PWAD" f Actor IsInTeleporta : Key
{
Scale 0.35
Inventory.PickupMessage "teleporting"
Inventory.Icon "ARTISAF"
+INVENTORY.UNDROPPABLE
States
{
Spawn:
KEY5 A -1
Stop
}}
Actor IsInTeleporta1 : Key
{
Scale 0.35
Inventory.PickupMessage "teleporting"
Inventory.Icon "ARTISAF"
+INVENTORY.UNDROPPABLE
States
{
Spawn:
KEY5 A -1
Stop
}}
Actor IsInTeleporta2 : Key
{
Scale 0.35
Inventory.PickupMessage "teleporting"
Inventory.Icon "ARTISAF"
+INVENTORY.UNDROPPABLE
States
{
Spawn:
KEY5 A -1
Stop
}}
Actor ActivatedDynamite : Key
{
Scale 0.35
Inventory.PickupMessage "teleporting"
Inventory.Icon "ARTISAF"
+INVENTORY.UNDROPPABLE
States
{
Spawn:
KEY5 A -1
Stop
}}
Actor GreenfallMarker : MapMarker 13811
{
//$Category Marsis_map_ONLY
Scale 0.2
+NOBLOCKMAP
+NOGRAVITY
+DONTSPLASH
+INVISIBLE
States
{
Spawn:
MPK1 A -1
Stop
}}
Actor FiredecMarker : MapMarker 13812
{
//$Category Marsis_map_ONLY
Scale 0.2
+NOBLOCKMAP
+NOGRAVITY
+DONTSPLASH
+INVISIBLE
States
{
Spawn:
FFLG FGHIJKLMNOPQ 3
Loop
}}
Actor CC3Stalagmite
{
Game Doom
Radius 16
Height 48
+SOLID
States
{
Spawn:
CC3L A -1
Stop
}}
Actor Pentagram_Marker : MapMarker 13631
{
//$Category Marsis_map_ONLY
Scale 0.5
+NOBLOCKMAP
+NOGRAVITY
+DONTSPLASH
+INVISIBLE
States
{
Spawn:
PENT A -1
Stop
}}
Actor Dynamite_Marker : MapMarker 13635
{
//$Category Marsis_map_ONLY
Scale 0.5
+NOBLOCKMAP
+NOGRAVITY
+DONTSPLASH
+INVISIBLE
States
{
Spawn:
DYNA A -1
Stop
}}
Actor Keycard_LV4 : Key 13632
{
//$Category Marsis_map_ONLY
SpawnID 86
Scale 0.15
Inventory.PickupMessage "Pocketed Keycard Level_4"
Inventory.Icon "ARTISAF"
+INVENTORY.UNDROPPABLE
States
{
Spawn:
CRD1 A -1
Stop
}}
Actor Keycard_LV7 : Key 13633
{
//$Category Marsis_map_ONLY
SpawnID 86
Scale 0.15
Inventory.PickupMessage "Pocketed Keycard Level_7"
Inventory.Icon "ARTISAF"
+INVENTORY.UNDROPPABLE
States
{
Spawn:
CRD2 A -1
Stop
}}
Actor Dynamitekey: Key 13634
{
//$Category Marsis_map_ONLY
SpawnID 86
Scale 0.7
Inventory.PickupMessage "Found some dynamite."
Inventory.Icon "ARTISAF"
+INVENTORY.UNDROPPABLE
States
{
Spawn:
DYNA A -1
Stop
}}
Actor IwillDie : Key
{
SpawnID 86
Scale 0.35
Inventory.PickupMessage "Hihi."
Inventory.Icon "ARTISAF"
+INVENTORY.UNDROPPABLE
States
{
Spawn:
KEY5 A -1
Stop
}}
Actor OUTSIDE : Key
{
SpawnID 86
Scale 0.35
Inventory.PickupMessage "Outside."
Inventory.Icon "ARTISAF"
+INVENTORY.UNDROPPABLE
States
{
Spawn:
KEY5 A -1
Stop
}}
Actor DarkModeActivator : Key
{
SpawnID 86
Scale 0.35
Inventory.PickupMessage "\n\n\ciAll memos collected."
