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//doom II -----------------------

//56-63

ACTOR d2ArchVile : ArchVile 56


{
renderstyle translucent
SpawnID 56
}

actor vileball : PlasmaBall


{

//vlss

Alpha 1
SeeSound "weapons/plasmaf"
DeathSound "weapons/plasmax"
Obituary "%o was killed by %k's vile gibs."

States
{
Spawn:
vLSS AB 6 Bright
Loop
Death:
vLSE ABCDE 4 Bright
Stop
}
}

ACTOR d2ArchVile2 : d2ArchVile


{
dropitem "ProgLevelEnder"
States
{
Missile:
VILE G 0 Bright A_FaceTarget
VILE G 10 Bright //A_FireCustomMissile("vileBall", -15, 0, 0, 0, 1)
VILE H 8 Bright //A_FireCustomMissile("vileBall", -7.5, 0, 0, 0, 1)
VILE IJKLMN 8 Bright A_CustomComboAttack("vileBall", 32, 3 * random(1, 8),
"imp/melee")
VILE O 8 Bright //A_FireCustomMissile("vileBall", 7.5, 0, 0, 0, 1)
VILE P 20 Bright //A_FireCustomMissile("vileBall", 15, 0, 0, 0, 1)
Goto See
}
}

ACTOR d2Baronofhell : Baronofhell 57


{
renderstyle translucent
SpawnID 57
}

actor d2Spectre : Demon 58


{
renderstyle translucent
SpawnID 58
}

actor d2NonsolidMeat2 : NonsolidMeat2 59


{
renderstyle translucent
SpawnID 59
}

actor d2NonsolidMeat4 : NonsolidMeat4 60


{
renderstyle translucent
SpawnID 60
}

actor d2NonsolidMeat3 : NonsolidMeat3 61


{
renderstyle translucent
SpawnID 61
}

actor d2NonsolidMeat5 : NonsolidMeat5 62


{
renderstyle translucent
SpawnID 62
}

actor d2NonsolidTwitch : NonsolidTwitch 63


{
renderstyle translucent
SpawnID 63
}

actor d2fatso : fatso 67


{
renderstyle translucent
SpawnID 67
}

actor d2PainElemental : PainElemental 71


{
renderstyle translucent
SpawnID 71
}

actor d2CommanderKeen : CommanderKeen 72


{
renderstyle translucent
SpawnID 72
}

actor d2HangTLookingUp : HangTLookingUp 77


{
renderstyle translucent
SpawnID 77
}

actor d2ColonGibs : ColonGibs 78


{
renderstyle translucent
SpawnID 78
}

actor d2BossBrain : BossBrain 88


{
renderstyle translucent
SpawnID 88
}

actor d2BossEye : BossEye 89


{
renderstyle translucent
SpawnID 89
}

actor D2BFGSpawner : RandomSpawner 2006


{
SpawnID 2006
//DropItem "GTBFG9500"
DropItem "BFG9500fixed"
//DropItem "GTOLDBFG"
//DropItem "GTBFG10K"
//DropItem "GTBFG9K"
//DropItem "GTBFG9000"
}

actor d2Clip: Clip 2007


{
renderstyle translucent
SpawnID 2007
}

actor d2Shell : Shell 2008


{
renderstyle translucent
SpawnID 2008
}

actor d2RocketAmmo : RocketAmmo 2010


{
renderstyle translucent
SpawnID 2010
}

actor d2Stimpack : Stimpack 2011


{
renderstyle translucent
SpawnID 2011
}

actor d2Medikit : Medikit 2012


{
renderstyle translucent
SpawnID 2012
}

actor d2Soulsphere : Soulsphere 2013


{
renderstyle translucent
SpawnID 2013
}

actor d2HealthBonus : HealthBonus


{
renderstyle translucent
}

actor d2ArmorBonus : ArmorBonus


{
renderstyle translucent
}

//str projectile[3] = {"DoomImpBall", "CacodemonBall", "BaronBall"};


//script 1 (void)
//{
// SpawnProjectile(1, projectile[ random(0, 2)], random(0, 255), 20, 0, 0, 0);
//}

// GiveAmmo:
// TNT1 A 0
// MR7S A 10 A_FaceTarget
// TNT1 A 0 //A_PlaySound("MRNGI1")
// MR8S CD 15
// // TNT1 A 0 A_GiveToTarget("Clip2", 50)
// TNT1 A 0 A_SpawnItemEx("Stimpack", 40, 0)
// Goto Waits

// ActualFireState:
// NPM2 E 6 A_FaceTarget
// TNT1 A 0 A_PlaySound("weapons/pistol", 1)
// TNT1 A 0 SpawnProjectile(1, "DoomImpBall", random(0, 255), 20, 0, 0,
0);
// TNT1 A 0 SpawnProjectile(1, "CacodemonBall", random(0, 255), 20, 0, 0,
0);
// TNT1 A 0 SpawnProjectile(1, "BaronBall", random(0, 255), 20, 0, 0, 0);
// TNT1 A 0 A_CustomMissile("BFMarineProjectile",32,0)
// NPM2 F 3 BRIGHT
// NPM2 E 5 A_FaceTarget
// TNT1 A 0 A_PlaySound("weapons/pistol", 1)
// TNT1 A 0 A_CustomMissile("BFMarineProjectile",32,0)
// NPM2 F 3 BRIGHT
// NPM2 E 5 A_FaceTarget
// TNT1 A 0 A_PlaySound("weapons/pistol", 1)
// TNT1 A 0 A_CustomMissile("BFMarineProjectile",32,0)
// NPM2 F 3 BRIGHT
// Goto See

actor D2DivSpawner : RandomSpawner 9


{
SpawnID 9
DropItem "Arachnotron"
DropItem "d2ShotgunGuy"
DropItem "Backpack"
//DropItem "GTBFG9500"
//DropItem "GTHeavy"
//DropItem "GTHyperblaster"
//DropItem "GTMachinegun"
//DropItem "GTMagnum"
//DropItem "GTRailgun"
//DropItem "GTRocketLauncher"
//DropItem "GTShotgun"
//DropItem "GTSuperShotgun"
DropItem "BFG9000fixed"
DropItem "ChainGunfixed"
DropItem "ChainSawfixed"
DropItem "RocketLauncherfixed"
DropItem "Shotgunfixed"
DropItem "SuperShotgunfixed"
//DropItem "GTManaAmmo", 4
//DropItem "GTStaff"
//DropItem "GTMace"
//DropItem "GTHeavy"
//DropItem "GTCrossbow"
//DropItem "GTHand"
//DropItem "GTWand"
// DropItem "Ironlich"
// DropItem "HereticImpLeader"
// DropItem "MaceAmmo"
}

