mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-23 20:43:15 +00:00
574 lines
9.5 KiB
Text
574 lines
9.5 KiB
Text
// --------------------------------------------------------------------------
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//
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// Doom weapon base class
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//
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// --------------------------------------------------------------------------
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ACTOR DoomWeapon : Weapon
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{
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Weapon.Kickback 100
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}
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// --------------------------------------------------------------------------
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//
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// Fist
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//
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// --------------------------------------------------------------------------
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ACTOR Fist : Weapon
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{
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Weapon.SelectionOrder 3700
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Weapon.Kickback 100
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Obituary "$OB_MPFIST"
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Tag "$TAG_FIST"
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+WEAPON.WIMPY_WEAPON
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+WEAPON.MELEEWEAPON
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States
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{
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Ready:
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PUNG A 1 A_WeaponReady
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Loop
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Deselect:
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PUNG A 1 A_Lower
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Loop
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Select:
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PUNG A 1 A_Raise
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Loop
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Fire:
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PUNG B 4
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PUNG C 4 A_Punch
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PUNG D 5
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PUNG C 4
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PUNG B 5 A_ReFire
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Goto Ready
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}
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}
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// --------------------------------------------------------------------------
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//
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// Pistol
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//
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// --------------------------------------------------------------------------
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ACTOR Pistol : DoomWeapon
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{
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Weapon.SelectionOrder 1900
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Weapon.AmmoUse 1
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Weapon.AmmoGive 20
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Weapon.AmmoType "Clip"
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Obituary "$OB_MPPISTOL"
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+WEAPON.WIMPY_WEAPON
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Inventory.Pickupmessage "$PICKUP_PISTOL_DROPPED"
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Tag "$TAG_PISTOL"
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States
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{
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Ready:
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PISG A 1 A_WeaponReady
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Loop
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Deselect:
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PISG A 1 A_Lower
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Loop
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Select:
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PISG A 1 A_Raise
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Loop
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Fire:
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PISG A 4
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PISG B 6 A_FirePistol
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PISG C 4
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PISG B 5 A_ReFire
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Goto Ready
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Flash:
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PISF A 7 Bright A_Light1
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Goto LightDone
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PISF A 7 Bright A_Light1
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Goto LightDone
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Spawn:
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PIST A -1
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Stop
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}
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}
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// --------------------------------------------------------------------------
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//
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// Chainsaw
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//
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// --------------------------------------------------------------------------
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ACTOR Chainsaw : Weapon
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{
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Weapon.Kickback 0
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Weapon.SelectionOrder 2200
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Weapon.UpSound "weapons/sawup"
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Weapon.ReadySound "weapons/sawidle"
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Inventory.PickupMessage "$GOTCHAINSAW"
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Obituary "$OB_MPCHAINSAW"
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Tag "$TAG_CHAINSAW"
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+WEAPON.MELEEWEAPON
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States
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{
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Ready:
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SAWG CD 4 A_WeaponReady
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Loop
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Deselect:
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SAWG C 1 A_Lower
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Loop
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Select:
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SAWG C 1 A_Raise
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Loop
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Fire:
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SAWG AB 4 A_Saw
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SAWG B 0 A_ReFire
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Goto Ready
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Spawn:
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CSAW A -1
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Stop
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}
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}
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// --------------------------------------------------------------------------
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//
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// Shotgun
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//
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// --------------------------------------------------------------------------
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ACTOR Shotgun : DoomWeapon
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{
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Weapon.SelectionOrder 1300
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Weapon.AmmoUse 1
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Weapon.AmmoGive 8
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Weapon.AmmoType "Shell"
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Inventory.PickupMessage "$GOTSHOTGUN"
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Obituary "$OB_MPSHOTGUN"
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Tag "$TAG_SHOTGUN"
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States
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{
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Ready:
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SHTG A 1 A_WeaponReady
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Loop
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Deselect:
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SHTG A 1 A_Lower
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Loop
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Select:
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SHTG A 1 A_Raise
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Loop
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Fire:
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SHTG A 3
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SHTG A 7 A_FireShotgun
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SHTG BC 5
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SHTG D 4
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SHTG CB 5
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SHTG A 3
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SHTG A 7 A_ReFire
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Goto Ready
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Flash:
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SHTF A 4 Bright A_Light1
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SHTF B 3 Bright A_Light2
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Goto LightDone
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Spawn:
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SHOT A -1
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Stop
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}
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}
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// --------------------------------------------------------------------------
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//
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// Shotgun
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//
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// --------------------------------------------------------------------------
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ACTOR SuperShotgun : DoomWeapon
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{
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Weapon.SelectionOrder 400
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Weapon.AmmoUse 2
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Weapon.AmmoGive 8
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Weapon.AmmoType "Shell"
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Inventory.PickupMessage "$GOTSHOTGUN2"
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Obituary "$OB_MPSSHOTGUN"
