file mode 100644 index 00000000..e07cac0c Binary files /dev/null and b/pk3_data/SOUNDS/WEAPONS/UNARMED/DSFISTH2.ogg differ diff --git a/pk3_data/SOUNDS/WEAPONS/UNARMED/DSFISTH3.ogg b/pk3_data/SOUNDS/WEAPONS/UNARMED/DSFISTH3.ogg new file mode 100644 index 00000000..696a06af Binary files /dev/null and b/pk3_data/SOUNDS/WEAPONS/UNARMED/DSFISTH3.ogg differ diff --git a/pk3_data/SOUNDS/WEAPONS/UNARMED/DSFISTW1.ogg b/pk3_data/SOUNDS/WEAPONS/UNARMED/DSFISTW1.ogg new file mode 100644 index 00000000..ad537001 Binary files /dev/null and b/pk3_data/SOUNDS/WEAPONS/UNARMED/DSFISTW1.ogg differ diff --git a/pk3_data/SOUNDS/WEAPONS/UNARMED/DSFISTW2.ogg b/pk3_data/SOUNDS/WEAPONS/UNARMED/DSFISTW2.ogg new file mode 100644 index 00000000..dd548d77 Binary files /dev/null and b/pk3_data/SOUNDS/WEAPONS/UNARMED/DSFISTW2.ogg differ diff --git a/pk3_data/SOUNDS/WEAPONS/UNARMED/DSFISTW3.ogg b/pk3_data/SOUNDS/WEAPONS/UNARMED/DSFISTW3.ogg new file mode 100644 index 00000000..4acc9e49 Binary files /dev/null and b/pk3_data/SOUNDS/WEAPONS/UNARMED/DSFISTW3.ogg differ diff --git a/pk3_data/SOUNDS/WEAPONS/UNARMED/DSFISTW4.ogg b/pk3_data/SOUNDS/WEAPONS/UNARMED/DSFISTW4.ogg new file mode 100644 index 00000000..d83ce7f2 Binary files /dev/null and b/pk3_data/SOUNDS/WEAPONS/UNARMED/DSFISTW4.ogg differ diff --git a/pk3_data/SOUNDS/WEAPONS/UNARMED/DSKICK.ogg b/pk3_data/SOUNDS/WEAPONS/UNARMED/DSKICK.ogg new file mode 100644 index 00000000..733c031d Binary files /dev/null and b/pk3_data/SOUNDS/WEAPONS/UNARMED/DSKICK.ogg differ diff --git a/pk3_data/SOUNDS/WEAPONS/UNARMED/DSKICKED.ogg b/pk3_data/SOUNDS/WEAPONS/UNARMED/DSKICKED.ogg new file mode 100644 index 00000000..fdd49faf Binary files /dev/null and b/pk3_data/SOUNDS/WEAPONS/UNARMED/DSKICKED.ogg differ diff --git a/pk3_data/SOUNDS/WEAPONS/UNARMED/DSPUNCH1.ogg b/pk3_data/SOUNDS/WEAPONS/UNARMED/DSPUNCH1.ogg new file mode 100644 index 00000000..c99890ce Binary files /dev/null and b/pk3_data/SOUNDS/WEAPONS/UNARMED/DSPUNCH1.ogg differ diff --git a/pk3_data/SOUNDS/WEAPONS/UNARMED/DSPUNCH2.ogg b/pk3_data/SOUNDS/WEAPONS/UNARMED/DSPUNCH2.ogg new file mode 100644 index 00000000..87b941d5 Binary files /dev/null and b/pk3_data/SOUNDS/WEAPONS/UNARMED/DSPUNCH2.ogg differ diff --git a/pk3_data/SOUNDS/WEAPONS/UNARMED/DSPUNCH3.ogg b/pk3_data/SOUNDS/WEAPONS/UNARMED/DSPUNCH3.ogg new file mode 100644 index 00000000..e45440f5 Binary files /dev/null and b/pk3_data/SOUNDS/WEAPONS/UNARMED/DSPUNCH3.ogg differ diff --git a/pk3_data/SOUNDS/WEAPONS/UNARMED/DSPUNCH4.ogg b/pk3_data/SOUNDS/WEAPONS/UNARMED/DSPUNCH4.ogg new file mode 100644 index 00000000..ee9c363e Binary files /dev/null and b/pk3_data/SOUNDS/WEAPONS/UNARMED/DSPUNCH4.ogg differ diff --git a/pk3_data/SPRITES/_CLASSES/CorpseSatan/FBONA1.png