actor D2MonSpawner : RandomSpawner //9110


{
//SpawnID 9110
DropItem "Arachnotron"
DropItem "d2ShotgunGuy"
DropItem "d2Drain"
DropItem "d2powerscan"
DropItem "D2PowerInfiniteAmmo"
DropItem "D2PowerMaskSphere"
DropItem "D2PowerBlurSphere"
DropItem "D2PowerFlightSphere"
DropItem "D2PowerDoubleFiringSpeedSphere"
DropItem "D2DoubleDamage"
DropItem "D2PowerQuadDamage"
DropItem "D2HighJump"
DropItem "D2PowerInv"
DropItem "D2PowerMaskSphere"
DropItem "d2HalfDamage"
DropItem "d2QuarterDamage"
DropItem "d2Regen"
DropItem "d2powerspeed"
DropItem "berserk"
DropItem "blursphere"
DropItem "infared"
DropItem "Megasphere"
DropItem "InvulnerabilitySphere"
DropItem "Backpack"
//DropItem "GTBFG9500"
//DropItem "GTHeavy"
//DropItem "GTHyperblaster"
//DropItem "GTMachinegun"
//DropItem "GTMagnum"
//DropItem "GTRailgun"
//DropItem "GTRocketLauncher"
//DropItem "GTShotgun"
//DropItem "GTSuperShotgun"
//DropItem "GTManaAmmo", 50
//DropItem "GTStaff"
//DropItem "GTMace"
//DropItem "GTHeavy"
//DropItem "GTCrossbow"
//DropItem "GTHand"
//DropItem "GTWand"
DropItem "BFG9000fixed"
DropItem "ChainGunfixed"
DropItem "ChainSawfixed"
// //DropItem "GTMagnum"
DropItem "RocketLauncherfixed"
DropItem "Shotgunfixed"
DropItem "SuperShotgunfixed"
}

actor D2MiscSpawner : RandomSpawner 9110


{
SpawnID 9110
DropItem "Arachnotron"
DropItem "d2ShotgunGuy"
//DropItem "ArcaneSisterAlly"
DropItem "Backpack"
//DropItem "GTBFG9500"
//DropItem "GTHeavy"
//DropItem "GTHyperblaster"
//DropItem "GTMachinegun"
//DropItem "GTMagnum"
//DropItem "GTRailgun"
//DropItem "GTRocketLauncher"
//DropItem "GTShotgun"
//DropItem "GTSuperShotgun"
//DropItem "GTManaAmmo", 50
//DropItem "GTStaff"
//DropItem "GTMace"
//DropItem "GTHeavy"
//DropItem "GTCrossbow"
//DropItem "GTHand"
//DropItem "GTWand"
DropItem "BFG9000fixed"
DropItem "ChainGunfixed"
DropItem "ChainSawfixed"
// //DropItem "GTMagnum"
DropItem "RocketLauncherfixed"
DropItem "Shotgunfixed"
DropItem "SuperShotgunfixed"
}

actor ArmorSpawner : RandomSpawner 2015


{
SpawnID 2015
//DropItem "CrystalVial"
//DropItem "EnchantedShield"
//DropItem "SilverShield"
DropItem "d2GreenArmor"
DropItem "d2BlueArmor"
DropItem "d2ArmorGreen"
DropItem "d2ArmorRed"
DropItem "d2ArmorBlue"
DropItem "d2ArmorGTOrange"
DropItem "d2ArmorGTBlue1"
DropItem "d2ArmorGTBlue2"
DropItem "d2TerrorSphere"
DropItem "d2TimeFreezer"
DropItem "d2RadSuit"
DropItem "d2allmap"
DropItem "d2Drain"
DropItem "d2powerscan"
DropItem "D2PowerInfiniteAmmo"
DropItem "D2PowerMaskSphere"
DropItem "D2PowerBlurSphere"
DropItem "D2PowerFlightSphere"
DropItem "D2PowerDoubleFiringSpeedSphere"
DropItem "D2DoubleDamage"
DropItem "D2PowerQuadDamage"
DropItem "D2HighJump"
DropItem "D2PowerInv"
DropItem "D2PowerMaskSphere"
DropItem "d2HalfDamage"
DropItem "d2QuarterDamage"
DropItem "d2Regen"
DropItem "d2powerspeed"
DropItem "berserk"
DropItem "blursphere"
DropItem "infared"
DropItem "Megasphere"
DropItem "InvulnerabilitySphere"
DropItem "BFG9000fixed"
DropItem "ChainGunfixed"
DropItem "ChainSawfixed"
//DropItem "GTMagnum"
DropItem "RocketLauncherfixed"
DropItem "Shotgunfixed"
DropItem "SuperShotgunfixed"
}

actor HealthSpawner : RandomSpawner 2014


{
SpawnID 2014
// DropItem "CrystalVial"
// DropItem "EnchantedShield"
// DropItem "SilverShield"
DropItem "Megasphere"
DropItem "InvulnerabilitySphere"
DropItem "Medikit"
DropItem "Cellpack"
//DropItem "GrenadeLauncher"
// DropItem "ArcaneSisterAlly"
}

actor D2GASpawner : RandomSpawner 2018


{
SpawnID 2018
DropItem "Arachnotron"
DropItem "d2ShotgunGuy"
//DropItem "ArcaneSisterAlly"
DropItem "Backpack"
//DropItem "GTBFG9500"
//DropItem "GTHeavy"
//DropItem "GTHyperblaster"
//DropItem "GTMachinegun"
//DropItem "GTMagnum"
//DropItem "GTRailgun"
//DropItem "GTRocketLauncher"
//DropItem "GTShotgun"
//DropItem "GTSuperShotgun"
//DropItem "GTManaAmmo", 50
//DropItem "GTStaff"
//DropItem "GTMace"
//DropItem "GTHeavy"
//DropItem "GTCrossbow"
//DropItem "GTHand"
//DropItem "GTWand"
//DropItem "GrenadeLauncher"
}

actor D2BASpawner : RandomSpawner 2019


{
SpawnID 2019
DropItem "Arachnotron"
DropItem "d2ShotgunGuy"
// DropItem "ArcaneSisterAlly"
DropItem "Backpack"
//DropItem "GTBFG9500"
//DropItem "GTHeavy"
//DropItem "GTHyperblaster"
//DropItem "GTMachinegun"
//DropItem "GTMagnum"
//DropItem "GTRailgun"
//DropItem "GTRocketLauncher"
//DropItem "GTShotgun"
//DropItem "GTSuperShotgun"
//DropItem "GTManaAmmo", 50
//DropItem "GTStaff"
//DropItem "GTMace"
//DropItem "GTHeavy"
//DropItem "GTCrossbow"
//DropItem "GTHand"
//DropItem "GTWand"
//DropItem "GrenadeLauncher"
}

actor d2GreenArmor : GreenArmor


{
}

actor d2BlueArmor : BlueArmor


{
}

actor d2ArmorGreen : GreenArmor


{
Armor.SavePercent 25
Armor.SaveAmount 150
}

actor d2ArmorRed : BlueArmor


{
Inventory.PickupMessage "Picked up the BattleArmor!"
Armor.SavePercent 50
Armor.SaveAmount 150
}

