PWAD_ /ù // -------------------------------------------------------------------------- // // Shotgun 3 // // -------------------------------------------------------------------------- ACTOR SuperShotgun2 : Weapon { Game Doom SpawnID 33 Weapon.SelectionOrder 400 Weapon.AmmoUse 2 Weapon.AmmoGive 8 Weapon.AmmoType "Shell" Inventory.PickupMessage "Amazing! You found the triple shotgun!" Obituary "%o couldn't dodge %k's 3 barrel shotgun." States { Ready: SHT3 A 1 A_WeaponReady Loop Deselect: SHT3 A 1 A_Lower Loop Select: SHT3 A 1 A_Raise Loop Fire: SHT3 A 3 SHT3 A 1 A_PlaySound("triplebarrel/fire") SHT3 A 1 A_FireShotgun SHT3 A 7 A_FireShotgun2 SHT2 B 7 SHT2 C 7 A_CheckReload SHT2 D 7 A_OpenShotgun2 SHT2 E 7 SHT2 F 7 A_LoadShotgun2 SHT2 G 6 SHTG BC 1 SHTG D 2 SHT2 H 6 A_CloseShotgun2 SHT2 A 5 A_ReFire Goto Ready // unused states SHT2 B 7 SHT2 A 3 Goto Deselect Flash: SHT3 I 4 Bright A_Light1 SHT3 J 3 Bright A_Light2 Goto LightDone Spawn: SGN3 A -1 Stop } } // -------------------------------------------------------------------------- // // Plasma rifle 2 // // -------------------------------------------------------------------------- ACTOR PlasmaRifle2 : Weapon { Game Doom SpawnID 30 Weapon.SelectionOrder 100 Weapon.AmmoUse 1 Weapon.AmmoGive 800 Weapon.AmmoType "Cell" Inventory.PickupMessage "Congraultions! You have recieved the ultimate plasma rifle!" States { Ready: PLSG A 1 A_WeaponReady Loop Deselect: PLSG A 1 A_Lower Loop Select: PLSG A 1 A_Raise Loop Fire: UPLS A 25 A_PlaySound ("ultimateplasmarifle/charge") UPLS B 15 UPLS A 1 A_FirePlasma UPLS A 1 A_FireCustomMissile("FirePlasma",0,1,8,8,0) UPLS A 1 A_FireCustomMissile("SpayerBolt",0,1,8,-8,0) UPLS A 1 A_FireCustomMissile("ElectricShockerBolt",0,1,8,20,10) UPLS A 1 A_FireCustomMissile("TerrorBolt",0,1,8,-8,-32) UPLS A 1 A_FireCustomMissile("FireBolt",0,1,8,-8,-28) UPLS A 1 A_FirePlasma UPLS A 1 A_FireCustomMissile("FirePlasma",0,1,8,8,0) UPLS A 1 A_FireCustomMissile("SpayerBolt",0,1,8,-8,0) UPLS A 1 A_FireCustomMissile("ElectricShockerBolt",0,1,8,20,10) UPLS A 1 A_FireCustomMissile("FireBolt",0,1,8,-8,-28) UPLS A 1 A_FirePlasma UPLS A 1 A_FireCustomMissile("FirePlasma",0,1,8,8,0) UPLS A 1 A_FireCustomMissile("SpayerBolt",0,1,8,-8,0) UPLS A 1 A_FireCustomMissile("ElectricShockerBolt",0,1,8,20,10) UPLS A 1 A_FireCustomMissile("FireBolt",0,1,8,-8,-28) UPLS A 1 A_FirePlasma UPLS A 1 A_FireCustomMissile("FirePlasma",0,1,8,8,0) UPLS A 1 A_FireCustomMissile("SpayerBolt",0,1,8,-8,0) UPLS A 1 A_FireCustomMissile("ElectricShockerBolt",0,1,8,20,10) UPLS A 1 A_FireCustomMissile("FireBolt",0,1,8,-8,-28) UPLS A 1 A_FirePlasma UPLS A 1 A_FireCustomMissile("FirePlasma",0,1,8,8,0) UPLS A 1 A_FireCustomMissile("SpayerBolt",0,1,8,-8,0) UPLS A 1 