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Tag "$TAG_SUPERSHOTGUN"
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States
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{
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Ready:
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SHT2 A 1 A_WeaponReady
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Loop
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Deselect:
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SHT2 A 1 A_Lower
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Loop
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Select:
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SHT2 A 1 A_Raise
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Loop
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Fire:
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SHT2 A 3
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SHT2 A 7 A_FireShotgun2
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SHT2 B 7
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SHT2 C 7 A_CheckReload
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SHT2 D 7 A_OpenShotgun2
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SHT2 E 7
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SHT2 F 7 A_LoadShotgun2
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SHT2 G 6
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SHT2 H 6 A_CloseShotgun2
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SHT2 A 5 A_ReFire
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Goto Ready
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// unused states
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SHT2 B 7
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SHT2 A 3
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Goto Deselect
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Flash:
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SHT2 I 4 Bright A_Light1
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SHT2 J 3 Bright A_Light2
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Goto LightDone
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Spawn:
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SGN2 A -1
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Stop
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}
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}
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// --------------------------------------------------------------------------
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//
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// Chaingun
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//
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// --------------------------------------------------------------------------
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ACTOR Chaingun : DoomWeapon
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{
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Weapon.SelectionOrder 700
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Weapon.AmmoUse 1
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Weapon.AmmoGive 20
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Weapon.AmmoType "Clip"
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Inventory.PickupMessage "$GOTCHAINGUN"
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Obituary "$OB_MPCHAINGUN"
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Tag "$TAG_CHAINGUN"
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States
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{
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Ready:
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CHGG A 1 A_WeaponReady
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Loop
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Deselect:
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CHGG A 1 A_Lower
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Loop
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Select:
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CHGG A 1 A_Raise
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Loop
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Fire:
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CHGG AB 4 A_FireCGun
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CHGG B 0 A_ReFire
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Goto Ready
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Flash:
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CHGF A 5 Bright A_Light1
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Goto LightDone
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CHGF B 5 Bright A_Light2
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Goto LightDone
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Spawn:
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MGUN A -1
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Stop
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}
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}
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// --------------------------------------------------------------------------
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//
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// Rocket launcher
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//
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// --------------------------------------------------------------------------
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ACTOR RocketLauncher : DoomWeapon
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{
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Weapon.SelectionOrder 2500
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Weapon.AmmoUse 1
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Weapon.AmmoGive 2
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Weapon.AmmoType "RocketAmmo"
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+WEAPON.NOAUTOFIRE
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Inventory.PickupMessage "$GOTLAUNCHER"
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Tag "$TAG_ROCKETLAUNCHER"
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States
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{
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Ready:
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MISG A 1 A_WeaponReady
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Loop
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Deselect:
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MISG A 1 A_Lower
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Loop
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Select:
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MISG A 1 A_Raise
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Loop
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Fire:
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MISG B 8 A_GunFlash
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MISG B 12 A_FireMissile
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MISG B 0 A_ReFire
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Goto Ready
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Flash:
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MISF A 3 Bright A_Light1
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MISF B 4 Bright
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MISF CD 4 Bright A_Light2
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Goto LightDone
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Spawn:
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LAUN A -1
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Stop
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}
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}
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ACTOR Rocket
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{
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Radius 11
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Height 8
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Speed 20
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Damage 20
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Projectile
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+RANDOMIZE
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+DEHEXPLOSION
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+ROCKETTRAIL
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SeeSound "weapons/rocklf"
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DeathSound "weapons/rocklx"
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Obituary "$OB_MPROCKET"
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States
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{
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Spawn:
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MISL A 1 Bright
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Loop
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Death:
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MISL B 8 Bright A_Explode
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MISL C 6 Bright
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MISL D 4 Bright
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Stop
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}
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}
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// --------------------------------------------------------------------------
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//
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// Grenade -- Taken and adapted from Skulltag, with MBF stuff added to it
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//
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// --------------------------------------------------------------------------
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ACTOR Grenade
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{
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Radius 8
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Height 8
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Speed 25
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Damage 20
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Projectile
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-NOGRAVITY
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+RANDOMIZE
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+DEHEXPLOSION
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+GRENADETRAIL
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BounceType "Doom"
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Gravity 0.25
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SeeSound "weapons/grenlf"
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DeathSound "weapons/grenlx"
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BounceSound "weapons/grbnce"
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Obituary "$OB_GRENADE"
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DamageType Grenade
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States
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{
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Spawn:
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SGRN A 1 Bright
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Loop
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Death:
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MISL B 8 Bright A_Explode
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MISL C 6 Bright
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MISL D 4 Bright
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Stop
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Grenade:
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MISL A 1000 A_Die
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Wait
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Detonate:
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MISL B 4 A_Scream
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MISL C 6 A_Detonate
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MISL D 10
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Stop
