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decorate.lmp
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decorate.lmp
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ACTOR BadassPlayer : DoomPlayer replaces DoomPlayer
{
Player.StartItem "ZoomPunch"
Player.StartItem "MarineGrenade"
Player.StartItem "SingularBullet"
Player.StartItem "Clip", 1
Player.StartItem "RocketAmmo", 1
Player.WeaponSlot 1, ZoomPunch, SawSaw
Player.WeaponSlot 2, SingularBullet
Player.WeaponSlot 3, DumbassShitFuckDickCockShotgun, DuperShotgun
Player.WeaponSlot 4, SmallButPackingChaingun
Player.WeaponSlot 5, MarineGrenade, MarineLauncher
Player.WeaponSlot 6, RechargablePlasmaRifleModelv1
Player.WeaponSlot 7, BCG9000
}
ACTOR DumbassShitFuckDickCockShotgun : Shotgun replaces Shotgun
{
Weapon.SelectionOrder 1300
Weapon.AmmoUse 1
Weapon.AmmoGive 8
Weapon.AmmoType "Shell"
Inventory.PickupMessage "Got the DSFDC shotgun!"
Obituary "%k blasted %o away."
Tag "DSFDC Shotgun"
States
{
Ready:
SHTG A 1 A_WeaponReady
Loop
Deselect:
SHTG A 1 A_Lower
Loop
Select:
SHTG A 1 A_Raise
Loop
Fire:
SHTG A 3
SHTG A 0 A_FireBullets (5.6, 0, 7, 5)
SHTG A 0 A_StartSound("DSSGFIRE", CHAN_WEAPON)
SHTG A 7 A_GunFlash
SHTS A 0 A_Quake(1,4,0,100)
SHTS A 0 A_FireBullets(100, 100, 1000, random(1,2), "BulletPuff", FBF_USEAMMO|FBF_NORANDOM)
SHTS A 0 A_StartSound("weapons/sshotf", CHAN_WEAPON)
SHTS A 0 A_GunFlash
SHTS A 0 A_Recoil(80)
SHTS A 1 A_SetPitch(pitch-5)
SHTS AAAB 1 A_SetPitch(pitch+1)
SHTS B 0 A_Quake(1,4,0,100)
SHTS B 0 A_FireBullets(50, 50, 500, 1, "BulletPuff", FBF_USEAMMO|FBF_NORANDOM)
SHTS B 0 A_StartSound("weapons/sshotf", CHAN_WEAPON)
SHTS B 0 A_GunFlash
SHTS B 0 A_Recoil(40)
SHTS B 1 A_SetPitch(pitch-5)
SHTS BBCC 1 A_SetPitch(pitch+1)
SHTS C 0 A_FireBullets(10, 10, 100, 1, "BulletPuff", FBF_USEAMMO|FBF_NORANDOM)
SHTS C 0 A_StartSound("weapons/sshotf", CHAN_WEAPON)
SHTS C 0 A_GunFlash
SHTS C 4 A_SetPitch(0)
SHTS ABCABCABC 4
SHTG B 3 A_StartSound("DSCOCKA", CHAN_WEAPON)
SHTG C 3
SHTG D 10 A_StartSound("DSCOCKB", CHAN_WEAPON)
SHTG CB 3
SHTG A 7 A_ReFire
Goto Ready
Flash:
SHTF A 4 Bright A_Light1
SHTF B 3 Bright A_Light2
Goto LightDone
Spawn:
SHOT A -1
Stop
}
}
ACTOR SmallButPackingChaingun : Chaingun replaces Chaingun
{
Weapon.BobRangeX 0.75
Weapon.BobRangeY 0.25
Weapon.BobSpeed 0.75
Weapon.KickBack 30000
Weapon.SelectionOrder 700
Weapon.AmmoUse 50
Weapon.AmmoGive 50
Weapon.AmmoType "Clip"
Inventory.PickupMessage "Got the minigun! Something is off..." // "Got the chaingun"
Obituary "%o was deleted from existence by %k." // "%o was mowed down by %k's chaingun."