A_FireCustomMissile("ElectricShockerBolt",0,1,8,20,10) UPLS A 1 A_FireCustomMissile("FireBolt",0,1,8,-8,-28) UPLS A 1 A_FirePlasma UPLS A 1 A_FireCustomMissile("FirePlasma",0,1,8,8,0) UPLS A 1 A_FireCustomMissile("SpayerBolt",0,1,8,-8,0) UPLS A 1 A_FireCustomMissile("ElectricShockerBolt",0,1,8,20,10) UPLS A 1 A_FireCustomMissile("FireBolt",0,1,8,-8,-28) UPLS A 1 A_FirePlasma UPLS A 1 A_FireCustomMissile("FirePlasma",0,1,8,8,0) UPLS A 1 A_FireCustomMissile("SpayerBolt",0,1,8,-8,0) UPLS A 1 A_FireCustomMissile("ElectricShockerBolt",0,1,8,20,10) UPLS A 1 A_FireCustomMissile("FireBolt",0,1,8,-8,-28) UPLS A 1 A_FirePlasma UPLS A 1 A_FireCustomMissile("FirePlasma",0,1,8,8,0) UPLS A 1 A_FireCustomMissile("SpayerBolt",0,1,8,-8,0) UPLS A 1 A_FireCustomMissile("ElectricShockerBolt",0,1,8,20,10) UPLS A 1 A_FireCustomMissile("FireBolt",0,1,8,-8,-28) UPLS A 1 A_FirePlasma UPLS A 1 A_FireCustomMissile("FirePlasma",0,1,8,8,0) UPLS A 1 A_FireCustomMissile("SpayerBolt",0,1,8,-8,0) UPLS A 1 A_FireCustomMissile("ElectricShockerBolt",0,1,8,20,10) UPLS A 1 A_FireCustomMissile("FireBolt",0,1,8,-8,-28) UPLS A 1 A_FirePlasma UPLS A 1 A_FireCustomMissile("FirePlasma",0,1,8,8,0) UPLS A 1 A_FireCustomMissile("SpayerBolt",0,1,8,-8,0) UPLS A 1 A_FireCustomMissile("ElectricShockerBolt",0,1,8,20,10) UPLS A 1 A_FireCustomMissile("TerrorBolt",0,1,8,-8,-32) UPLS A 1 A_FireCustomMissile("FireBolt",0,1,8,-8,-28) UPLS A 1 A_FirePlasma UPLS A 1 A_FireCustomMissile("FirePlasma",0,1,8,8,0) UPLS A 1 A_FireCustomMissile("SpayerBolt",0,1,8,-8,0) UPLS A 1 A_FireCustomMissile("ElectricShockerBolt",0,1,8,20,10) UPLS A 1 A_FireCustomMissile("TerrorBolt",0,1,8,-8,-32) UPLS A 1 A_FireCustomMissile("FireBolt",0,1,8,-8,-28) UPLS A 1 A_FirePlasma UPLS A 1 A_FireCustomMissile("FirePlasma",0,1,8,8,0) UPLS A 1 A_FireCustomMissile("SpayerBolt",0,1,8,-8,0) UPLS A 1 A_FireCustomMissile("ElectricShockerBolt",0,1,8,20,10) UPLS A 1 A_FireCustomMissile("TerrorBolt",0,1,8,-8,-32) UPLS A 1 A_FireCustomMissile("FireBolt",0,1,8,-8,-28) UPLS A 1 A_FirePlasma UPLS A 1 A_FireCustomMissile("FirePlasma",0,1,8,8,0) UPLS A 1 A_FireCustomMissile("SpayerBolt",0,1,8,-8,0) UPLS A 1 A_FireCustomMissile("ElectricShockerBolt",0,1,8,20,10) UPLS A 1 A_FireCustomMissile("TerrorBolt",0,1,8,-8,-32) UPLS A 1 A_FireCustomMissile("FireBolt",0,1,8,-8,-28) UPLS A 1 A_FirePlasma UPLS A 1 A_FireCustomMissile("FirePlasma",0,1,8,8,0) UPLS A 1 A_FireCustomMissile("SpayerBolt",0,1,8,-8,0) UPLS A 1 A_FireCustomMissile("ElectricShockerBolt",0,1,8,20,10) UPLS A 1 A_FireCustomMissile("TerrorBolt",0,1,8,-8,-32) UPLS A 1 A_FireCustomMissile("FireBolt",0,1,8,-8,-28) UPLS A 1 A_FireCustomMissile("FireBolt",0,1,8,-8,-28) UPLS A 1 A_FireCustomMissile("FireBolt",0,1,8,-8,-28) UPLS B 20 