Inventory.Icon "ARTISAF"
+INVENTORY.UNDROPPABLE
States
{
Spawn:
KEY5 A -1
Stop
}}
Actor ChainsawZombie 3202
{
//$Category Marsis_map_ONLY
Radius 20
Height 72
Health 170
Speed 20
MeleeDamage 1
PainChance 50
DamageFactor "FlareEffect", 0.0
SeeSound "Weapons/Sawup"
PainSound "Zomchainsawpain"
MeleeSound "Weapons/Sawfull"
ActiveSound "Grunt/Active"
Monster
+FLOORCLIP
States
{
Spawn:
CHZN A 4 A_Look
CHZN A 4 A_PlayWeaponSound("Weapons/Sawready")
CHZN A 4 A_Look
CHZN B 4 A_PlayWeaponSound("Weapons/Sawready")
CHZN B 4 A_Look
CHZN B 4 A_PlayWeaponSound("Weapons/Sawready")
Loop
See:
CHZN A 4 A_Chase
CHZN A 4 A_Chase
CHZN B 0 A_PlayWeaponSound("Weapons/Sawready")
CHZN B 4 A_Chase
CHZN B 4 A_Chase
CHZN C 0 A_PlayWeaponSound("Weapons/Sawready")
CHZN C 4 A_Chase
CHZN C 4 A_Chase
CHZN D 0 A_PlayWeaponSound("Weapons/Sawready")
CHZN D 4 A_Chase
CHZN D 4 A_Chase
CHZN A 0 A_PlayWeaponSound("Weapons/Sawready")
Loop
Melee:
CHZN E 1 A_FaceTarget
CHZN F 3 A_MeleeAttack
Goto See
Pain:
CHZN G 5
CHZN G 3 A_Pain
Goto See
Death:
CHZN A 1 A_PlaySound("Yzzomchain/Death")
CHZN H 5
CHZN I 5 A_Scream
CHZN J 5 A_Fall
BEXP D 5 Bright A_Explode(5,15)
BEXP E 4 Bright
CHZN KLM 5
CHZN N -1
Stop
XDeath:
CHZN O 5
CHZN P 5 A_XScream
CHZN Q 5 A_Fall
CHZN RSTUV 5
CHZN W -1
Stop
Raise:
CHZN NMLKJIH 5
Goto See
}}
Actor FemaleZombie 3203
{
//$Category Marsis_map_ONLY
Health 220
Mass 90
Speed 13
Radius 19
Height 72
PainChance 200
DamageFactor "FlareEffect", 0.0
SeeSound "Fem/Sight"
PainSound "Fem/Pain"
DeathSound "Fem/Death"
ActiveSound "Fem/Active"
Monster
+FLOORCLIP
States
{
Spawn:
FSZK AB 10 A_Look
Loop
See:
FSZK AABBCCDD 4 A_Chase
Loop
Melee:
FSZK E 4 A_FaceTarget
FSZK F 8 A_CustomMeleeAttack (random (1, 5) *5, "KnifeHit", "Skeleton/Swing")
FSZK E 4
Goto See
Pain:
FSZK G 3
FSZK G 3 A_Pain
Goto See
Death:
FSZK H 5
FSZK I 5 A_Scream
FSZK J 5 A_NoBlocking
FSZK K 5
FSZK L 5
FSZK M 5
FSZK N -1
Stop
XDeath:
FSZK O 5
FSZK P 5 A_XScream
FSZK Q 5 A_NoBlocking
FSZK RSTUV 5
FSZK W -1
Stop
Raise:
FSZK MLKJIH 5
Goto See
}}
Actor SND_DevilPrayer 3204
{
//$Category Marsis_map_ONLY
//$Sprite WDISA0
+NOINTERACTION
+CLIENTSIDEONLY
States
{
Spawn:
TNT1 A 0
TNT1 A -1 A_PlaySound("YZPRAYR1",CHAN_BODY, 1.0, 1)
Stop
}}
Actor SND_EvilLaugh 3205
{
//$Category Marsis_map_ONLY
//$Sprite WDISA0
+NOINTERACTION
+CLIENTSIDEONLY
States
{
Spawn:
TNT1 A 0
TNT1 A -1 A_PlaySound("YZLAUGHA",CHAN_BODY, 1.0, 1)
Stop
}}
Actor SND_RADIO 3206
{
//$Category Marsis_map_ONLY
//$Sprite WDISA0
+NOINTERACTION
+CLIENTSIDEONLY
States
{
Spawn:
TNT1 A 0
TNT1 A -1 A_PlaySound("YZRADIOA",CHAN_BODY, 0.4, 1)
Stop
}}
Actor SND_CPULoop1 3207
{
//$Category Marsis_map_ONLY
//$Sprite WDISA0
+NOINTERACTION
+CLIENTSIDEONLY
States
{
Spawn:
TNT1 A 0
TNT1 A -1 A_PlaySound("YZELEC1",CHAN_BODY, 0.9, 1)
Stop
}}
Actor SND_CPULoop2 3208
{
//$Category Marsis_map_ONLY
//$Sprite WDISA0
+NOINTERACTION
+CLIENTSIDEONLY
States
{
Spawn:
TNT1 A 0
TNT1 A -1 A_PlaySound("YZELEC2",CHAN_BODY, 1.2, 1)
Stop
}}
Actor SND_CPULoop3 3209
{
//$Category Marsis_map_ONLY
//$Sprite WDISA0
+NOINTERACTION
+CLIENTSIDEONLY
States
{
Spawn:
TNT1 A 0
TNT1 A -1 A_PlaySound("YZELEC3",CHAN_BODY, 0.5, 1)
Stop
}}
Actor SND_MachineLoop 3210
{
//$Category Marsis_map_ONLY
//$Sprite WDISA0
+NOINTERACTION
+CLIENTSIDEONLY
States
{
Spawn:
TNT1 A 0
TNT1 A -1 A_PlaySound("YZPUMP1",CHAN_BODY, 11.0, 1)
Stop
}}
Actor SmallRat 3211
{
//$Category WDI Creatures
//$Sprite RATTA2A8
//$Title "Rat (No Sanity on Death)"
Radius 4
Height 6
Health 10
Speed 7
DamageFactor "FlareEffect", 0.0
ActiveSound "Rat/Squeak"
DeathSound "Rat/Die"
Monster
+ALWAYSRESPAWN
+DONTFALL
+PUSHABLE
+NODROPOFF
-ISMONSTER
-TELESTOMP
-CANPASS
-CANUSEWALLS
-COUNTKILL