actor d2ArmorBlue : BlueArmor


{
Armor.SavePercent 25
Armor.SaveAmount 200
}

actor d2ArmorGTOrange : GreenArmor


{
Radius 20
Height 16
Inventory.PickupMessage "Basic GT Armor."
Inventory.PickupSound "misc/armor_pkup"
Inventory.Icon "I_arm2"
Armor.SavePercent 75
Armor.SaveAmount 75
+FLOORCLIP
States
{
Spawn:
MOD1 A -1
Stop
}
}

actor d2ArmorGTBlue1 : BlueArmor


{
Radius 20
Height 16
Inventory.PickupMessage "Advanced GT Armor."
Inventory.PickupSound "misc/armor_pkup"
Inventory.Icon "I_arm2"
Armor.SavePercent 75
Armor.SaveAmount 150
+FLOORCLIP
States
{
Spawn:
MOD1 A -1
Stop
}
}

actor d2ArmorGTBlue2 : BlueArmor


{
Radius 20
Height 16
Inventory.PickupMessage "Experimental GT Armor."
Inventory.PickupSound "misc/armor_pkup"
Inventory.Icon "I_arm2"
Armor.SavePercent 75
Armor.SaveAmount 200
+FLOORCLIP
States
{
Spawn:
MOD1 A -1
Stop
}
}

actor d2TeleportRailImp : DoomImp 2022


{
renderstyle translucent
SpawnID 2022
Damage 15
//DropItem "GTRailgun"
AttackSound "weapons/rbeam"
States
{
Spawn:
TROO AB 10 A_Look
Loop
See:
TROO AABBCCDD 3 A_Chase
TROO A 0 A_Jump(200, "See")
TROO A 0 A_Teleport("Missile", "d2ImpSpot")
Loop
Melee:
TROO EF 8 A_FaceTarget
TROO G 6 A_CustomComboAttack("BaronBall", 32, 3 * random(1, 8), "imp/melee")
Goto See
Missile:
TROO EF 8 A_FaceTarget
TROO G 6 A_CustomComboAttack("BaronBall", 32, 3 * random(1, 8), "imp/melee")
TROO G 6 A_TroopAttack
TROO E 10 A_FaceTarget
TROO F 8 A_MonsterRail
TROO E 8
Goto See
Death:
TROO G 12 A_QuakeEx( 2, 2, 2, 60, 0, 3000 )
//Light quake on 3000 map units
TROO H 12 A_ScreamAndUnblock
TROO IJ 12
TROO L -1 A_SetFloorClip
}
}

//This is the Special Spot used for the monster to


//teleport to randomly.
//monsters do not like to be touched at their special spots.

actor d2ImpSpot : SpecialSpot


{
+INVISIBLE
}
Actor d2TimeFreezer : PowerupGiver 2023
{
SpawnID 2023
renderstyle translucent
Inventory.Pickupmessage "Time Freezer!"
Inventory.Icon "MEGAA0"
Inventory.MaxAmount 0
Inventory.UseSound "pickups/slowmo"
Powerup.Type "TimeFreezer"
Powerup.Duration 1000
Translation "128:143=48:63"
+AUTOACTIVATE
+INVENTORY.FANCYPICKUPSOUND
States
{
Spawn:
MEGA ABCD 4 bright
Loop
}
}

ACTOR d2TerrorSphere : PowerupGiver 2024


{
SpawnID 2024
renderstyle translucent
+COUNTITEM
+INVENTORY.AUTOACTIVATE
+INVENTORY.ALWAYSPICKUP
+INVENTORY.BIGPOWERUP
Inventory.MaxAmount 0
Powerup.Type Frightener
Powerup.Color GoldMap
Inventory.PickupMessage "The Terrorsphere!"
Translation "112:127=176:191", "176:191=192:207"
States
{
Spawn:
PINV ABCD 6 Bright
Loop
}
}

actor d2RadSuit : RadSuit 2025


{
renderstyle translucent
SpawnID 2025
}

actor d2allmap : allmap 2026


{
renderstyle translucent
SpawnID 2026
}

actor d2ExplosiveBarrel : ExplosiveBarrel 2028


{
renderstyle translucent
SpawnID 2028
}

ACTOR D2DoomIMP : DoomIMP 2045


{
SpawnID 2045
}

ACTOR D2Zombieman : Zombieman 2046


{
SpawnID 2046
}

ACTOR D2Chaingunguy : Chaingunguy 2047


{
dropitem "chaingunfixed"
SpawnID 2047
}

ACTOR D2Shotgunguy : Shotgunguy 2048


{
//DropItem "GTShotgun"
SpawnID 2048
}

ACTOR D2WolfensteinSS : WolfensteinSS 2049


{
//DropItem "GTHeavy"
SpawnID 2049
}

ACTOR D2RailgunZombie : ZombieMan 3001


{
//DropItem "GTRailgun"
SpawnID 3001
Damage 15
AttackSound "weapons/rbeam"
States
{
Missile:
POSS E 10 A_FaceTarget
POSS F 8 A_MonsterRail
POSS E 8
Goto See
}
}

ACTOR D2MirrorImp : DoomImp 3002


{
SpawnID 3002
States
{
Pain:
TROO H 6 A_Pain
TROO H 6 A_SetReflectiveInvulnerable
TROO FFF 15 A_CentaurDefend
TROO F 1 A_UnsetReflectiveInvulnerable
Goto See
Melee:
TROO EF 4 A_FaceTarget
TROO G 3 A_CustomMeleeAttack(50, "skeleton/melee", "none")
Goto See
}
}

actor D2WeirdImp : DoomImp 3003


{
SpawnID 3003
Health 300
States {
See:
TROO A 6 A_SetTics (health / 20)
TROO A 0 A_Chase
TROO B 6 A_SetTics (health / 20)
TROO B 0 A_Chase
TROO C 6 A_SetTics (health / 20)
TROO C 0 A_Chase
TROO D 6 A_SetTics (health / 20)
TROO D 0 A_Chase
Loop
Melee:
PLAY E 4
PLAY E 4 A_M_Saw
PLAY E 0 A_JumpIfCloser(40, "Melee")
goto See

}
}

Actor D2ForgetfulImp : DoomImp 3004


{
SpawnID 3004

States
{
See:
TROO AABBCCDD 3 A_Chase
TROO A 0 A_GiveInventory("Forgettimer", 1)

// A dummy inventory for tracking how long


//the imp has been searching.

TROO A 0 A_JumpIfInventory("Forgettimer", 20, "Forget")

// Jump to the Forget state when the timer


//reaches 20

Loop
Melee:
Missile:
TROO E 0 A_TakeInventory("Forgettimer", 20)

// Reset the timer.