A_ReFire Goto Ready Flash: PLSF A 4 Bright A_Light1 Goto LightDone PLSF B 4 Bright A_Light1 Goto LightDone Spawn: UPSG A -1 Stop } } ACTOR FirePlasma { Game Doom SpawnID 51 Radius 13 Height 8 Speed 25 Damage 10 Projectile +RANDOMIZE RenderStyle Add Alpha 0.75 SeeSound "weapons/plasmaf" DeathSound "weapons/plasmax" Obituary "$OB_MPPLASMARIFLE" States { Spawn: FIRE AB 6 Bright Loop Death: FIRS ABCDE 4 Bright Stop } } ACTOR SpayerBolt { Game Doom SpawnID 51 Radius 13 Height 8 Speed 25 Damage 15 Projectile +RANDOMIZE RenderStyle Add Alpha 0.75 SeeSound "weapons/plasmaf" DeathSound "weapons/plasmax" Obituary "$OB_MPPLASMARIFLE" States { Spawn: BOLT AB 6 Bright Loop Death: BOLS ABCDE 4 Bright Stop } } ACTOR TerrorOrb { Game Doom SpawnID 51 Radius 13 Height 8 Speed 25 Damage 25 Projectile +RANDOMIZE RenderStyle Add Alpha 0.75 SeeSound "weapons/plasmaf" DeathSound "weapons/plasmax" Obituary "$OB_MPPLASMARIFLE" States { Spawn: TRBL AB 6 Bright Loop Death: TRBL ABCDE 4 Bright Stop } } ACTOR ElectricShockerBolt { Game Doom SpawnID 51 Radius 13 Height 8 Speed 25 Damage 20 Projectile +RANDOMIZE RenderStyle Add Alpha 0.75 SeeSound "yellowplasma/fire" DeathSound "yellowplasma/hit" Obituary "$OB_MPPLASMARIFLE" States { Spawn: GOLD AB 6 Bright Loop Death: GOLS ABCDE 4 Bright Stop } } ACTOR FireBolt { Game Doom SpawnID 51 Radius 13 Height 8 Speed 25 Damage 25 Projectile +RANDOMIZE RenderStyle Add Alpha 0.75 SeeSound "yellowplasma/fire" DeathSound "yellowplasma/hit" Obituary "$OB_MPPLASMARIFLE" States { Spawn: FLAM AB 6 Bright Loop Death: FLAX ABCDE 4 Bright Stop } } // -------------------------------------------------------------------------- // // Medikit // // -------------------------------------------------------------------------- ACTOR PortaMedikit : Weapon replaces Medikit { Weapon.SelectionOrder 3700 Weapon.Kickback 100 Obituary "$OB_MPFIST" States { Ready: MEDK A 1 A_WeaponReady Loop Deselect: MEDK B 1 A_Lower Loop Select: MEDK A 1 A_Raise Loop Fire: MEDK A 1 A_Lower MEDK A 1 A_FireCustomMissile("HealerBall",0,1,8,8,0) MEDK B 1 A_Raise MEDK B 5 A_ReFire Goto Ready Spawn: MEDI A -1 Stop } } ACTOR HealerBall { Game Doom SpawnID 51 Radius 13 Height 8 Speed 25 Damage -1 Projectile +RANDOMIZE RenderStyle Add Alpha 0.75 SeeSound "weapons/plasmaf" DeathSound "weapons/plasmax" Obituary "$OB_MPPLASMARIFLE" States { Spawn: PLSS AB 6 Bright Loop Death: PLSE ABCDE 4 Bright Stop } } // -------------------------------------------------------------------------- // // Quadrouple shotgun // // -------------------------------------------------------------------------- ACTOR HeroShotgun : Weapon { Game Doom SpawnID 33 Weapon.SelectionOrder 400 Weapon.AmmoUse 2 Weapon.AmmoGive 8 Weapon.AmmoType "Shell" Inventory.PickupMessage "Oh my gosh here is the hero's shotgun! You have became a true hero!" Obituary "%o was sealed down by %k's legendary hero's shotgun!" States { Ready: SHT2 A 1 A_WeaponReady Loop Deselect: SHT2 A 1 A_Lower Loop Select: SHT2 A 1 A_Raise Loop Fire: SHT4 A 3 SHT4 A 1 A_PlaySound("heroshotgun/fire") SHT4 A 1 A_FireShotgun2 SHT4 A 7 A_FireShotgun2 SHT4 B 7 SHT4 C 7 A_CheckReload SHT4 D 7 A_OpenShotgun2 SHT4 E 7 SHT2 F 7 A_LoadShotgun2 SHT4 E 7 SHT2 F 7 A_LoadShotgun2 SHT4 G 6 SHT4 H 6 A_CloseShotgun2 SHT4 A 5 A_ReFire Goto Ready // unused states SHT2 B 7 SHT2 A 3 Goto Deselect Flash: SHT4 I 4 Bright A_Light1 SHT4 J 3 Bright A_Light2 Goto LightDone Spawn: SGN4 A -1 Stop } } // -------------------------------------------------------------------------- // // Ender Pistol // // -------------------------------------------------------------------------- ACTOR OneShotPistol : DoomWeapon 5010 { Weapon.SelectionOrder 1900 Weapon.AmmoUse 1 Weapon.AmmoGive 1 Weapon.AmmoType "none" Obituary "$OB_MPPISTOL" Inventory.Pickupmessage "You got the end it all pistol, too bad its extremely rare and you only get one bullet." States { Ready: PISG A 1 A_WeaponReady Loop Deselect: PISG A 1 A_Lower Loop Select: PISG A 1 A_Raise Loop Fire: PISG A 4 PISG A 1 A_FireShotgun2 PISG A 1 A_FireShotgun2 PISG A 1 A_FireShotgun2 PISG A 1 A_FireShotgun2 PISG A 1 A_FireShotgun2 PISG A 1 A_FireShotgun2 PISG A 1 A_FireShotgun2 PISG A 1 A_FireShotgun2 PISG C 4 PISG B 5 A_ReFire Goto Ready Flash: PISF A 7 Bright A_Light1 Goto LightDone PISF A 7 Bright A_Light1 Goto LightDone Spawn: PIST A -1 Stop } } // -------------------------------------------------------------------------- // // Mini Triple Barreled Rocket Launcher // // -------------------------------------------------------------------------- ACTOR MiniRocketLauncher : Weapon { Game Doom SpawnID 29 Weapon.SelectionOrder 2500 Weapon.AmmoUse 1 Weapon.AmmoGive 2 Weapon.AmmoType "RocketAmmo" +WEAPON.NOAUTOFIRE Inventory.PickupMessage "$GOTLAUNCHER" States { Ready: MISG A 1 A_WeaponReady Loop Deselect: MISG A 1 A_Lower Loop Select: MISG A 1 A_Raise Loop Fire: MISG B 8 A_GunFlash MISG B 8 A_FireCustomMissile("MiniRocket",0,1,8,0,0) MISG B 8 A_FireCustomMissile("MiniRocket",0,1,8,0,0) MISG B 8 A_FireCustomMissile("MiniRocket",0,1,8,0,0) MISG B 0 A_ReFire Goto Ready Flash: MISF A 3 Bright A_Light1 MISF B 4 Bright MISF CD 4 Bright A_Light2 Goto LightDone Spawn: LAUN A -1 Stop } } ACTOR MiniRocket { Game Doom SpawnID 127 Radius 11 Height 8 Speed 25 Damage 15 Projectile +RANDOMIZE +DEHEXPLOSION +ROCKETTRAIL SeeSound "weapons/rocklf" DeathSound "weapons/rocklx" Obituary "$OB_MPROCKET" States { Spawn: MISL A 1 Bright Loop Death: MISL B 8 Bright A_Explode MISL C 6 Bright