-CANPUSHWALLS
States
{
Spawn:
RATT A 1 A_Chase
RATT A 8 A_Jump(60, "Walk", "TryAgain")
Loop
TryAgain:
RATT B 8 A_Jump(60, "Walk", "Spawn")
Loop
Walk:
RATT ABABAB 4 A_Wander
RATT A 0 A_JumpIfCloser(64, "Scared")
RATT A 0 A_CheckSight("Spawn")
Loop
Scared:
RATT A 1 A_ChangeFlag("FRIGHTENED", 1)
RATT ABABABAB 3 A_Chase
RATT A 0 A_CheckSight("Spawn")
Loop
Death:
RATT A 1 A_PlaySound("Rat/Die")
MEAT R 4 A_Burst("RatMeat")
MEAT QP 4
MEAT P -1
Stop
}}
Actor CarcassSittingMarine 3221
{
//$Category Marsis_map_ONLY
Height 32
Radius 20
+SOLID
States
{
Spawn:
SIT2 A -1
Stop
}}
Actor SND_FlickeringLight1 3212
{
//$Category Marsis_map_ONLY
//$Sprite WDISA0
+NOINTERACTION
+CLIENTSIDEONLY
States
{
Spawn:
TNT1 A 0
TNT1 A -1 A_PlaySound("YZLTFLI1",CHAN_BODY, 11.0, 1)
Stop
}}
Actor SND_Tube 3213
{
//$Category Marsis_map_ONLY
//$Sprite WDISA0
+NOINTERACTION
+CLIENTSIDEONLY
States
{
Spawn:
TNT1 A 0
TNT1 A -1 A_PlaySound("YZTUBE",CHAN_BODY, 11.0, 1)
Stop
}}
Actor MummySoulWDI
{
+NOBLOCKMAP
+NOGRAVITY
States
{
Spawn:
7MUM QRS 5
7MUM TUVW 9
Stop
}}
Actor QUESTFakeBody1 17411
{
//$Category Marsis_map_ONLY
Radius 16
Height 8
Health 100
Mass 700
DamageFactor "Default", 45
+SHOOTABLE
+SLIDESONWALLS
+DONTSPLASH
+NORADIUSDMG
-SOLID
-PUSHABLE
States
{
Spawn:
DDPL A -1
Stop
Pain:
DDPL A 3 A_Pain
Goto See
Death:
DDPL A 1 A_SpawnItemEx("MummySoulWDI", 0,0,10, 0,0,1)
DDPL A 3 A_SpawnItemEx("DoorJet", 10, 4, 28, 0, 0, 0, 0)
DDPL A 3 A_SpawnItemEx("DoorJet", 0, 4, 28, 0, 0, 0, 0)
DDPL A 3 A_SpawnItemEx("DoorJet", 0, 0, 28, 0, 0, 0, 0)
TNT1 A -1
Stop
}}
Actor QUESTFakeBody2 17412
{
//$Category Marsis_map_ONLY
Radius 16
Height 8
Health 300
Mass 33000
DamageFactor "Default", 45
+SHOOTABLE
+SLIDESONWALLS
+DONTSPLASH
+NORADIUSDMG
-SOLID
-PUSHABLE
States
{
Spawn:
DDPL A -1
Stop
Pain:
DDPL A 3 A_Pain
Goto See
Death:
DDPL A 1 A_SpawnItemEx("MummySoulWDI", 0,0,10, 0,0,1)
DDPL A 3 A_SpawnItemEx("EasterEgg", 10, 13, 28, 0, 0, 0, 0)
DDPL A -1
DDPL A 1 A_FadeOut(0.01)
Wait
}}
Actor QUESTFakeBody3 17413
{
//$Category Marsis_map_ONLY
Radius 16
Height 8
Health 500
Mass 700
DamageFactor "Default", 45
+SHOOTABLE
+SLIDESONWALLS
+DONTSPLASH
+NORADIUSDMG
-SOLID
-PUSHABLE
States
{
Spawn:
DDPL A -1
Stop
Pain:
DDPL A 3 A_Pain
Goto See
Death:
DDPL A 1 A_SpawnItemEx("MummySoulWDI", 0,0,10, 0,0,1)
DDPL A 3 A_SpawnItemEx("Keycard_LV4", 10, 13, 28, 0, 0, 0, 0)
DDPL A -1
DDPL A 1 A_FadeOut(0.01)
Wait
}}
Actor QUESTFakeBody4 17414
{
//$Category Marsis_map_ONLY
Radius 16
Height 8
Health 100
Mass 700
DamageFactor "Default", 45
+SHOOTABLE
+SLIDESONWALLS
+DONTSPLASH
+NORADIUSDMG
-PUSHABLE
-SOLID
States
{
Spawn:
DDPL A -1
Stop
Pain:
DDPL A 3 A_Pain
Goto See
Death:
DDPL A 1 A_SpawnItemEx("MummySoulWDI", 0,0,10, 0,0,1)
DDPL A 3 A_SpawnItemEx("Trite", 10, 53, 28, 0, 0, 0, 0)
DDPL A 3 A_SpawnItemEx("Trite", 10, 13, 28, 0, 0, 0, 0)
DDPL A -1
DDPL A 1 A_FadeOut(0.01)
Wait
}}
Actor QUESTFakeBody5 17415
{
//$Category Marsis_map_ONLY
Radius 16
Height 8
Health 200
Mass 700
DamageFactor "Default", 45
+SHOOTABLE
+SLIDESONWALLS
+DONTSPLASH
+NORADIUSDMG
-SOLID
-PUSHABLE
States
{
Spawn:
DDPL A -1
Stop
Pain:
DDPL A 3 A_Pain
Goto See
Death:
DDPL A 1 A_SpawnItemEx("MummySoulWDI", 0,0,10, 0,0,1)
DDPL A 3 A_SpawnItemEx("Stimpack", 10, 13, 28, 0, 0, 0, 0)
DDPL A -1
DDPL A 1 A_FadeOut(0.01)
Wait
}}
// Always Spawn
Actor QUESTFAKEBODY_SPAWNER : RandomSpawner 17416
{
//$Category Marsis_map_ONLY
//$Title "QUESTFakeBody (random)"
//$Sprite DDPLA0
Radius 16
Height 8
DropItem "QUESTFakeBody1"
DropItem "QUESTFakeBody2"
DropItem "QUESTFakeBody3"
DropItem "QUESTFakeBody4"
DropItem "QUESTFakeBody5"
}
Actor YZQUESTKEY1 : Key
{
SpawnID 86
Scale 0.3