TROO EF 8 A_FaceTarget
TROO G 6 A_TroopAttack
Goto See
Forget:
TROO A 0 A_TakeInventory("Forgettimer", 20)
TROO A 3 A_ClearTarget
Goto Spawn
}
}

ACTOR D2SuperZombie : ZombieMan 3005


{
//DropItem "GTMagnum"
SpawnID 3005

States
{
Missile:
POSS E 10 A_FaceTarget
POSS FE 2 Bright A_PosAttack
POSS F 1 A_MonsterRefire(130, "See") // About 50% chance to jump to "See" if target
is out of sight.
Goto Missile+1 // Looping back to the attack state to allow the actual refire!
}
}

ACTOR D2NewBerserk : Berserk 3006


{
//DropItem "GTMagnum"
SpawnID 3006
States
{
Pickup:
TNT1 A 0 A_GiveInventory("PowerStrength")
TNT1 A 0 HealThing(100)
TNT1 A 0 A_SelectWeapon("KoolFist")
stop
}
}

Actor D2SlowPainElem4ZDWiki: PainElemental 5010


{
SpawnID 5010
Translation "64:79=16:47", "128:143=152:159"
Speed 4
PainChance 96
Health 500
States
{
See:
PAIN AAAABBBBCCCC 3 A_Chase( "" )
Loop
Death:
PAIN H 8 Bright A_LowGravity
PAIN I 8 Bright A_Scream
PAIN JK 8 Bright
PAIN L 8 Bright A_PainDie
PAIN M 8 Bright
Stop
}
}
Actor D2FloatZ: Zombieman 5050
{
//DropItem "GTMagnum"
SpawnID 5050
+STEALTH
RenderStyle Translucent
Alpha 0
//A_NoGravity
//A_SetFloat
//A_SetFloatSpeed(15)
}

Actor D2Spectre4ZDoomWiki: Spectre 9050


{
SpawnID 9050

States
{
Pain:
SARG H 2 Fast
SARG H 2 Fast A_Pain
SARG H 0 A_JumpIfHealthLower(30, "MakingVisible")
Goto See
MakingVisible:
SARG H 0 A_ClearShadow
Goto See
}
}

// caco death with a quake

Actor d2Caco4ZDoomWiki: Cacodemon 9051


{
SpawnID 9051
Health 600
Scale 1.3
Translation "16:47=168:191", "112:127=208:223"
States
{
Death:
HEAD G 12 A_QuakeEx( 2, 2, 2, 60, 0, 3000 )
//Light quake on 3000 map units around cacodemon death
HEAD H 12 A_Scream
HEAD IJ 12
HEAD K 12 A_NoBlocking
HEAD L -1 A_SetFloorClip
Stop
}
}

// grenadeZ

ACTOR d2GrenadierZombie : ZombieMan 9052


{
//DropItem "GTMagnum"
SpawnID 9052
AttackSound ""
States
{
Missile:
POSS E 10 A_FaceTarget
POSS F 8 A_ThrowGrenade("Grenade", 20, 8, 4)
POSS E 8
Goto See
}
}

ACTOR d2BlindImp : DoomImp 9053


{
SpawnID 9053
States
{
Spawn:
TROO AB 10 A_TurretLook
Loop
See:
TROO AABB 3 A_Chase
TROO CCDD 3 A_Wander
Loop
Melee:
TROO EF 8 A_FaceTarget
TROO G 6 A_CustomComboAttack("DoomImpBall", 32, 3 * random(1, 8), "imp/melee")
Goto See
Missile:
TROO EF 8
TROO G 6 A_CustomMissile("DoomImpBall", 20, 0, 0, 2)
Goto See
}
}

// psi cyber

Actor d2PsiCyber4ZDoomWiki: Cyberdemon 9054


{
SpawnID 9054
States
{
Missile:
CYBR E 0 A_Jump( 1, "PsiKill" )
CYBR E 6 A_FaceTarget
CYBR F 12 A_CyberAttack
CYBR E 12 A_FaceTarget
CYBR F 12 A_CyberAttack
CYBR E 12 A_FaceTarget
CYBR F 12 A_CyberAttack
Goto See
PsiKill:
CYBR E 0 A_PlaySound( "cyber/sight", CHAN_VOICE )
CYBR E 12 Bright A_FaceTarget
CYBR E 12 A_FaceTarget
CYBR E 8 Bright A_FaceTarget
CYBR E 8 A_FaceTarget
CYBR E 4 Bright A_FaceTarget
CYBR E 4 A_FaceTarget
CYBR E 2 Bright A_FaceTarget
CYBR E 2 A_FaceTarget
CYBR F 20 A_KillTarget( "PsiDmg" )
Goto See
}
}

//railgunZ

ACTOR d2PossZombie : ZombieMan 9055


{
SpawnID 9055
//DropItem "GTMagnum"
Damage 15
AttackSound "weapons/rbeam"
States
{
Missile:
Poss A 20 Bright A_FaceTarget
Poss G 4 Bright A_SPosAttackUseAtkSound
Poss H 4 Bright A_SPosAttackUseAtkSound
Poss H 1 Bright A_SpidRefire
Goto Missile+1
}
}

ACTOR D2PowerBlurSphere : PowerupGiver 9056


{
SpawnID 9056
+COUNTITEM
+VISIBILITYPULSE
+INVENTORY.AUTOACTIVATE
+INVENTORY.ALWAYSPICKUP
+INVENTORY.BIGPOWERUP
Inventory.MaxAmount 0
Powerup.Type "PowerGhost"
RenderStyle Translucent
Inventory.PickupMessage "ghost"
States
{
Spawn:
PINS ABCD 6 Bright
Loop
}
}

ACTOR D2PowerFlightSphere : PowerupGiver 9057


{
SpawnID 9057
+COUNTITEM
+VISIBILITYPULSE
+INVENTORY.AUTOACTIVATE
+INVENTORY.ALWAYSPICKUP
+INVENTORY.BIGPOWERUP
Inventory.MaxAmount 0
Powerup.Type "PowerFlight"
RenderStyle Translucent
Inventory.PickupMessage "flight"
States
{
Spawn:
PINS ABCD 6 Bright
Loop
}
}

ACTOR D2PowerMaskSphere : PowerupGiver 9058


{
SpawnID 9058
+COUNTITEM
+VISIBILITYPULSE
+INVENTORY.AUTOACTIVATE
+INVENTORY.ALWAYSPICKUP
+INVENTORY.BIGPOWERUP
Inventory.MaxAmount 0
Powerup.Type "PowerMask"
RenderStyle Translucent
Inventory.PickupMessage "power mask"
States
{
Spawn:
PINS ABCD 6 Bright
Loop
}
}