Tag "Overcharged Minigun"
States
{
Ready:
CHGG A 1 A_WeaponReady
Loop
Deselect:
CHGG A 1 A_Lower
Loop
Select:
CHGG A 1 A_Raise
Loop
Fire:
CHGG AB 10
CHGG AB 8
CHGG ABAB 6
CHGG ABABABAB 4
CHGG ABABABABABABABAB 2
CHGG ABABABABABABABABABABABABABABABAB 1
CHGG A 0 A_Quake(6,12,0,800)
CHGG A 0 A_FireBullets(150, 50, 3000, 100, "BulletPuff", FBF_USEAMMO|FBF_NORANDOM)
CHGG A 0 A_Recoil(60000)
CHGG A 0 A_StartSound("weapons/sshotf", CHAN_WEAPON)
CHGG A 4 A_SetPitch(-50)
CHGG ABABABABABABABABABABABABABABABAB 1
CHGG ABABABABABABABAB 2 A_SetPitch(pitch+3.125)
CHGG ABABABAB 4 A_SetPitch(0)
CHGG ABAB 6
CHGG AB 8
CHGG B 0 A_ReFire
Goto Ready
Flash:
CHGF A 2 Bright A_Light1
CHGF B 2 Bright A_Light1
Goto LightDone
Spawn:
MGUN A -1
Stop
}
}
ACTOR SingularBullet : Weapon
{
Weapon.SelectionOrder 3700
Weapon.Kickback 100
Weapon.AmmoUse 1
Weapon.AmmoGive 1
Weapon.AmmoType "Clip"
Inventory.PickupMessage "Got a singular bullet!"
Obituary "%o got shot up by a fist and a bullet."
Tag "Singular Bullet"
States
{
Ready:
PUNG A 1 A_WeaponReady
Loop
Deselect:
PUNG A 1 A_Lower
Loop
Select:
PUNG A 1 A_Raise
Loop
Fire:
PUNG A 0 A_JumpIfInventory("CocainePower", 1, "FireCocaine")
BULP HIJABCD 2
BULP E 0 A_StartSound("*fist", CHAN_AUTO)
BULP E 0 A_StartSound("weapons/pistol", CHAN_WEAPON)
BULP E 2 A_FireBullets(0, 0, 1, 20, "BulletPuff", FBF_USEAMMO|FBF_NORANDOM)
BULP FG 2
PUNG A 2 A_ReFire
Goto Ready
FireCocaine:
BULP HIJABCD 1
BULP E 0 A_StartSound("*fist", CHAN_AUTO)
BULP E 0 A_StartSound("weapons/pistol", CHAN_WEAPON)
BULP E 0 A_FireBullets(0, 0, 1, 200, "BulletPuff", FBF_USEAMMO|FBF_NORANDOM)
BULP EEEEEEEE 0 A_FireBullets(4, 4, 1, 20, "BulletPuff", FBF_USEAMMO|FBF_NORANDOM)
BULP E 1 A_FireBullets(0, 0, 1, 200, "BulletPuff", FBF_USEAMMO|FBF_NORANDOM)
BULP FG 1
PUNG A 1 A_ReFire
Goto Ready
Spawn:
BULL A -1
Loop
}
}
ACTOR DuperShotgun : SuperShotgun replaces SuperShotgun
{
Weapon.SelectionOrder 400
Weapon.AmmoUse 6
Weapon.AmmoGive 12
Weapon.AmmoType "Shell"
Inventory.PickupMessage "Got the Duper Shotgun!"
Obituary "%o was eviscerated by %k's Duper Shotgun."
Tag "Duper Shotgun"
States
{
Ready:
SHT2 A 1 A_WeaponReady
Loop
Deselect:
SHT2 A 1 A_Lower
Loop
Select:
SHT2 A 1 A_Raise
Loop
Fire:
SHT2 A 3
SHT2 A 0 A_Quake(6,12,0,800)
SHT2 A 0 A_FireBullets (12, 7, 40, 80, "BulletPuff")
SHT2 A 0 A_PlaySound ("weapons/sshotf", CHAN_WEAPON)
SHT2 A 0 A_GunFlash
SHT2 A 0 A_Recoil(160)
SHT2 A 1 A_SetPitch(pitch-40)
SHT2 AAAAAA 1 A_SetPitch(pitch+6)
SHT2 B 7 A_SetPitch(0)
SHT2 C 7 A_CheckReload
SHT2 D 4 A_OpenShotgun2
SHT2 E 4
SHT2 F 4 A_LoadShotgun2
SHT2 DE 4
SHT2 F 4 A_LoadShotgun2
SHT2 DE 4
SHT2 F 4 A_LoadShotgun2
SHT2 DE 3
SHT2 F 3 A_LoadShotgun2
SHT2 DE 3
SHT2 F 3 A_LoadShotgun2
SHT2 DE 3
SHT2 F 3 A_LoadShotgun2
SHT2 G 6
SHT2 H 6 A_CloseShotgun2
SHT2 A 5 A_ReFire
Goto Ready
// unused states
SHT2 B 7
SHT2 A 3
Goto Deselect
Flash:
SHT2 I 4 Bright A_Light1
SHT2 J 3 Bright A_Light2
Goto LightDone
Spawn:
SGN2 A -1
Stop
}
}
ACTOR Cocaine : Berserk replaces Berserk
{
+COUNTITEM
+INVENTORY.ALWAYSPICKUP
Inventory.PickupMessage "Cocaine!" // "Berserk!"