b/pk3_data/SPRITES/_CLASSES/CorpseSatan/FBONA1.png new file mode 100644 index 00000000..04caa915 Binary files /dev/null and b/pk3_data/SPRITES/_CLASSES/CorpseSatan/FBONA1.png differ diff --git a/pk3_data/SPRITES/_CLASSES/CorpseSatan/FBONA2A8.png b/pk3_data/SPRITES/_CLASSES/CorpseSatan/FBONA2A8.png new file mode 100644 index 00000000..1046a6bf Binary files /dev/null and b/pk3_data/SPRITES/_CLASSES/CorpseSatan/FBONA2A8.png differ diff --git a/pk3_data/SPRITES/_CLASSES/CorpseSatan/FBONA3A7.png b/pk3_data/SPRITES/_CLASSES/CorpseSatan/FBONA3A7.png new file mode 100644 index 00000000..910f3a3c Binary files /dev/null and b/pk3_data/SPRITES/_CLASSES/CorpseSatan/FBONA3A7.png differ diff --git a/pk3_data/SPRITES/_CLASSES/CorpseSatan/FBONA4A6.png b/pk3_data/SPRITES/_CLASSES/CorpseSatan/FBONA4A6.png new file mode 100644 index 00000000..226baa01 Binary files /dev/null and b/pk3_data/SPRITES/_CLASSES/CorpseSatan/FBONA4A6.png differ diff --git a/pk3_data/SPRITES/_CLASSES/CorpseSatan/FBONA5.png b/pk3_data/SPRITES/_CLASSES/CorpseSatan/FBONA5.png new file mode 100644 index 00000000..3d695481 Binary files /dev/null and b/pk3_data/SPRITES/_CLASSES/CorpseSatan/FBONA5.png differ diff --git a/pk3_data/SPRITES/_CLASSES/CorpseSatan/FBONB1.png b/pk3_data/SPRITES/_CLASSES/CorpseSatan/FBONB1.png new file mode 100644 index 00000000..aafbcb59 Binary files /dev/null and b/pk3_data/SPRITES/_CLASSES/CorpseSatan/FBONB1.png differ diff --git a/pk3_data/SPRITES/_CLASSES/CorpseSatan/FBONB2B8.png b/pk3_data/SPRITES/_CLASSES/CorpseSatan/FBONB2B8.png new file mode 100644 index 00000000..66bf9386 Binary files /dev/null and b/pk3_data/SPRITES/_CLASSES/CorpseSatan/FBONB2B8.png differ diff --git a/pk3_data/SPRITES/_CLASSES/CorpseSatan/FBONB3B7.png b/pk3_data/SPRITES/_CLASSES/CorpseSatan/FBONB3B7.png new file mode 100644 index 00000000..3e5a3a8a Binary files /dev/null and b/pk3_data/SPRITES/_CLASSES/CorpseSatan/FBONB3B7.png differ diff --git a/pk3_data/SPRITES/_CLASSES/CorpseSatan/FBONB4B6.png b/pk3_data/SPRITES/_CLASSES/CorpseSatan/FBONB4B6.png new file mode 100644 index 00000000..b0e5ba32 Binary files /dev/null and b/pk3_data/SPRITES/_CLASSES/CorpseSatan/FBONB4B6.png differ diff --git a/pk3_data/SPRITES/_CLASSES/CorpseSatan/FBONB5.png b/pk3_data/SPRITES/_CLASSES/CorpseSatan/FBONB5.png new file mode 100644 index 00000000..80419945 Binary files /dev/null and b/pk3_data/SPRITES/_CLASSES/CorpseSatan/FBONB5.png differ diff --git a/pk3_data/SPRITES/_CLASSES/CorpseSatan/FBONC1.png b/pk3_data/SPRITES/_CLASSES/CorpseSatan/FBONC1.png new file mode 100644 index 00000000..5d1d988c Binary files /dev/null and b/pk3_data/SPRITES/_CLASSES/CorpseSatan/FBONC1.png differ diff --git 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