ACTOR D2PowerDoubleFiringSpeedSphere : PowerupGiver 9060


{
SpawnID 9060
+COUNTITEM
+VISIBILITYPULSE
+INVENTORY.AUTOACTIVATE
+INVENTORY.ALWAYSPICKUP
+INVENTORY.BIGPOWERUP
Inventory.MaxAmount 0
Powerup.Type "PowerDoubleFiringSpeed"
RenderStyle Translucent
Inventory.PickupMessage "double fire rate"
States
{
Spawn:
PINS ABCD 6 Bright
Loop
}
}

actor D2PowerDoubleDamage : PowerDamage


{
damagefactor "normal", 2
inventory.icon "MEGAA0"
}

actor D2DoubleDamage : PowerupGiver 9061


{
SpawnID 9061
inventory.pickupmessage "dual Damage!!"
powerup.color LawnGreen 0.25
inventory.maxamount 0
inventory.usesound "pickups/slowmo"
powerup.type "D2PowerDoubleDamage"
powerup.duration 1000
translation "128:143=120:127"
+AUTOACTIVATE
+INVENTORY.FANCYPICKUPSOUND
states
{
Spawn:
MEGA ABCD 4 bright
loop
}
}

//A Quad damage item:

actor D2PowerQuadDamage : PowerDamage


{
damagefactor "normal", 4
inventory.icon "MEGAA0"
}

actor D2QuadDamage : PowerupGiver 9100


{
SpawnID 9100
inventory.pickupmessage "Quad Damage!!"
powerup.color LawnGreen 0.25
inventory.maxamount 0
inventory.usesound "pickups/slowmo"
powerup.type "D2PowerQuadDamage"
powerup.duration 1000
translation "128:143=120:127"
+AUTOACTIVATE
+INVENTORY.FANCYPICKUPSOUND
states
{
Spawn:
MEGA ABCD 4 bright
loop
}
}

actor D2HighJump : PowerupGiver 9101


{
SpawnID 9101
inventory.pickupmessage "High Jump!!"
inventory.icon "MEGAA0"
powerup.color DarkSalmon 0.25
inventory.maxamount 0
inventory.usesound "pickups/slowmo"
powerup.type "HighJump"
powerup.duration 1000
translation "128:143=144:151"
+AUTOACTIVATE
+INVENTORY.FANCYPICKUPSOUND
states
{
Spawn:
MEGA ABCD 4 bright
loop
}
}
actor D2PowerInfiniteAmmo : PowerupGiver 9102
{
SpawnID 9102
inventory.pickupmessage "infinite ammo!!"
inventory.icon "MEGAA0"
powerup.color DarkSalmon 0.25
inventory.maxamount 0
inventory.usesound "pickups/slowmo"
powerup.type "PowerInfiniteAmmo"
powerup.duration 1000
translation "128:143=144:151"
+AUTOACTIVATE
+INVENTORY.FANCYPICKUPSOUND
states
{
Spawn:
MEGA ABCD 4 bright
loop
}
}

ACTOR D2PowerInvulnerable : PowerInvulnerable


{
Powerup.Duration -60
Inventory.Icon "SPSHLD0"
}

actor D2PowerInv : PowerupGiver 9103


{
SpawnID 9103
inventory.pickupmessage "double length invulnerability!!"
inventory.icon "MEGAA0"
powerup.color DarkSalmon 0.25
inventory.maxamount 0
inventory.usesound "pickups/slowmo"
powerup.type "D2PowerInvulnerable"
powerup.duration 1000
translation "128:143=144:151"
+AUTOACTIVATE
+INVENTORY.FANCYPICKUPSOUND
states
{
Spawn:
MEGA ABCD 4 bright
loop
}
}

ACTOR D2PowerMaskSphere : PowerupGiver 9059


{
SpawnID 9059
+COUNTITEM
+VISIBILITYPULSE
+INVENTORY.AUTOACTIVATE
+INVENTORY.ALWAYSPICKUP
+INVENTORY.BIGPOWERUP
Inventory.MaxAmount 0
Powerup.Type "PowerTorch"
RenderStyle Translucent
Inventory.PickupMessage "Power Torch"
States
{
Spawn:
MEGA ABCD 4 bright
Loop
}
}

ACTOR d2PowerHalfDamage : PowerProtection


{
DamageFactor "Normal", 0.5
Inventory.Icon "MEGAA0"
}

ACTOR d2HalfDamage : PowerupGiver 9104


{
SpawnID 9104
Inventory.PickupMessage "Half Damage!!"
Powerup.Color Grey4 0.25
Inventory.MaxAmount 0
Inventory.UseSound "pickups/slowmo"
Powerup.Type "d2PowerHalfDamage"
Powerup.Duration 1000
Translation "128:143=96:103"
+INVENTORY.AUTOACTIVATE
+INVENTORY.FANCYPICKUPSOUND
States
{
Spawn:
MEGA ABCD 4 Bright
Loop
}
}

ACTOR d2PowerQuarterDamage : PowerProtection


{
DamageFactor "Normal", 0.25
Inventory.Icon "MEGAA0"
SeeSound "imp/sight"
DeathSound "imp/death"
ActiveSound "imp/active"
+NORADIUSDMG
}

ACTOR d2QuarterDamage : PowerupGiver 9105


{
SpawnID 9105
Inventory.PickupMessage "Quarter Damage!!"
Powerup.Color Grey4 0.25
Inventory.MaxAmount 0
Inventory.UseSound "pickups/slowmo"
Powerup.Type "d2PowerQuarterDamage"
Powerup.Duration 1000
Translation "128:143=104:111"
+INVENTORY.AUTOACTIVATE
+INVENTORY.FANCYPICKUPSOUND
States
{
Spawn:
MEGA ABCD 4 Bright
Loop
}
}

actor d2Regen : PowerupGiver 9106


{
SpawnID 9106
inventory.pickupmessage "Regeneration!!"
inventory.icon "MEGAA0"
powerup.color gold 0.25
inventory.maxamount 0
inventory.usesound "pickups/slowmo"
powerup.type "Regeneration"
powerup.duration 1000
translation "128:143=64:79"
+AUTOACTIVATE
+INVENTORY.FANCYPICKUPSOUND
states
{
Spawn:
MEGA ABCD 4 bright
loop
}
}

actor d2powerscan : PowerupGiver 9107


{
SpawnID 9107
inventory.pickupmessage "motion tracking on map!!"
inventory.icon "MEGAA0"
powerup.color gold 0.25
inventory.maxamount 0
inventory.usesound "pickups/slowmo"
powerup.type "PowerScanner"
powerup.duration 1000
translation "128:143=64:79"
+AUTOACTIVATE
+INVENTORY.FANCYPICKUPSOUND
states
{
Spawn:
MEGA ABCD 4 bright
loop
}
}

actor d2powerspeed : PowerupGiver 9108


{
SpawnID 9108
inventory.pickupmessage "power of speed!!"
inventory.icon "MEGAA0"
powerup.color gold 0.25
inventory.maxamount 0
inventory.usesound "pickups/slowmo"
powerup.type "PowerSpeed"
powerup.duration 1000
translation "128:143=64:79"
+AUTOACTIVATE
+INVENTORY.FANCYPICKUPSOUND
states
{
Spawn:
MEGA ABCD 4 bright
loop
}
}