Inventory.PickupSound "misc/p_pkup"
Tag "Cocaine"
States
{
Spawn:
PSTR A -1
Stop
Pickup:
TNT1 A 0 A_GiveInventory("CocainePower")
TNT1 A 0 HealThing(500, 2500)
Stop
}
}
ACTOR CocainePower : PowerStrength
{
Powerup.Duration -30
Powerup.Color 255, 255, 255, 0.99
+INVENTORY.HUBPOWER
}
ACTOR SawSaw : Chainsaw replaces Chainsaw
{
Weapon.Kickback -100
Weapon.SelectionOrder 2200
Weapon.UpSound "silence"
Weapon.ReadySound "silence"
Inventory.PickupMessage "Got the SawSaw!"
Obituary "%o was grinded up by %k's SawSaw."
Tag "SawSaw"
+WEAPON.MELEEWEAPON
States
{
Ready:
SAWG C 1 A_WeaponReady
Loop
Deselect:
SAWG C 1 A_Lower
Loop
Select:
SAWG C 1 A_Raise
Loop
Fire:
SAWG C 2 A_StartSound("sawfail", CHAN_AUTO, CHANF_OVERLAP)
SAWG DCDCDC 2
SAWG DCDCD 4
SAWG C 2
SAWG C 2 A_StartSound("sawfail", CHAN_AUTO, CHANF_OVERLAP)
SAWG DCDCDC 2
SAWG DCDCD 4
SAWG C 2
SAWG C 2 A_StartSound("sawfail", CHAN_AUTO, CHANF_OVERLAP)
SAWG DCDCDC 2
SAWG DCDCD 4
SAWG C 2
SAWG C 2 A_StartSound("sawfail", CHAN_AUTO, CHANF_OVERLAP)
SAWG DCDC 4
SAWG B 0 A_StartSound("DSSAWSAW", CHAN_AUTO, CHANF_OVERLAP)
SAWG A 1 A_Recoil(-10)
SAWG B 1 A_Saw(silence,silence,100)
SAWG A 1 A_Recoil(-10)
SAWG B 1 A_Saw(silence,silence,100)
SAWG A 1 A_Recoil(-10)
SAWG B 1 A_Saw(silence,silence,100)
SAWG A 1 A_Recoil(-10)
SAWG B 1 A_Saw(silence,silence,100)
SAWG A 1 A_Recoil(-10)
SAWG B 1 A_Saw(silence,silence,100)
SAWG A 1 A_Recoil(-10)
SAWG B 1 A_Saw(silence,silence,100)
SAWG A 1 A_Recoil(-10)
SAWG B 1 A_Saw(silence,silence,100)
SAWG A 1 A_Recoil(-10)
SAWG B 1 A_Saw(silence,silence,100)
SAWG A 1 A_Recoil(-10)
SAWG B 1 A_Saw(silence,silence,100)
SAWG A 1 A_Recoil(-10)
SAWG B 1 A_Saw(silence,silence,100)
SAWG A 1 A_Recoil(-10)
SAWG B 1 A_Saw(silence,silence,100)
SAWG A 1 A_Recoil(-10)
SAWG B 1 A_Saw(silence,silence,100)
SAWG A 1 A_Recoil(-10)
SAWG B 1 A_Saw(silence,silence,100)
SAWG A 1 A_Recoil(-10)
SAWG B 1 A_Saw(silence,silence,100)
SAWG A 1 A_Recoil(-10)
SAWG B 1 A_Saw(silence,silence,100)
SAWG A 1 A_Recoil(-10)
SAWG B 1 A_Saw(silence,silence,100)
SAWG A 1 A_Recoil(-10)
SAWG B 1 A_Saw(silence,silence,100)
SAWG A 1 A_Recoil(-10)
SAWG B 1 A_Saw(silence,silence,100)
SAWG A 1 A_Recoil(-10)
SAWG B 1 A_Saw(silence,silence,100)
SAWG A 1 A_Recoil(-10)
SAWG B 1 A_Saw(silence,silence,100)
SAWG A 1 A_Recoil(-10)
SAWG B 1 A_Saw(silence,silence,100)
SAWG A 1 A_Recoil(-10)
SAWG B 1 A_Saw(silence,silence,100)
SAWG A 1 A_Recoil(-10)
SAWG B 1 A_Saw(silence,silence,100)
SAWG A 1 A_Recoil(-10)
SAWG B 1 A_Saw(silence,silence,100)
SAWG A 1 A_Recoil(-10)
SAWG B 1 A_Saw(silence,silence,100)
SAWG A 1 A_Recoil(-10)
SAWG B 1 A_Saw(silence,silence,100)
SAWG A 1 A_Recoil(-10)
SAWG B 1 A_Saw(silence,silence,100)
SAWG A 1 A_Recoil(-10)
SAWG B 1 A_Saw(silence,silence,100)
SAWG A 1 A_Recoil(-10)
SAWG B 1 A_Saw(silence,silence,100)
SAWG A 1 A_Recoil(-10)
SAWG B 1 A_Saw(silence,silence,100)