Inventory.PickupMessage "Pocketed Disc of Ourboros"
Inventory.Icon "ARTISAF"
+INVENTORY.UNDROPPABLE
States
{
Spawn:
5AR1 A -1
Stop
}}
Actor YZQUESTKEY2 : Key
{
SpawnID 86
Scale 0.3
Inventory.PickupMessage "Pocketed Dagger of Melchior"
Inventory.Icon "ARTISAF"
+INVENTORY.UNDROPPABLE
States
{
Spawn:
5AR2 A -1
Stop
}}
Actor YZQUESTKEY3 : Key
{
SpawnID 86
Scale 0.3
Inventory.PickupMessage "Pocketed Amulet of Solomon"
Inventory.Icon "ARTISAF"
+INVENTORY.UNDROPPABLE
States
{
Spawn:
5AR3 A -1
Stop
}}
Actor YZQUESTKEY4 : Key
{
SpawnID 86
Scale 0.3
Inventory.PickupMessage "Pocketed Crest of Mercury"
Inventory.Icon "ARTISAF"
+INVENTORY.UNDROPPABLE
States
{
Spawn:
5AR4 A -1
Stop
}}
Actor YZQUESTKEY5 : Key
{
SpawnID 86
Scale 0.3
Inventory.PickupMessage "Pocketed Ankh"
Inventory.Icon "ARTISAF"
+INVENTORY.UNDROPPABLE
States
{
Spawn:
5AR5 A -1
Stop
}}
Actor QuestSittingMarine 3214
{
//$Category Marsis_map_ONLY
Height 32
Radius 20
Health 200
Mass 900
PainSound "PotBits"
DeathSound "Pot/Break"
+SOLID
+SHOOTABLE
States
{
Spawn:
SIT2 A -1
Stop
Pain:
SIT2 A 3 A_Pain
Goto See
Death:
SIT2 B -1
SIT2 B 3 A_SpawnItemEx("SoldierArm", 10, 13, 28, 0, 0, 0, 0)
SIT2 B 3 A_CustomMissile("Bloody1",10,13,(random(0,254)),2,(random(0,128)))
SIT2 B 3 A_CustomMissile("Bloody1",10,13,(random(0,254)),2,(random(0,128)))
SIT2 B 3 A_CustomMissile("Bloody1",10,13,(random(0,254)),2,(random(0,128)))
SIT2 B 3 A_CustomMissile("Bloody1",10,13,(random(0,254)),2,(random(0,128)))
SIT2 B 3 A_CustomMissile("Bloody1",10,13,(random(0,254)),2,(random(0,128)))
SIT2 B 3 A_CustomMissile("Bloody1",10,13,(random(0,254)),2,(random(0,128)))
SIT2 B 3 A_CustomMissile("Bloody1",10,13,(random(0,254)),2,(random(0,128)))
SIT2 B 3 A_CustomMissile("Bloody1",10,13,(random(0,254)),2,(random(0,128)))
SIT2 B 6 A_CustomMissile("Bloody1",10,13,(random(0,254)),2,(random(0,128)))
SIT2 B 6 A_CustomMissile("Bloody1",10,13,(random(0,254)),2,(random(0,128)))
SIT2 B 6 A_CustomMissile("Bloody1",10,13,(random(0,254)),2,(random(0,128)))
SIT2 B 6 A_CustomMissile("Bloody1",10,13,(random(0,254)),2,(random(0,128)))
SIT2 B 6 A_CustomMissile("Bloody1",10,13,(random(0,254)),2,(random(0,128)))
SIT2 B 12 A_CustomMissile("Bloody1",10,13,(random(0,254)),2,(random(0,128)))
SIT2 B 12 A_CustomMissile("Bloody1",10,13,(random(0,254)),2,(random(0,128)))
SIT2 B 12 A_CustomMissile("Bloody1",10,13,(random(0,254)),2,(random(0,128)))
SIT2 B 12 A_CustomMissile("Bloody1",10,13,(random(0,254)),2,(random(0,128)))
SIT2 B 12 A_CustomMissile("Bloody1",10,13,(random(0,254)),2,(random(0,128)))
SIT2 B 24 A_CustomMissile("Bloody1",10,13,(random(0,254)),2,(random(0,128)))
SIT2 B 24 A_CustomMissile("Bloody1",10,13,(random(0,254)),2,(random(0,128)))
SIT2 B 24 A_CustomMissile("Bloody1",10,13,(random(0,254)),2,(random(0,128)))
SIT2 B 56 A_CustomMissile("Bloody1",10,13,(random(0,254)),2,(random(0,128)))
SIT2 B 104 A_CustomMissile("Bloody1",10,13,(random(0,254)),2,(random(0,128)))
SIT2 B 200 A_CustomMissile("Bloody1",10,13,(random(0,254)),2,(random(0,128)))
SIT2 B 200 A_CustomMissile("Bloody1",10,13,(random(0,254)),2,(random(0,128)))
SIT2 B 200 A_CustomMissile("Bloody1",10,13,(random(0,254)),2,(random(0,128)))
SIT2 B -1
Stop
}}
Actor Bloody1 //No SPRITES ANY Use??
{
Height 8
Radius 8
Mass 30
Damage 0
Speed 6
AttackSound DSSLOP
SeeSound DSSLOP
PainSound DSSLOP
DeathSound DSSLOP
ActiveSound DSSLOP
Projectile
+CLIENTSIDEONLY
+NOTELEPORT
-LOWGRAVITY
-NOGRAVITY
-DOOMBOUNCE
States
{
Spawn:
BLOD A -1
Stop
Death:
BLOD C 600
BLOD DEF 6
Stop
}}
Actor SoldierArm : Key 3215
{
//$Category Marsis_map_ONLY
SpawnID 86
Scale 0.22
Inventory.Icon "ARTIBAR"
Inventory.PickupMessage "Pocketed soldier arm...\neew, that's disgusting!"