Actor d2Revenant : Revenant 9109


{
SpawnID 9109
renderstyle translucent
}

ACTOR d2Candelabra : Candelabra


{
renderstyle translucent
}

ACTOR d2Drain : PowerupGiver 9111


{
SpawnID 9111
Inventory.PickupMessage "Vampirism!!"
Inventory.Icon "MEGAA0"
Powerup.Color Red 0.25
Inventory.MaxAmount 0
Inventory.UseSound "pickups/slowmo"
Powerup.Type "Drain"
Powerup.Duration 1000
Translation "128:143=176:191"
+INVENTORY.AUTOACTIVATE
+INVENTORY.FANCYPICKUPSOUND
States
{
Spawn:
MEGA ABCD 4 Bright
Loop
}
}

//

Actor d2CACODEMON: CACODEMON { }


Actor d2Lostsoul: Lostsoul { }
Actor d2HellKnight: HellKnight { }
Actor d2DEADCACODEMON: DEADCACODEMON { }
Actor d2DEMON: DEMON { }
Actor d2SpiderMasterMind: SpiderMasterMind { }
Actor d2Arachnotron: Arachnotron { }
Actor d2CyberDemon: CyberDemon { }
Actor d2painelemental: painelemental { }
Actor d2BossBrain: BossBrain { }
//hexen -----------------------

//Actor HexenLevelAllDone : CustomInventory


//{
// Inventory.PickupMessage "end level!!!"
// Inventory.PickupSound "misc/p_pkup"
// +COUNTITEM
// +FLOATBOB
//+autoactivate
// States
// {
//Spawn:
// CKYY ABCDEFGHI 3 Bright
//Stop
//Pickup:
//TNT1 A 0 GiveInventory("gtshotgun", 1); // GiveInventory("ProgLevelEnder",
1);
//Stop
//}
//}

actor hexenspawner : RandomSpawner


{
DropItem "Arachnotron"
DropItem "d2ShotgunGuy"
DropItem "d2Drain"
DropItem "d2powerscan"
DropItem "D2PowerInfiniteAmmo"
DropItem "D2PowerMaskSphere"
DropItem "D2PowerBlurSphere"
DropItem "D2PowerFlightSphere"
DropItem "D2PowerDoubleFiringSpeedSphere"
DropItem "D2DoubleDamage"
DropItem "D2PowerQuadDamage"
DropItem "D2HighJump"
DropItem "D2PowerInv"
DropItem "D2PowerMaskSphere"
DropItem "d2HalfDamage"
DropItem "d2QuarterDamage"
DropItem "d2Regen"
DropItem "d2powerspeed"
DropItem "berserk"
DropItem "blursphere"
DropItem "infared"
DropItem "Megasphere"
DropItem "InvulnerabilitySphere"
DropItem "Backpack"
DropItem "BFG9000fixed"
DropItem "ChainGunfixed"
DropItem "ChainSawfixed"
DropItem "RocketLauncherfixed"
DropItem "Shotgunfixed"
DropItem "SuperShotgunfixed"

DropItem "d2GreenArmor"
DropItem "d2BlueArmor"
DropItem "d2ArmorGreen"
DropItem "d2ArmorRed"
DropItem "d2ArmorBlue"
DropItem "d2ArmorGTOrange"
DropItem "d2ArmorGTBlue1"
DropItem "d2ArmorGTBlue2"
DropItem "d2TerrorSphere"
DropItem "d2TimeFreezer"
DropItem "d2RadSuit"
DropItem "d2allmap"
DropItem "d2Drain"
DropItem "d2powerscan"
DropItem "D2PowerInfiniteAmmo"
DropItem "D2PowerMaskSphere"
DropItem "D2PowerBlurSphere"
DropItem "D2PowerFlightSphere"
DropItem "D2PowerDoubleFiringSpeedSphere"
DropItem "D2DoubleDamage"
DropItem "D2PowerQuadDamage"
DropItem "D2HighJump"
DropItem "D2PowerInv"
DropItem "D2PowerMaskSphere"
DropItem "d2HalfDamage"
DropItem "d2QuarterDamage"
DropItem "d2Regen"
DropItem "d2powerspeed"
DropItem "berserk"
DropItem "blursphere"
DropItem "infared"
DropItem "Megasphere"
DropItem "InvulnerabilitySphere"
DropItem "BFG9000fixed"
DropItem "ChainGunfixed"
DropItem "ChainSawfixed"
DropItem "RocketLauncherfixed"
DropItem "Shotgunfixed"
DropItem "SuperShotgunfixed"
////DropItem "brutalDSparilSerpent"
// DropItem "d2archvile2"
////DropItem "brutalDSparil"
// DropItem "BigBoost"
//DropItem "UltimaShotgun"
//DropItem "GTShotgun"
//DropItem "GTRocketLauncher"
//DropItem "GTHyperblaster"
//DropItem "GTRailgun"
//DropItem "GTHyperblaster"
//DropItem "GTAxe"
//DropItem "GTFlameThrower"
//DropItem "GTStaff"
//DropItem "GTMace"
//DropItem "GTCrossbow"
//DropItem "GTHand"
//DropItem "GTWand"
//DropItem "GTWandWhite"
//DropItem "GTWandGreen"
//DropItem "GTWandRed"
//DropItem "GTWandYellow"
//DropItem "GTWandSky"
//DropItem "GTWandBlack"
//DropItem "GTManaAmmo",2
//DropItem "GTHeavy"
//DropItem "GTMachinegun"
//DropItem "GTMagnum"
//DropItem "brutalgoldwand"
//DropItem "brutalblaster"
//DropItem "brutalcrossbow"
//DropItem "brutalmace"
//DropItem "brutalPhoenixRod"
//DropItem "brutalSkullRod"
//DropItem "brutalStaff"
//DropItem "brutalmace"
//DropItem "GTCrossbow"
// DropItem "CrystalVial"
// DropItem "EnchantedShield"
// DropItem "SilverShield"
//DropItem "brutalGargoyle"
//DropItem "brutalHereticGolem"
//DropItem "brutalUndeadKnight"
//DropItem "brutalSabreclaw"
//DropItem "brutalWeredragon"
//DropItem "brutalWizard"
//DropItem "brutalOphidian"
// DropItem "WarriorGhost"
//DropItem "brutalMinotaur"
//DropItem "brutalIronlich"
}

//actor H91 : StalactiteSmall 91 { SpawnID 91 }


//actor HS93 : StalactiteLarge 93 { SpawnID 93 }
//actor H97 : Blaster 97 { SpawnID 97 }
//actor H98 : Knight 98 { SpawnID 98 }
//actor H99 : Mummy 99 { SpawnID 99 }
//actor H100 : SilverShield 100 { SpawnID 100 }
//actor H121 : Snake 121 { SpawnID 121 }

actor H91 : hexenspawner 91 { SpawnID 91 }


actor HS93 : hexenspawner 93 { SpawnID 93 }
actor H97 : hexenspawner 97 { SpawnID 97 }
actor H98 : hexenspawner 98 { SpawnID 98 }
actor H99 : hexenspawner 99 { SpawnID 99 }
actor H100 : hexenspawner 100 { SpawnID 100 }
actor H121 : hexenspawner 121 { SpawnID 121 }