SAWG A 1 A_Recoil(-10)
SAWG B 1 A_Saw(silence,silence,100)
SAWG A 1 A_Recoil(-10)
SAWG B 1 A_Saw(silence,silence,100)
SAWG A 1 A_Recoil(-10)
SAWG B 1 A_Saw(silence,silence,100)
SAWG A 1 A_Recoil(-10)
SAWG B 1 A_Saw(silence,silence,100)
SAWG A 1 A_Recoil(-10)
SAWG B 1 A_Saw(silence,silence,100)
SAWG A 1 A_Recoil(-10)
SAWG B 1 A_Saw(silence,silence,100)
SAWG A 1 A_Recoil(-10)
SAWG B 1 A_Saw(silence,silence,100)
SAWG A 1 A_Recoil(-10)
SAWG B 1 A_Saw(silence,silence,100)
SAWG A 1 A_Recoil(-10)
SAWG B 1 A_Saw(silence,silence,100)
SAWG A 1 A_Recoil(-10)
SAWG B 1 A_Saw(silence,silence,100)
SAWG A 1 A_Recoil(-10)
SAWG B 1 A_Saw(silence,silence,100)
SAWG A 1 A_Recoil(-10)
SAWG B 1 A_Saw(silence,silence,100)
SAWG A 1 A_Recoil(-10)
SAWG B 1 A_Saw(silence,silence,100)
SAWG A 1 A_Recoil(-10)
SAWG B 1 A_Saw(silence,silence,100)
SAWG A 1 A_Recoil(-10)
SAWG B 1 A_Saw(silence,silence,100)
SAWG A 1 A_Recoil(-10)
SAWG B 1 A_Saw(silence,silence,100)
SAWG A 1 A_Recoil(-10)
SAWG B 1 A_Saw(silence,silence,100)
SAWG A 1 A_Recoil(-10)
SAWG B 1 A_Saw(silence,silence,100)
SAWG A 1 A_Recoil(-10)
SAWG B 1 A_Saw(silence,silence,100)
SAWG A 1 A_Recoil(-10)
SAWG B 1 A_Saw(silence,silence,100)
SAWG A 1 A_Recoil(-10)
SAWG B 1 A_Saw(silence,silence,100)
SAWG A 1 A_Recoil(-10)
SAWG B 1 A_Saw(silence,silence,100)
SAWG A 1 A_Recoil(-10)
SAWG B 1 A_Saw(silence,silence,100)
SAWG A 1 A_Recoil(-10)
SAWG B 1 A_Saw(silence,silence,100)
SAWG A 1 A_Recoil(-10)
SAWG B 1 A_Saw(silence,silence,100)
SAWG A 1 A_Recoil(-10)
SAWG B 1 A_Saw(silence,silence,100)
SAWG A 1 A_Recoil(-10)
SAWG B 1 A_Saw(silence,silence,100)
SAWG A 1 A_Recoil(-10)
SAWG B 1 A_Saw(silence,silence,100)
SAWG A 1 A_Recoil(-10)
SAWG B 1 A_Saw(silence,silence,100)
SAWG A 1 A_Recoil(-10)
SAWG B 1 A_Saw(silence,silence,100)
SAWG A 1 A_Recoil(-10)
SAWG B 1 A_Saw(silence,silence,100)
SAWG A 1 A_Recoil(-10)
SAWG B 1 A_Saw(silence,silence,100)
SAWG A 1 A_Recoil(-10)
SAWG B 1 A_Saw(silence,silence,100)
SAWG A 1 A_Recoil(-10)
SAWG B 1 A_Saw(silence,silence,100)
SAWG A 1 A_Recoil(-10)
SAWG B 1 A_Saw(silence,silence,100)
SAWG A 1 A_Recoil(-10)
SAWG B 1 A_Saw(silence,silence,100)
SAWG A 1 A_Recoil(-10)
SAWG B 1 A_Saw(silence,silence,100)
SAWG A 1 A_Recoil(-10)
SAWG B 1 A_Saw(silence,silence,100)
SAWG A 1 A_Recoil(-10)
SAWG B 1 A_Saw(silence,silence,100)
SAWG A 1 A_Recoil(-10)
SAWG B 1 A_Saw(silence,silence,100)
SAWG A 1 A_Recoil(-10)
SAWG B 1 A_Saw(silence,silence,100)
SAWG A 1 A_Recoil(-10)
SAWG B 1 A_Saw(silence,silence,100)
SAWG A 1 A_Recoil(-10)
SAWG B 1 A_Saw(silence,silence,100)
SAWG A 1 A_Recoil(-10)
SAWG B 1 A_Saw(silence,silence,100)
SAWG A 1 A_Recoil(-10)
SAWG B 1 A_Saw(silence,silence,100)
SAWG A 1 A_Recoil(-10)
SAWG B 1 A_Saw(silence,silence,100)
SAWG A 1 A_Recoil(-10)
SAWG B 1 A_Saw(silence,silence,100)
SAWG A 1 A_Recoil(-10)
SAWG B 1 A_Saw(silence,silence,100)