+INVENTORY.UNDROPPABLE
States
{
Spawn:
HNDK A -1
Stop
}}
Actor SND_BoilerWater 3216
{
//$Category Marsis_map_ONLY
//$Sprite WDISA0
+NOINTERACTION
+CLIENTSIDEONLY
States
{
Spawn:
TNT1 A 0
TNT1 A -1 A_PlaySound("YZWATER1",CHAN_BODY, 0.5, 1)
Stop
}}
Actor SND_BoilerWater2 3217
{
//$Category Marsis_map_ONLY
//$Sprite WDISA0
+NOINTERACTION
+CLIENTSIDEONLY
States
{
Spawn:
TNT1 A 0
TNT1 A -1 A_PlaySound("YZAMBI1",CHAN_BODY, 4.0, 1)
Stop
}}
Actor SND_ALARM1 3218
{
//$Category Marsis_map_ONLY
//$Sprite WDISA0
+NOINTERACTION
+CLIENTSIDEONLY
States
{
Spawn:
TNT1 A 0
TNT1 A -1 A_PlaySound("YZALARM1",CHAN_BODY, 4.0, 1)
Stop
}}
Actor SND_WaterDrip 3219
{
//$Category Marsis_map_ONLY
//$Sprite WDISA0
+NOINTERACTION
+CLIENTSIDEONLY
States
{
Spawn:
TNT1 A 0
TNT1 A -1 A_PlaySound("YZDRIP3",CHAN_BODY, 4.0, 1)
Stop
}}
Actor SND_ALARM2 3220
{
//$Category Marsis_map_ONLY
//$Sprite WDISA0
+NOINTERACTION
+CLIENTSIDEONLY
States
{
Spawn:
TNT1 A 0
TNT1 A -1 A_PlaySound("YZALARM2",CHAN_BODY, 4.0, 1)
Stop
}}
Actor SND_COLLAIDER 3222
{
//$Category Marsis_map_ONLY
//$Sprite WDISA0
+NOINTERACTION
+CLIENTSIDEONLY
States
{
Spawn:
TNT1 A 0
TNT1 A -1 A_PlaySound("YZPLASMA",CHAN_BODY, 4.0, 1)
Stop
}}
Actor SND_COLLAIDER2 3223
{
//$Category Marsis_map_ONLY
//$Sprite WDISA0
+NOINTERACTION
+CLIENTSIDEONLY
States
{
Spawn:
TNT1 A 0
TNT1 A -1 A_PlaySound("YZPLASM2",CHAN_BODY, 4.0, 1)
Stop
}}
Actor SND_strongwind 3224
{
//$Category Marsis_map_ONLY
//$Sprite WDISA0
+NOINTERACTION
+CLIENTSIDEONLY
States
{
Spawn:
TNT1 A 0
TNT1 A -1 A_PlaySound("YZWIND01",CHAN_BODY, 4.0, 1)
Stop
}}
Actor SND_justwind 3225
{
//$Category Marsis_map_ONLY
//$Sprite WDISA0
+NOINTERACTION
+CLIENTSIDEONLY
States
{
Spawn:
TNT1 A 0
TNT1 A -1 A_PlaySound("YZWIND02",CHAN_BODY, 4.0, 1)
Stop
}}
Actor MedEquip1 20083 /////////by Dr. Doctor
{
//$Category WDI Props
Radius 8
Height 64
Health 1000000
Mass 100
Scale .8
+SOLID
+SHOOTABLE
+NOBLOOD
+PUSHABLE
States
{
Spawn:
CTHR A -1
Stop
Death:
TNT1 A 1
Stop
}}
///////////////////////////////////////////////////////////////////////////////////BAAAAAAAAAAAAALS
Actor BilliardBall_01 3226
{
//$Category WDI Props
Radius 2
Height 4
Scale 0.15
PainSound "YZBALHIT"
+NOBLOCKMAP
+NOGRAVITY
+CLIENTSIDEONLY
+ALLOWCLIENTSPAWN
-SOLID
States
{
Spawn:
8B01 A -1
Stop
Death:
TNT1 A 1
Stop
}}
Actor BilliardBall_02 3227
{
//$Category WDI Props
Radius 2
Scale 0.15
Height 4
+NOBLOCKMAP
+NOGRAVITY
+CLIENTSIDEONLY
+ALLOWCLIENTSPAWN
-SOLID
States
{
Spawn:
8B02 A -1
Stop
Death:
TNT1 A 1
Stop
}}
Actor BilliardBall_03: BilliardBall_02 3228
{
States
{
Spawn:
8B03 A -1
Stop
Death:
TNT1 A 1
Stop
}}
Actor BilliardBall_04: BilliardBall_02 3229
{
States
{
Spawn:
8B04 A -1
Stop
Death:
TNT1 A 1
Stop
}}
Actor BilliardBall_05: BilliardBall_02 3230
{
States
{
Spawn:
8B05 A -1
Stop
Death:
TNT1 A 1
Stop
}}
Actor BilliardBall_06: BilliardBall_02 3231
{
States
{
Spawn:
8B06 A -1
Stop
Death:
TNT1 A 1
Stop
}}
Actor BilliardBall_07: BilliardBall_02 3232
{
States
{
Spawn:
8B07 A -1
Stop
Death:
TNT1 A 1
Stop
}}
Actor BilliardBall_08: BilliardBall_02 3233
{
States
{
Spawn:
8B08 A -1
Stop
Death:
TNT1 A 1
Stop
}}
Actor BilliardBall_09: BilliardBall_02 3234
{
States
{
Spawn:
8B09 A -1
Stop
Death:
TNT1 A 1
Stop
}}
Actor BilliardBall_10: BilliardBall_02 3235
{
States
{
Spawn:
8B10 A -1
Stop
Death:
TNT1 A 1
Stop
}}
Actor BilliardBall_11: BilliardBall_02 3236
{
States
{
Spawn:
8B11 A -1
Stop
Death:
TNT1 A 1
Stop
}}
Actor BilliardBall_12: BilliardBall_02 3237
{
States
{
Spawn:
8B12 A -1
Stop
Death:
TNT1 A 1
Stop
}}
Actor BilliardBall_13 :BilliardBall_02 3238
{
States
{
Spawn:
8B13 A -1
Stop
Death:
TNT1 A 1
Stop
}}
Actor BilliardBall_14 : BilliardBall_02 3239
{
States
{
Spawn:
8B14 A -1
Stop
Death:
TNT1 A 1
Stop
}}
Actor BilliardBall_15: BilliardBall_02 3240
{
States
{
Spawn:
8B15 A -1
Stop
Death:
TNT1 A 1
Stop
}}
Actor BilliardBall_16: BilliardBall_02 3241
{
States
{
Spawn:
8B16 A -1
Stop
Death:
TNT1 A 1
Stop
}}
Actor DoorJet
{
Radius 1
Height 1
+CLIENTSIDEONLY
+ALLOWCLIENTSPAWN
+NOGRAVITY
+NOBLOCKMAP
+NOINTERACTION
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_PlaySound("YZDRSMKE")
TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx("CoolingSmoke", 0, 0, 0, random(-1, 1), random(-1, 1), random(-1, 1), random(-180,180), 128, 0)
Stop
}}
Actor CoolingSmoke
{
Radius 6
Height 6
Speed 7
Scale 0.4
Alpha 0.4
RenderStyle Add
Projectile
+GHOST
+HEXENBOUNCE
+THRUGHOST
+CORPSE
+FORCEXYBILLBOARD
+DONTSPLASH
+CLIENTSIDEONLY
States
{
Spawn:
TNT1 A 0
TNT1 A 1 ThrustThingZ(0, random(0, 2), random(0,1), 1)
PUF2 ABCDEFGHIJKLMNOPQRSTUVWXYZ 1
PUF3 ABC 1
Stop
}}
Actor SND_ANGELSOUND 3242
{
//$Category Marsis_map_ONLY
//$Sprite WDISA0
+NOINTERACTION
+CLIENTSIDEONLY
States
{
Spawn:
TNT1 A 0
TNT1 A -1 A_PlaySound("YZANGELF",CHAN_BODY, 11.0, 1)
Stop
}}
//Stealth Camo (MGS2 STYLE)
Actor StealthCamouflage : PowerupGiver 3243
{
//$Category Marsis_map_ONLY
Scale 0.45
Inventory.MaxAmount 1
Inventory.Respawntics 42000 //20 minutes
Inventory.DefMaxAmount
Inventory.PickupFlash "PickupFlash"
Inventory.Icon "ARTISTLT"
Inventory.PickupSound ""
Inventory.PickupMessage "Found a Stealth Camouflage."
Powerup.Type "Invisibility"
+INVBAR
+FANCYPICKUPSOUND
+INVENTORY.UNDROPPABLE
+FLOATBOB
States
{
Spawn:
STLT A -1
Stop
}}
Actor Pedestal 32444 {
//$Category WDI Props
Radius 24
Height 48
+SOLID
States {
Spawn:
YZPD A -1
Stop
}}
Actor Doom3Imp 3245
{
//$Category Marsis_map_ONLY
Radius 20
Height 56
Health 240
Mass 100
Speed 6
MeleeDamage 5
PainChance 200
Obituary "%o was mutated by imp."
HitObituary "%o was dismbowled by imp."
DamageFactor "FlareEffect", 0.0
BloodColor "00 10 00"
SeeSound "Lessermutant/Seer"
PainSound "Lessermutant/Painr"
DeathSound "Lessermutant/Deathr"
ActiveSound "Lessermutant/Activer"
AttackSound "Lessermutant/Attackr"
Monster
+DONTHURTSPECIES
+FLOORCLIP
+NORADIUSDMG
States
{
Spawn:
TROO AB 10 A_Look
Loop
See:
TROO AABBCCDD 3 A_Chase
Loop
Melee:
TROO E 6 A_FaceTarget
TROO E 0 A_PlaySound("Lessermutant/Meleer")
TROO F 6 A_MeleeAttack
Goto See
Missile:
TROO E 0 A_Jump(64,4)
TROO F 8 A_FaceTarget
TROO E 6 A_CustomMissile("AcidBall",25,5,0,0)
Goto See
TROO E 8 A_FaceTarget
TROO E 0 A_PlaySound("Lessermutant/Attackr")
TROO E 0 A_Recoil(-18)
TROO E 0 ThrustThingZ(0, 24, 0, 0)
TROO FFFFFF 3 A_CustomBulletAttack (4, 2, 1, 1, "TriteHit", 32)
TROO E 4
Goto See
TROO EF 8 A_FaceTarget
TROO G 4 A_CustomMissile("MiniAcidBall",30,0,random(95,-95),0)
TROO F 0 A_FaceTarget
TROO G 4 A_CustomMissile("MiniAcidBall",30,0,random(90,-90),0)
TROO F 0 A_FaceTarget
TROO G 4 A_CustomMissile("MiniAcidBall",30,0,random(85,-85),0)
TROO F 0 A_FaceTarget
TROO G 4 A_CustomMissile("MiniAcidBall",30,0,random(80,-80),0)
TROO F 0 A_FaceTarget
TROO G 4 A_CustomMissile("MiniAcidBall",30,0,random(75,-75),0)
TROO F 0 A_FaceTarget
TROO G 4 A_CustomMissile("MiniAcidBall",30,0,random(70,-70),0)
TROO F 0 A_FaceTarget
TROO G 4 A_CustomMissile("MiniAcidBall",30,0,random(65,-65),0)
TROO F 0 A_FaceTarget
TROO G 4 A_CustomMissile("MiniAcidBall",30,0,random(60,-60),0)
TROO F 0 A_FaceTarget
TROO G 4 A_CustomMissile("MiniAcidBall",30,0,random(55,-55),0)
TROO F 0 A_FaceTarget
TROO G 4 A_CustomMissile("MiniAcidBall",30,0,random(50,-50),0)
TROO F 0 A_FaceTarget