// 1290 - 1424 : 134 +7 = 141

actor H101 : hexenspawner 101 { SpawnID 101 }


actor H102 : hexenspawner 102 { SpawnID 102 }
actor H103 : hexenspawner 103 { SpawnID 103 }
actor H104 : hexenspawner 104 { SpawnID 104 }
actor H105 : hexenspawner 105 { SpawnID 105 }
actor H106 : hexenspawner 106 { SpawnID 106 }
actor H107 : hexenspawner 107 { SpawnID 107 }
actor H108 : hexenspawner 108 { SpawnID 108 }
actor H109 : hexenspawner 109 { SpawnID 109 }
actor H110 : hexenspawner 110 { SpawnID 110 }
actor H111 : hexenspawner 111 { SpawnID 111 }
actor H112 : hexenspawner 112 { SpawnID 112 }
actor H113 : hexenspawner 113 { SpawnID 113 }
actor H114 : hexenspawner 114 { SpawnID 114 }
actor H115 : hexenspawner 115 { SpawnID 115 }

actor H116 : hexenspawner 116 { SpawnID 116 }


actor H117 : hexenspawner 117 { SpawnID 117 }
actor H119 : hexenspawner 119 { SpawnID 119 }
actor H120 : hexenspawner 120 { SpawnID 120 }
actor H122 : hexenspawner 122 { SpawnID 122 }
actor H123 : hexenspawner 123 { SpawnID 123 }
actor H124 : hexenspawner 124 { SpawnID 124 }
actor H140 : hexenspawner 140 { SpawnID 140 }
actor H254 : hexenspawner 254 { SpawnID 254 }

actor H1410 : hexenspawner 1410 { SpawnID 1410 }


actor H3000 : hexenspawner 3000 { SpawnID 3000 }

actor H8000 : hexenspawner 8000 { SpawnID 8000 }


actor H8002 : hexenspawner 8002 { SpawnID 8002 }
actor H8003 : hexenspawner 8003 { SpawnID 8003 }
actor H8004 : hexenspawner 8004 { SpawnID 8004 }
actor H8005 : hexenspawner 8005 { SpawnID 8005 }

actor H8006 : hexenspawner 8006 { SpawnID 8006 }


actor H8007 : hexenspawner 8007 { SpawnID 8007 }
actor H8008 : hexenspawner 8008 { SpawnID 8008 }
actor H8009 : hexenspawner 8009 { SpawnID 8009 }
actor H8010 : hexenspawner 8010 { SpawnID 8010 }
actor H8020 : hexenspawner 8020 { SpawnID 8020 }

ACTOR DoomKey : Key


{
Radius 20
Height 16
+NOTDMATCH
}

ACTOR doomRedCard : DoomKey


{
Inventory.PickupMessage "$GOTREDCARD"
Inventory.Icon "STKEYS2"
States
{
Spawn:
RKEY A 10
RKEY B 10 Bright
Loop
}
}

ACTOR doomBlueCard : DoomKey


{
Inventory.PickupMessage "$GOTBLUECARD"
Inventory.Icon "STKEYS0"
States
{
Spawn:
BKEY A 10
BKEY B 10 Bright
Loop
}
}

ACTOR doomYellowCard : DoomKey


{
Inventory.PickupMessage "$GOTYELWCARD"
Inventory.Icon "STKEYS1"
States
{
Spawn:
YKEY A 10
YKEY B 10 Bright
Loop
}
}

ACTOR doomRedSkull : DoomKey


{
Inventory.PickupMessage "$GOTREDSKUL"
Inventory.Icon "STKEYS5"
States
{
Spawn:
RSKU A 10
RSKU B 10 Bright
Loop
}
}

ACTOR doomYellowSkull : DoomKey


{
Inventory.PickupMessage "$GOTYELWSKUL"
Inventory.Icon "STKEYS4"
States
{
Spawn:
YSKU A 10
YSKU B 10 Bright
Loop
}
}

ACTOR doomBlueSkull : DoomKey


{
Inventory.PickupMessage "$GOTBLUESKUL"
Inventory.Icon "STKEYS3"
States
{
Spawn:
BSKU A 10
BSKU B 10 Bright
Loop
}
}

ACTOR hexenkspawner
{
States
{
Spawn:
TNT1 A 10 A_SpawnItem("doomBlueCard",0,0)
//TNT1 B 10 A_SpawnItem("KeyBlue",0,0)
TNT1 A 10 A_SpawnItem("doomYellowCard",0,0)
//TNT1 B 10 A_SpawnItem("KeyYellow",0,0)
TNT1 A 10 A_SpawnItem("doomRedCard",0,0)
//TNT1 B 10 A_SpawnItem("KeyGreen",0,0)
stop
}
}

actor H8030 : hexenkspawner 8030 { SpawnID 8030 }


actor H8031 : hexenkspawner 8031 { SpawnID 8031 }
actor H8032 : hexenkspawner 8032 { SpawnID 8032 }
actor H8033 : hexenkspawner 8033 { SpawnID 8033 }
actor H8034 : hexenkspawner 8034 { SpawnID 8034 }
actor H8035 : hexenkspawner 8035 { SpawnID 8035 }
actor H8036 : hexenkspawner 8036 { SpawnID 8036 }
actor H8037 : hexenkspawner 8037 { SpawnID 8037 }
actor H8038 : hexenkspawner 8038 { SpawnID 8038 }
actor H8039 : hexenkspawner 8039 { SpawnID 8039 }

actor H8040 : hexenspawner 8040 { SpawnID 8040 }


actor H8041 : hexenspawner 8041 { SpawnID 8041 }
actor H8042 : hexenspawner 8042 { SpawnID 8042 }
actor H8043 : hexenspawner 8043 { SpawnID 8043 }
actor H8044 : hexenspawner 8044 { SpawnID 8044 }
actor H8045 : hexenspawner 8045 { SpawnID 8045 }
actor H8046 : hexenspawner 8046 { SpawnID 8046 }
actor H8047 : hexenspawner 8047 { SpawnID 8047 }
actor H8048 : hexenspawner 8048 { SpawnID 8048 }
actor H8049 : hexenspawner 8049 { SpawnID 8049 }
actor H8050 : hexenspawner 8050 { SpawnID 8050 }
actor H8051 : hexenspawner 8051 { SpawnID 8051 }
actor H8052 : hexenspawner 8052 { SpawnID 8052 }
actor H8060 : hexenspawner 8060 { SpawnID 8060 }