SAWG A 1 A_Recoil(-10)
SAWG B 1 A_Saw(silence,silence,100)
SAWG A 1 A_Recoil(-10)
SAWG B 1 A_Saw(silence,silence,100)
SAWG A 1 A_Recoil(-10)
SAWG B 1 A_Saw(silence,silence,100)
SAWG A 1 A_Recoil(-10)
SAWG B 1 A_Saw(silence,silence,100)
SAWG A 1 A_Recoil(-10)
SAWG B 1 A_Saw(silence,silence,100)
SAWG A 1 A_Recoil(-10)
SAWG B 1 A_Saw(silence,silence,100)
SAWG A 1 A_Recoil(-10)
SAWG B 1 A_Saw(silence,silence,100)
SAWG A 1 A_Recoil(-10)
SAWG B 1 A_Saw(silence,silence,100)
SAWG A 1 A_Recoil(-10)
SAWG B 1 A_Saw(silence,silence,100)
SAWG A 1 A_Recoil(-10)
SAWG B 1 A_Saw(silence,silence,100)
SAWG A 1 A_Recoil(-10)
SAWG B 1 A_Saw(silence,silence,100)
SAWG A 1 A_Recoil(-10)
SAWG B 1 A_Saw(silence,silence,100)
SAWG A 1 A_Recoil(-10)
SAWG B 1 A_Saw(silence,silence,100)
SAWG A 1 A_Recoil(-10)
SAWG B 1 A_Saw(silence,silence,100)
SAWG A 1 A_Recoil(-10)
SAWG B 1 A_Saw(silence,silence,100)
SAWG A 1 A_Recoil(-10)
SAWG B 1 A_Saw(silence,silence,100)
SAWG A 1 A_Recoil(-10)
SAWG B 1 A_Saw(silence,silence,100)
SAWG A 1 A_Recoil(-10)
SAWG B 1 A_Saw(silence,silence,100)
SAWG A 1 A_Recoil(-10)
SAWG B 1 A_Saw(silence,silence,100)
SAWG A 1 A_Recoil(-10)
SAWG B 1 A_Saw(silence,silence,100)
SAWG A 1 A_Recoil(-10)
SAWG B 1 A_Saw(silence,silence,100)
SAWG A 1 A_Recoil(-10)
SAWG B 1 A_Saw(silence,silence,100)
SAWG A 1 A_Recoil(-10)
SAWG B 1 A_Saw(silence,silence,100)
SAWG A 1 A_Recoil(-10)
SAWG B 1 A_Saw(silence,silence,100)
SAWG A 1 A_Recoil(-10)
SAWG B 1 A_Saw(silence,silence,100)
SAWG A 1 A_Recoil(-10)
SAWG B 1 A_Saw(silence,silence,100)
SAWG A 1 A_Recoil(-10)
SAWG B 1 A_Saw(silence,silence,100)
SAWG A 1 A_Recoil(-10)
SAWG B 1 A_Saw(silence,silence,100)
SAWG A 1 A_Recoil(-10)
SAWG B 1 A_Saw(silence,silence,100)
SAWG A 1 A_Recoil(-10)
SAWG B 1 A_Saw(silence,silence,100)
SAWG A 1 A_Recoil(-10)
SAWG B 1 A_Saw(silence,silence,100)
SAWG A 1 A_Recoil(-10)
SAWG B 1 A_Saw(silence,silence,100)
SAWG A 1 A_Recoil(-10)
SAWG B 1 A_Saw(silence,silence,100)
SAWG A 1 A_Recoil(-10)
SAWG B 1 A_Saw(silence,silence,100)
SAWG A 1 A_Recoil(-10)
SAWG B 1 A_Saw(silence,silence,100)
SAWG A 1 A_Recoil(-10)
SAWG B 1 A_Saw(silence,silence,100)
SAWG A 1 A_Recoil(-10)
SAWG B 1 A_Saw(silence,silence,100)
SAWG A 1 A_Recoil(-10)
SAWG B 1 A_Saw(silence,silence,100)
SAWG A 1 A_Recoil(-10)
SAWG B 1 A_Saw(silence,silence,100)
SAWG A 1 A_Recoil(-10)
SAWG B 1 A_Saw(silence,silence,100)
SAWG A 1 A_Recoil(-10)
SAWG B 1 A_Saw(silence,silence,100)
SAWG A 1 A_Recoil(-10)
SAWG B 1 A_Saw(silence,silence,100)
SAWG A 1 A_Recoil(-10)
SAWG B 1 A_Saw(silence,silence,100)
SAWG A 1 A_Recoil(-10)
SAWG B 1 A_Saw(silence,silence,100)
SAWG A 1 A_Recoil(-10)
SAWG B 1 A_Saw(silence,silence,100)
SAWG A 0 A_ReFire
Goto Ready
Spawn:
CSAW A -1
Stop
}
}
ACTOR Fucket : Rocket replaces Rocket
{
-ROCKETTRAIL
Speed 20
Damage 10
Obituary "%o rode %k's corpse."