TROO G 4 A_CustomMissile("MiniAcidBall",30,0,random(45,-45),0)
TROO F 0 A_FaceTarget
TROO G 4 A_CustomMissile("MiniAcidBall",30,0,random(40,-40),0)
TROO F 0 A_FaceTarget
TROO G 4 A_CustomMissile("MiniAcidBall",30,0,random(35,-35),0)
TROO F 0 A_FaceTarget
TROO G 4 A_CustomMissile("MiniAcidBall",30,0,random(30,-30),0)
TROO F 0 A_FaceTarget
TROO G 4 A_CustomMissile("MiniAcidBall",30,0,random(25,-25),0)
TROO F 0 A_FaceTarget
TROO G 4 A_CustomMissile("MiniAcidBall",30,0,random(20,-20),0)
TROO F 0 A_FaceTarget
TROO G 4 A_CustomMissile("MiniAcidBall",30,0,random(15,-15),0)
TROO F 0 A_FaceTarget
TROO G 4 A_CustomMissile("MiniAcidBall",30,0,random(10,-10),0)
TROO F 0 A_FaceTarget
TROO G 4 A_CustomMissile("MiniAcidBall",30,0,random(5,-5),0)
TROO F 0 A_FaceTarget
TROO G 4 A_CustomMissile("MiniAcidBall",30,0,random(0,0),0)
TROO F 0 A_FaceTarget
Goto See
Pain:
TROO H 2
TROO H 2 A_Pain
Goto See
Death:
TROO I 8 A_Scream
TROO J 0 A_FaceTarget
TROO K 6 A_NoBlocking
TROO L 6
TROO M -1
Stop
Raise:
TROO MLK 8
TROO JI 6
Goto See
}}
Actor AcidBall
{
Radius 6
Height 8
Scale 0.1
Speed 10
Damage 2
PoisonDamage 15
Alpha 0.75
RenderStyle Add
Decal DoomImpScorch
SeeSound "Lessermutant/Projectiler"
DeathSound "Imp/Shotx"
Projectile
+RANDOMIZE
+DONTHURTSPECIES
States
{
Spawn:
MTIF A 4 Bright A_SpawnItem("AcidBallMushroom",0,10,0,0)
MTIF B 4 Bright A_BishopMissileWeave
Loop
Death:
MTIF C 6 Bright
MTIF DE 6 Bright
Stop
}}
Actor AcidBallMushroom
{
Radius 6
Height 4
Speed 12
Damage 1
Alpha 0.40
PoisonDamage 1
RenderStyle Add
Projectile
+DONTHURTSPECIES
States
{
Spawn:
MFMP AB 4 Bright
Goto Death
Death:
MFMP CD 4 Bright
Stop
}}
Actor MiniAcidBall
{
Radius 3
Height 4
Scale 0.05
Speed 20
Damage 1
PoisonDamage 10
Alpha 0.75
RenderStyle Add
SeeSound "Lessermutant/Projectiler"
DeathSound "Imp/Shotx"
Projectile
+RIPPER
+RANDOMIZE
+DONTHURTSPECIES
Decal Bulletchip
States
{
Spawn:
MTIF A 4 Bright A_BishopMissileWeave
MTIF B 4 Bright A_BishopMissileWeave
Loop
Death:
MTIF C 6 Bright
MTIF DE 6 Bright
Stop
}}
Actor MutantArm1
{
Radius 8
Height 8
Speed 8
+DOOMBOUNCE
+DROPOFF
+MISSILE
States
{
Spawn:
MAR1 ABCDABCD 2
Loop
Death:
MAR1 E -1
Stop
}}
Actor MutantArm2
{
Radius 8
Height 8
Speed 8
+DOOMBOUNCE
+DROPOFF
+MISSILE
States
{
Spawn:
MAR2 ABCDABCD 2 //check sprites
Loop
Death:
MAR2 E -1
Stop
}}
Actor MURD_secretpoint 3246
{
Radius 2
Height 2
Alpha 0.25
RenderStyle Add
+NOBLOCKMAP
+NOGRAVITY
+CLIENTSIDEONLY
-SOLID
States
{
Spawn:
YZSH A 1 Bright
Stop
}}
Actor SparkEffect 6630 // From LegacyOfSuffering
{
//$Category WDI Effects
//$sprite BPUFA0
SpawnID 101
Radius 2
Height 2
Scale 0.15
Alpha 0.5
RenderStyle Add
+CLIENTSIDEONLY
+NOGRAVITY
+DORMANT
States
{
Spawn:
LEXP A 1 Bright
NULL A 15
NULL A 15 A_Jump(50,"Smallsparky")
NULL A 15 A_Jump(50,"Smallsparky")
NULL A 15 A_Jump(50,"Smallsparky")
NULL A 15 A_Jump(50,"Smallsparky")
NULL A 15 A_Jump(50,"Smallsparky")
smallsparky:
NULL A 1 A_PlaySound("Tehsparks:p")
NULL A 1 A_CustomMissile ("TehSpark",0.0,0,random(-90,90),2,random(100,200))
NULL A 0 A_CustomMissile ("TehSpark",0.0,0,random(-90,90),2,random(100,200))
NULL A 1 A_CustomMissile ("TehSpark",0.0,0,random(-90,90),2,random(100,200))
NULL A 0 A_CustomMissile ("TehSpark",0.0,0,random(-90,90),2,random(100,200))
NULL A 1 A_CustomMissile ("TehSpark",0.0,0,random(-90,90),2,random(100,200))
NULL A 0 A_CustomMissile ("TehSpark",0.0,0,random(-90,90),2,random(100,200))
NULL A 1 A_CustomMissile ("TehSpark",0.0,0,random(-90,90),2,random(100,200))
NULL A 0 A_CustomMissile ("TehSpark",0.0,0,random(-90,90),2,random(100,200))
NULL A 1 A_CustomMissile ("TehSpark",0.0,0,random(-90,90),2,random(100,200))