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Mushroom:
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MISL B 8 A_Mushroom
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Goto Death+1
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}
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}
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// --------------------------------------------------------------------------
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//
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// Plasma rifle
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//
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// --------------------------------------------------------------------------
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ACTOR PlasmaRifle : DoomWeapon
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{
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Weapon.SelectionOrder 100
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Weapon.AmmoUse 1
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Weapon.AmmoGive 40
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Weapon.AmmoType "Cell"
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Inventory.PickupMessage "$GOTPLASMA"
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Tag "$TAG_PLASMARIFLE"
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States
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{
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Ready:
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PLSG A 1 A_WeaponReady
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Loop
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Deselect:
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PLSG A 1 A_Lower
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Loop
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Select:
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PLSG A 1 A_Raise
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Loop
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Fire:
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PLSG A 3 A_FirePlasma
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PLSG B 20 A_ReFire
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Goto Ready
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Flash:
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PLSF A 4 Bright A_Light1
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Goto LightDone
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PLSF B 4 Bright A_Light1
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Goto LightDone
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Spawn:
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PLAS A -1
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Stop
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}
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}
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ACTOR PlasmaBall
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{
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Radius 13
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Height 8
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Speed 25
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Damage 5
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Projectile
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+RANDOMIZE
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RenderStyle Add
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Alpha 0.75
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SeeSound "weapons/plasmaf"
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DeathSound "weapons/plasmax"
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Obituary "$OB_MPPLASMARIFLE"
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States
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{
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Spawn:
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PLSS AB 6 Bright
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Loop
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Death:
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PLSE ABCDE 4 Bright
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Stop
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}
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}
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// --------------------------------------------------------------------------
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//
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// BFG 2704
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//
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// --------------------------------------------------------------------------
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ACTOR PlasmaBall1 : PlasmaBall
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{
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Damage 4
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BounceType "Classic"
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BounceFactor 1.0
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Obituary "$OB_MPBFG_MBF"
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States
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{
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Spawn:
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PLS1 AB 6 Bright
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Loop
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Death:
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PLS1 CDEFG 4 Bright
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Stop
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}
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}
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ACTOR PlasmaBall2 : PlasmaBall1
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{
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States
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{
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Spawn:
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PLS2 AB 6 Bright
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Loop
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Death:
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PLS2 CDE 4 Bright
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Stop
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}
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}
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// --------------------------------------------------------------------------
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//
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// BFG 9000
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//
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// --------------------------------------------------------------------------
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ACTOR BFG9000 : DoomWeapon
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{
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Height 20
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Weapon.SelectionOrder 2800
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Weapon.AmmoUse 40
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Weapon.AmmoGive 40
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Weapon.AmmoType "Cell"
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+WEAPON.NOAUTOFIRE
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Inventory.PickupMessage "$GOTBFG9000"
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Tag "$TAG_BFG9000"
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States
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{
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Ready:
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BFGG A 1 A_WeaponReady
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Loop
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Deselect:
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BFGG A 1 A_Lower
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Loop
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Select:
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BFGG A 1 A_Raise
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Loop
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Fire:
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BFGG A 20 A_BFGsound
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BFGG B 10 A_GunFlash
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BFGG B 10 A_FireBFG
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BFGG B 20 A_ReFire
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Goto Ready
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Flash:
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BFGF A 11 Bright A_Light1
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BFGF B 6 Bright A_Light2
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Goto LightDone
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Spawn:
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BFUG A -1
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Stop
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OldFire:
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BFGG A 10 A_BFGsound
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BFGG BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB 1 A_FireOldBFG
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BFGG B 0 A_Light0
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BFGG B 20 A_ReFire
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Goto Ready
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}
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}
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ACTOR BFGBall
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{
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Radius 13
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Height 8
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Speed 25
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Damage 100
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Projectile
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+RANDOMIZE
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RenderStyle Add
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Alpha 0.75
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DeathSound "weapons/bfgx"
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Obituary "$OB_MPBFG_BOOM"
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States
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{
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Spawn:
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BFS1 AB 4 Bright
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Loop
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Death:
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BFE1 AB 8 Bright
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BFE1 C 8 Bright A_BFGSpray
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BFE1 DEF 8 Bright
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Stop
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}
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}
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ACTOR BFGExtra
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{
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+NOBLOCKMAP
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+NOGRAVITY
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RenderStyle Add
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Alpha 0.75
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DamageType "BFGSplash"
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States
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{
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Spawn:
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BFE2 ABCD 8 Bright
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Stop
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}
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}
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