DeathSound "*fist"
States
{
Spawn:
DEBI L 1 Bright
Loop
Death:
MISL B 0 Bright A_Scream
MISL B 0 Bright A_SpawnItemEx("FuckedMarine")
Stop
}
}
ACTOR FuckedMarine : GibbedMarine replaces GibbedMarineExtra
{
+PUSHABLE
+SHOOTABLE
+NOTAUTOAIMED
Health 10
DeathSound "misc/gibbed"
Tag "Fucked fucket"
States
{
Spawn:
DEBI L 1000
GoTo Death
Death:
PLAY W 0 A_SpawnItemEx("ThatThingThatGoesBoom")
PLAY W 0 A_Scream
PLAY W -1
Stop
}
}
ACTOR ThatThingThatGoesBoom
{
Radius 11
Height 8
Speed 20
Damage 20
Projectile
+RANDOMIZE
+DEHEXPLOSION
+ROCKETTRAIL
DeathSound "weapons/rocklx"
Obituary "%o got blown up by a corpse." // ""
States
{
Spawn:
MISL A 1 Bright
GoTo Death
Death:
MISL B 0 Bright A_Scream
MISL B 8 Bright A_Explode
MISL C 6 Bright
MISL D 4 Bright
Stop
}
}
ACTOR BCG9000 : BFG9000 replaces BFG9000
{
Height 20
Weapon.SelectionOrder 2800
Weapon.AmmoUse 10
Weapon.AmmoGive 90
Weapon.AmmoType "Cell"
+WEAPON.NOAUTOFIRE
Inventory.PickupMessage "Got the SBFKAG!"
Tag "SBFKAG"
States
{
Ready:
BFGG A 1 A_WeaponReady
Loop
Deselect:
BFGG A 1 A_Lower
Loop
Select:
BFGG A 1 A_Raise
Loop
Fire:
BFGG A 35 A_BFGSound
BFGG B 0 A_Light0
BFGG B 0 A_FireShotgun
BFGG B 0 A_FireShotgun2
BFGG B 0 A_FireCGun
BFGG B 0 A_FireBFG
BFGG BBBBBBBB 0 A_FireOldBFG
BFGG B 0 A_FireRailgunLeft
BFGG BB 0 A_FireRailgun
BFGG B 0 A_FireRailgunRight
BFGG B 35 A_ReFire
Goto Ready
Flash:
BFGF A 11 Bright A_Light1
BFGF B 6 Bright A_Light2
Goto LightDone
Spawn:
BFUG A -1
Stop
}
}
ACTOR RechargablePlasmaRifleModelv1 : PlasmaRifle replaces PlasmaRifle
{
Weapon.SelectionOrder 100
Weapon.AmmoUse 300
Weapon.AmmoGive 300
Weapon.AmmoType "Cell"
Inventory.PickupMessage "Got the Overcharged Plasma Rifle Model v1!"
Tag "Overcharged Plasma Rifle Model v1"
States
{
Ready:
PLSG A 1 A_WeaponReady
Loop
Deselect:
PLSG A 1 A_Lower
Loop
Select:
PLSG A 1 A_Raise
Loop
Fire:
PLSG A 4 A_Quake(1,4,0,200)
PLSG A 4 A_Quake(2,4,0,250)
PLSG A 3 A_Quake(3,3,0,300)
PLSG A 3 A_Quake(4,3,0,600)
PLSG A 2 A_Quake(5,2,0,800)
PLSG A 8 A_Quake(6,8,0,1000)
PLSG A 8 A_Quake(7,8,0,1200)
PLSG A 35 A_Quake(8,35,0,1600)
PLSG A 0 A_StartSound("Sraka",0,CHANF_DEFAULT,1.0,ATTN_NONE)
PLSG A 3 A_FirePlasma
PLSG B 20 A_ReFire
Goto Ready
Flash:
PLSF A 4 Bright A_Light1
Goto LightDone
PLSF B 4 Bright A_Light1
Goto LightDone
Spawn:
PLAS A -1
Stop
}
}
ACTOR PlasmaTesticle : PlasmaBall replaces PlasmaBall
{
Radius 13
Height 8
Speed 10
Damage 1
Projectile
+RANDOMIZE
+ZDOOMTRANS
+FORCEPAIN
RenderStyle Add
Alpha 0.75
SeeSound "Sraka"
DeathSound "*fist"
Obituary "%o had his testicles tickled by %k."