NULL A 0 A_CustomMissile ("TehSpark",0.0,0,random(-90,90),2,random(100,200))
Goto Spawn
}}
Actor TehSpark
{
Height 2
Radius 2
Speed 3
Scale .01
Projectile
+CLIENTSIDEONLY
+NONSHOOTABLE
+DONTSPLASH
-ACTIVATEIMPACT
-NOGRAVITY
-NOBLOCKMAP
States
{
Spawn:
BPUF ABCD 1 Bright
NULL A 0 A_Jump(75,"Death")
Loop
Death:
BPUF AAAAA 1 Bright A_FadeOut
Stop
}}
Actor SparkEffect(nosound) 3251
{
//$Category WDI Effects
//$sprite BPUFA0
SpawnID 101
Radius 2
Height 2
Scale 0.15
Alpha 0.5
RenderStyle Add
+CLIENTSIDEONLY
+NOGRAVITY
+DORMANT
States
{
Spawn:
LEXP A 1 Bright
NULL A 15
NULL A 15 A_Jump(50,"Smallsparky2")
NULL A 15 A_Jump(50,"Smallsparky2")
NULL A 15 A_Jump(50,"Smallsparky2")
NULL A 15 A_Jump(50,"Smallsparky2")
NULL A 15 A_Jump(50,"Smallsparky2")
smallsparky2:
NULL A 1 A_CustomMissile ("TehSpark",0.0,0,random(-90,90),2,random(100,200))
NULL A 0 A_CustomMissile ("TehSpark",0.0,0,random(-90,90),2,random(100,200))
NULL A 1 A_CustomMissile ("TehSpark",0.0,0,random(-90,90),2,random(100,200))
NULL A 0 A_CustomMissile ("TehSpark",0.0,0,random(-90,90),2,random(100,200))
NULL A 1 A_CustomMissile ("TehSpark",0.0,0,random(-90,90),2,random(100,200))
NULL A 0 A_CustomMissile ("TehSpark",0.0,0,random(-90,90),2,random(100,200))
NULL A 1 A_CustomMissile ("TehSpark",0.0,0,random(-90,90),2,random(100,200))
NULL A 0 A_CustomMissile ("TehSpark",0.0,0,random(-90,90),2,random(100,200))
NULL A 1 A_CustomMissile ("TehSpark",0.0,0,random(-90,90),2,random(100,200))
NULL A 0 A_CustomMissile ("TehSpark",0.0,0,random(-90,90),2,random(100,200))
Goto Spawn
}}
Actor SND_MEATSND 3254
{
//$Category Marsis_map_ONLY
//$Sprite WDISA0
+NOINTERACTION
+CLIENTSIDEONLY
States
{
Spawn:
TNT1 A 0
TNT1 A -1 A_PlaySound("YZMEATSN",CHAN_BODY, 1.0, 1)
Stop
}}
//CatEyes BRIGHTNESS
Actor CatEyes : PowerupGiver
{
//$Category Marsis_map_ONLY
Scale 0.45
Inventory.MaxAmount 1
Inventory.DefMaxAmount
Inventory.PickupFlash "PickupFlash"
Inventory.Icon "ARTICATY"
Powerup.Type "LightAmp"
Inventory.PickupSound ""
Inventory.PickupMessage "Found a Stealth Camouflage."
Inventory.Respawntics 42000 //20 minutes
+INVBAR
+FANCYPICKUPSOUND
+INVENTORY.UNDROPPABLE
States
{
Spawn:
CATY A -1
Stop
}}
Actor SND_TVNOIZZ 32577
{
//$Category Marsis_map_ONLY
//$Sprite WDISA0
+NOINTERACTION
+CLIENTSIDEONLY
States
{
Spawn:
TNT1 A 0
TNT1 A -1 A_PlaySound("YZSHUMTV",CHAN_BODY, 1.0, 1)
Stop
}}
/*
Actor REDLIGHTPANDEMONIUM 3259 No USED
{
//$Category Marsis_map_ONLY
+NOINTERACTION
+CLIENTSIDEONLY
States
{
Spawn:
NULL A -1
Stop
}}
*/
Actor SND_CC3Loop 3260
{
//$Category Marsis_map_ONLY
//$Sprite WDISA0
+NOINTERACTION
+CLIENTSIDEONLY
States
{
Spawn:
TNT1 A 0
TNT1 A -1 A_PlaySound("CC3Loop",CHAN_BODY, 1.0, 1)
Stop
}}
Actor SND_SPACE 3261
{
//$Category Marsis_map_ONLY
//$Sprite WDISA0
+NOINTERACTION
+CLIENTSIDEONLY
States
{
Spawn:
TNT1 A 0
TNT1 A -1 A_PlaySound("SNDSPACE",CHAN_BODY, 1.0, 1)
Stop
}}
Actor SND_LEVELMUSIC 26185
{
//$Category Marsis_map_ONLY
//$Sprite WDISA0
+NOINTERACTION
+CLIENTSIDEONLY
States
{
Spawn:
TNT1 A 0
TNT1 A -1 A_PlaySound("JIQBXIAVEZIGBJITNDHSINKA",CHAN_BODY, 24.0, 1)
Stop
}}
Actor HujKeySpawner : RandomSpawner 19914 //////////////////ULTIMATE WDI03 KEY FIX
{
//$Category WDI Keys
//$Sprite KEY5A0
Scale 0.35
DropItem "HujKey" 128 1
//DropItem "ABigNothing" 2
}
Actor HujKey : Key 19915
{
//$Category WDI Keys
//$Sprite KEY5A0
Scale 0.35
Inventory.PickupMessage "Pocketed the Safe key."
Inventory.Icon "ARTISAF"
+INVENTORY.UNDROPPABLE
States
{
Spawn:
KEY5 A -1
Stop
}}
Actor DunHavCub : Key
{
+INVENTORY.UNDROPPABLE
}
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