MISL D 4 Bright Stop } } // -------------------------------------------------------------------------- // // Mega Chaingun // // -------------------------------------------------------------------------- ACTOR MegaChaingun : Weapon { Game Doom SpawnID 28 Weapon.SelectionOrder 700 Weapon.AmmoUse 1 Weapon.AmmoGive 20 Weapon.AmmoType "Clip" Inventory.PickupMessage "$GOTCHAINGUN" Obituary "$OB_MPCHAINGUN" 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 3 A_FireCGun CHGG AB 0 A_FireCGun CHGG AB 3 A_FireCGun CHGG AB 0 A_FireCGun CHGG AB 2 A_FireCGun CHGG AB 0 A_FireCGun CHGG AB 2 A_FireCGun CHGG AB 0 A_FireCGun CHGG AB 2 A_FireCGun CHGG AB 0 A_FireCGun CHGG AB 2 A_FireCGun CHGG AB 0 A_FireCGun CHGG B 0 A_ReFire Goto Ready Flash: CHGF A 5 Bright A_Light1 Goto LightDone CHGF B 5 Bright A_Light2 Goto LightDone Spawn: MGUN A -1 Stop } } // -------------------------------------------------------------------------- // // Super Chaingun // // -------------------------------------------------------------------------- ACTOR SuperChaingun : Weapon { Game Doom SpawnID 28 Weapon.SelectionOrder 700 Weapon.AmmoUse 4 Weapon.AmmoGive 20 Weapon.AmmoType "Shell" Inventory.PickupMessage "$GOTCHAINGUN" Obituary "$OB_MPCHAINGUN" States { Ready: CSHT A 1 A_WeaponReady Loop Deselect: CSHT A 1 A_Lower Loop Select: CSHT A 1 A_Raise Loop Fire: CSHT C 4 A_FireShotgun CSHT D 1 A_FireShotgun CSHT C 1 A_FireShotgun CSHT D 0 A_ReFire Goto Ready Flash: CSHT C 5 Bright A_Light1 Goto LightDone CSHT D 5 Bright A_Light2 Goto LightDone Spawn: MGUN A -1 Stop } } ultimateplasmarifle/charge DSULCHAR triplebarrel/fire DSSHTGN2 heroshotgun/fire DSSHTGN3 yellowplasma/fire BLSSHT yellowplasma/hit BLSHIT weapons/chngun DSMEGACF weaponsection Doom2Enhanced setslot 1 Fist Chainsaw PortaMedikit setslot 2 Pistol OneShotPistol setslot 3 Shotgun SuperShotgun SuperShotgun2 HeroShotgun setslot 4 ChainGun SuperChaingun setslot 5 RocketLauncher MiniRocketLauncher setslot 6 PlasmaRifle setslot 7 BFG9000 PlasmaRifle2 +P" 77777777777777777&4LÿcIK9(2;G (@FD;>L 4 \'@p¹0%Ÿ¥ª™ÒÿÆ•aFH?>?Ik‡ž®ºº™ˆ‘œžŠoX_l›Ã‰y¬‚”•’™šˆS
sN3*aaDKUG?‘³•‘¶îǪÀ¨®¤„»™ž²‡[THUKJ]`‰ZQ>€Æ†]t„•d\wr\„›u‹Õè6Mn¯ŸL6=^›˜`(%*Rps\ngbŒ·Â»†„ûõÊ~}ÎøÛ–^a³Õ¦\;…ŠW 0rwA >€‰ˆfcw·Øº¥„îúµ{}ºçÓ—m~©¦˜yjbmtp[C2Q^TQ=?ixdmg]€„††…ƒˆŠ‡ˆˆˆˆˆˆ†‡………ƒ…„„„‚€~zxwtttttrrwwxxzz‚„ˆŒ’’ŠŠˆ„~zurpoommmorpuvz|‚„††ˆŒŠ‡‰‰ˆˆ†‚„~~|}}}}}vyywttsppqommkmppux~€ˆŒ”™™’‘‘ŽŠ†€zusokknoqpsuux~‚„…‡…ƒ‚~~||€|yz†Œ‰‡„rjw`mÿJfFV= (A¢±ÿ.¢”‡†‡hN9*#Ig,1y[w…Š”™~ˆÀî°r‚O6=7:9@_{”§¸½Ÿ—žœ„fNTb“½†y°‰ž› ŸŒT;MyuJje^faT:U[Lcg}¢®”¦±³« ¯ÌÄ£¤˜˜‹ƒ m^uHF,>sR6/iiPV^QD•³’¯æ½ž¶œ ˜x”¹œÌÿÿÚÔÉ‘³S Úï ÁÿÿýÞå½âØ VhÖ+oÞÿÿ v„ " 9[Bßÿÿ¿}L KsU ?ºÿ×Ø–‹¹êó×{Se±é߇¾ÿëôâÛÿÿöÿÿþÿÿÿÿÿ’ 7uuåѶÔÿÿæW¥Ãþÿæµ³Âmò47I, K- 'B $FeJ 6$§KîÿùËÍéÿôÉÃÊùÿÿÿÏÖäûÿñ³ ÿçÈëÌÕåþÿÿÿ¯5W¢±²j<