States
{
Spawn:
PLSS AB 6 Bright
Loop
Death:
PLSE ABCD 8 Bright
PLSE E 17 Bright
PLSE D 4 Bright
PLSE C 3 Bright
PLSE B 2 Bright
PLSE A 0 Bright A_StartSound("weapons/rocklx",0,CHANF_DEFAULT,1.0,ATTN_NONE,0.9)
PLSE AAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 Bright A_SpawnItemEx("ThatThingThatGoesBoom",random(-25,25),random(-25,25),random(-25,25),random(-100,100),random(-100,100),random(-100,100))
PLSE AAAAAAAAAAAAAA 0 Bright A_SpawnItemEx("ThatThingThatGoesBoom",random(-12,12),random(-12,12),random(-12,12),random(-50,50),random(-50,50),random(-50,50))
PLSE AAAAAAAA 0 Bright A_SpawnItemEx("ThatThingThatGoesBoom",random(-6,6),random(-6,6),random(-6,6),random(-25,25),random(-25,25),random(-25,25))
PLSE AAAA 0 Bright A_SpawnItemEx("ThatThingThatGoesBoom",random(-3,3),random(-3,3),random(-3,3),random(-10,10),random(-10,10),random(-10,10))
PLSE AA 0 Bright A_SpawnItemEx("ThatThingThatGoesBoom",random(-1,1),random(-1,1),random(-1,1),random(-5,5),random(-5,5),random(-5,5))
PLSE A 1 Bright A_SpawnItemEx("PlasmaNuke")
Stop
}
}
ACTOR PlasmaNuke : ThatThingThatGoesBoom
{
Scale 25.0
+FOILINVUL
+FOILBUDDHA
+EXTREMEDEATH
+FORCERADIUSDMG
+FORCEPAIN
Obituary "%o got wiped from existence."
States
{
Spawn:
MISL A 1 Bright
GoTo Death
Death:
MISL B 16 Bright A_Explode(100000,100000)
MISL C 12 Bright
MISL D 8 Bright A_Explode(1,100000)
Stop
}
}
ACTOR MarineBox : RocketAmmo replaces RocketBox
{
Inventory.PickupMessage "Picked up a chonk fucket."
Inventory.Amount 5
States
{
Spawn:
PLAY ABCD 6 A_SetScale(1,0.40)
Loop
}
}
ACTOR MarineAmmo : RocketAmmo replaces RocketAmmo
{
Scale 0.5
Inventory.PickupMessage "Picked up a fucket."
Inventory.Amount 1
Inventory.MaxAmount 50
Ammo.BackpackAmount 1
Ammo.BackpackMaxAmount 100
Inventory.Icon "PLAYA0"
States
{
Spawn:
PLAY ABCD 4
Loop
}
}
ACTOR MarineLauncher : RocketLauncher replaces RocketLauncher
{
Weapon.SelectionOrder 2500
Weapon.AmmoUse 1
Weapon.AmmoGive 2
Weapon.AmmoType "RocketAmmo"
Inventory.PickupMessage "Got the fucket launcher!"
Tag "Fucket Launcher"
}
ACTOR MarineGrenade : DoomWeapon
{
Weapon.SelectionOrder 2500
Weapon.AmmoUse 1
Weapon.AmmoGive 1
Weapon.AmmoType "RocketAmmo"
States
{
Ready:
MNGR A 1 A_WeaponReady
Loop
Deselect:
MNGR A 1 A_Lower
Loop
Select:
MNGR A 1 A_Raise
Loop
Fire:
MNGR ABCDDC 3
MNGR E 3 A_FireProjectile("FucketGrenadeGravity")
MNGR FGH 2
MNGR I 2 A_ReFire
Goto Ready
}
}
ACTOR FucketGrenadeGravity : Fucket
{
Speed 20
Gravity 0.5
BounceType Grenade
BounceCount 5
-NOGRAVITY
States
{
Spawn:
DEBI L 140
GoTo Death
Death:
PLAY W 0 A_SpawnItemEx("ThatThingThatGoesBoom")
PLAY W 0 A_Scream
PLAY W -1
Stop
}
}
ACTOR CorpseTosser : Cyberdemon replaces Cyberdemon
{
Tag "Corpse Tosser"
States
{
XDeath:
CYBG A 4
CYBG B 4 A_XScream
CYBG C 4 A_NoBlocking
CYBG D -1
Stop
}
}
Actor FucketSpawnLocation : PainElemental 26016
{
Tag "Fucket Spawner"
States
{
Missile:
PAIN D 5 A_FaceTarget
PAIN E 5 A_FaceTarget
PAIN F 5 Bright A_FaceTarget
TNT1 A 0 A_PlaySound("Sraka")
PAIN F 0 Bright A_SpawnProjectile("FucketGrenadeGravity", 32, 0, -10)
PAIN F 0 Bright A_SpawnProjectile("FucketGrenadeGravity", 32, 0, -5)
PAIN F 0 Bright A_SpawnProjectile("FucketGrenadeGravity", 32, 0, 0)
PAIN F 0 Bright A_SpawnProjectile("FucketGrenadeGravity", 32, 0, 5)
PAIN F 0 Bright A_SpawnProjectile("FucketGrenadeGravity", 32, 0, 10)
Goto See
Death:
PAIN H 8 Bright
PAIN I 8 Bright A_Scream
PAIN JK 8 Bright
PAIN L 1 Bright A_SpawnProjectile("FucketGrenadeGravity", 32, 0, 0, 0, CMF_AIMDIRECTION)
PAIN L 1 Bright A_SpawnProjectile("FucketGrenadeGravity", 32, 0, 0, 45, CMF_AIMDIRECTION)
PAIN L 1 Bright A_SpawnProjectile("FucketGrenadeGravity", 32, 0, 0, 90, CMF_AIMDIRECTION)
PAIN L 1 Bright A_SpawnProjectile("FucketGrenadeGravity", 32, 0, 0, 135, CMF_AIMDIRECTION)
PAIN L 1 Bright A_SpawnProjectile("FucketGrenadeGravity", 32, 0, 0, 180, CMF_AIMDIRECTION)
PAIN L 1 Bright A_SpawnProjectile("FucketGrenadeGravity", 32, 0, 0, 225, CMF_AIMDIRECTION)
PAIN L 1 Bright A_SpawnProjectile("FucketGrenadeGravity", 32, 0, 0, 270, CMF_AIMDIRECTION)
PAIN L 1 Bright A_SpawnProjectile("FucketGrenadeGravity", 32, 0, 0, 359, CMF_AIMDIRECTION)
PAIN M 8 Bright
Stop
}
}
ACTOR TheNuker : Cyberdemon 26017
{
Tag "The Nuker"
States
{
Missile:
CYBR EEEF 8 A_FaceTarget
CYBR F 4 A_SpawnProjectile("PlasmaTesticle")
CYBR A 8 A_FaceTarget
CYBR FFF 2 A_SpawnProjectile("PlasmaTesticle")
Goto See
XDeath:
CYBG A 4
CYBG B 4 A_XScream
CYBG C 4 A_NoBlocking
CYBG D -1
Stop
}
}
Actor NuclearFucket : CustomInventory 26018 {
Tag "Nuclear Fucket (goes boom)"
Inventory.PickupMessage "You stepped on a nuclear fucket."
States {
Spawn:
PLAY ABCD 6 Bright A_SetScale(1,0.40)
Loop
Pickup:
TNT1 A 0 A_PlaySound("Sraka")
TNT1 A 0 A_SpawnItemEx("PlasmaNuke")
}
}
Actor ZoomPunch : Fist {
Weapon.SlotNumber 1
States {
Fire:
ZOOM A 0 A_JumpIfInventory("CocainePower", 1, "FireCocaine")
ZOOM A 20 A_PlaySound("ZUMUPANCHI")
ZOOM A 4
ZOOM B 4
ZOOM C 6 A_CustomPunch(10, false, 0, "", 200)
ZOOM D 4
ZOOM B 4
ZOOM A 4 A_ReFire
goto Ready
FireCocaine:
ZOOM A 1 A_PlaySound("ZUMUPANCHIcocaine")
ZOOM A 1
ZOOM B 1
ZOOM C 3 A_CustomPunch(100, false, 0, "", 300)
ZOOM D 2
ZOOM B 2
ZOOM A 2 A_ReFire
goto Ready
}
}
ACTOR SingularBulletAmmo : Clip
{
Inventory.PickupMessage "Got a singular bullet!"
Tag "Singular Bullet"
Inventory.Amount 1
States
{
Spawn:
BULL A -1
Stop
}
}
ACTOR TechnoSpiderDriver : SpiderMastermind 26019
{
Tag "Technospider w/ Tough Sailor"
States
{
Death:
SPID J 20 A_Scream
SPID K 5 A_NoBlocking
SPID K 5 A_SpawnItemEx("DriverSailor")
SPID LMNOPQR 10
SPID S -1
Stop
}
}
ACTOR DriverSailor : WolfensteinSS 26020
{
Health 100
Speed 12
PainChance 200
ReactionTime 2
Dropitem "ClipBox"
Tag "Tough Sailor"
States
{
Missile:
SSWV E 3 A_FaceTarget
SSWV F 3 A_FaceTarget
SSWV G 1 Bright A_CPosAttack
SSWV G 1 Bright A_CPosAttack
SSWV F 3 A_FaceTarget