actor H8061 : hexenspawner 8061 { SpawnID 8061 }


actor H8062 : hexenspawner 8062 { SpawnID 8062 }
actor H8063 : hexenspawner 8063 { SpawnID 8063 }
actor H8064 : hexenspawner 8064 { SpawnID 8064 }
actor H8065 : hexenspawner 8065 { SpawnID 8065 }
actor H8066 : hexenspawner 8066 { SpawnID 8066 }
actor H8067 : hexenspawner 8067 { SpawnID 8067 }
actor H8068 : hexenspawner 8068 { SpawnID 8068 }
actor H8069 : hexenspawner 8069 { SpawnID 8069 }
actor H8070 : hexenspawner 8070 { SpawnID 8070 }
actor H8071 : hexenspawner 8071 { SpawnID 8071 }
actor H8072 : hexenspawner 8072 { SpawnID 8072 }
actor H8073 : hexenspawner 8073 { SpawnID 8073 }
actor H8074 : hexenspawner 8074 { SpawnID 8074 }
actor H8075 : hexenspawner 8075 { SpawnID 8075 }

actor H8076 : hexenspawner 8076 { SpawnID 8076 }


actor H8077 : hexenspawner 8077 { SpawnID 8077 }
actor H8080 : hexenspawner 8080 { SpawnID 8080 }
actor H8100 : hexenspawner 8100 { SpawnID 8100 }
actor H8101 : hexenspawner 8101 { SpawnID 8101 }
actor H8102 : hexenspawner 8102 { SpawnID 8102 }
actor H8103 : hexenspawner 8103 { SpawnID 8103 }
actor H8104 : hexenspawner 8104 { SpawnID 8104 }
actor H8200 : hexenspawner 8200 { SpawnID 8200 }
actor H8500 : hexenspawner 8500 { SpawnID 8500 }
actor H8501 : hexenspawner 8501 { SpawnID 8501 }
actor H8502 : hexenspawner 8502 { SpawnID 8502 }
actor H8503 : hexenspawner 8503 { SpawnID 8503 }
actor H8504 : hexenspawner 8504 { SpawnID 8504 }
actor H8505 : hexenspawner 8505 { SpawnID 8505 }

actor H8506 : hexenspawner 8506 { SpawnID 8506 }


actor H8507 : hexenspawner 8507 { SpawnID 8507 }
actor H8508 : hexenspawner 8508 { SpawnID 8508 }
actor H8509 : hexenspawner 8509 { SpawnID 8509 }
actor H9002 : hexenspawner 9002 { SpawnID 9002 }
actor H9003 : hexenspawner 9003 { SpawnID 9003 }
actor H9004 : hexenspawner 9004 { SpawnID 9004 }
actor H9005 : hexenspawner 9005 { SpawnID 9005 }
actor H9006 : hexenspawner 9006 { SpawnID 9006 }
actor H9007 : hexenspawner 9007 { SpawnID 9007 }
actor H9008 : hexenspawner 9008 { SpawnID 9008 }
actor H9009 : hexenspawner 9009 { SpawnID 9009 }
actor H9010 : hexenspawner 9010 { SpawnID 9010 }
actor H9011 : hexenspawner 9011 { SpawnID 9011 }
actor H9012 : hexenspawner 9012 { SpawnID 9012 }

actor H9014 : hexenspawner 9014 { SpawnID 9014 }


actor H9015 : hexenspawner 9015 { SpawnID 9015 }
actor H9016 : hexenspawner 9016 { SpawnID 9016 }
actor H9017 : hexenspawner 9017 { SpawnID 9017 }
actor H9018 : hexenspawner 9018 { SpawnID 9018 }
actor H9019 : hexenspawner 9019 { SpawnID 9019 }
actor H9020 : hexenspawner 9020 { SpawnID 9020 }
actor H9021 : hexenspawner 9021 { SpawnID 9021 }
actor H10000 : hexenspawner 10000 { SpawnID 10000 }
actor H10001 : hexenspawner 10001 { SpawnID 10001 }
actor H10002 : hexenspawner 10002 { SpawnID 10002 }
actor H10003 : hexenspawner 10003 { SpawnID 10003 }
actor H10011 : hexenspawner 10011 { SpawnID 10011 }
actor H10030 : hexenspawner 10030 { SpawnID 10030 }
actor H10040 : hexenspawner 10040 { SpawnID 10040 }

actor H10060 : hexenspawner 10060 { SpawnID 10060 }


actor H10080 : hexenspawner 10080 { SpawnID 10080 }
actor H10090 : hexenspawner 10090 { SpawnID 10090 }
actor H10091 : hexenspawner 10091 { SpawnID 10091 }

actor H10100 : hexenspawner 10100 { SpawnID 10100 }


actor H10101 : hexenspawner 10101 { SpawnID 10101 }
actor H10102 : hexenspawner 10102 { SpawnID 10102 }
actor H10110 : hexenspawner 10110 { SpawnID 10110 }
actor H10120 : hexenspawner 10120 { SpawnID 10120 }
actor H10200 : hexenspawner 10200 { SpawnID 10200 }
actor H10225 : hexenspawner 10225 { SpawnID 10225 }

actor H10500 : hexenspawner 10500 { SpawnID 10500 }


actor H10501 : hexenspawner 10501 { SpawnID 10501 }
actor H10502 : hexenspawner 10502 { SpawnID 10502 }
actor H10503 : hexenspawner 10503 { SpawnID 10503 }

//FIRE GENERATORS ====================================================

ACTOR FiremanFire_BIG : TeleGlitter1


{
RenderStyle Translucent
Alpha 0.7

States
{
Spawn:
TNT1 A 1
TNT1 A 0 ACS_NamedExecuteWithResult("ChangeScale", 7, 10)
Goto SpawnBasic
SpawnBasic:
FX09 A 1 Bright A_AccTeleGlitter
FX09 A 1 Bright A_AccTeleGlitter
FX09 A 1 Bright A_AccTeleGlitter
FX09 A 1 Bright A_AccTeleGlitter

FX09 B 2 Bright
FX09 B 2 Bright A_AccTeleGlitter
FX09 B 2 Bright
FX09 B 2 Bright A_AccTeleGlitter

//FX09 B 0 A_Jump(256, "End1", "End2", "End3", "End4")

//FX09 C 1 Bright
//FX09 D 1 Bright
//FX09 E 1 Bright
//FX09 F 1 Bright
FX09 G 1 Bright
FX09 H 1 Bright
FX09 I 1 Bright
FX09 J 1 Bright
FX09 J 0 A_Jump(256, "End1", "End2")
End1:
FX09 K 1 Bright
Stop
End2:
FX09 K 2 Bright
Stop
}
}

ACTOR FiremanFire_SMALL : FiremanFire_BIG


{
States
{
Spawn:
TNT1 A 1
TNT1 A 0 ACS_NamedExecuteWithResult("ChangeScale", 1, 6)
Goto SpawnBasic
}
}

//TALL TORCHES ====================================================================

ACTOR ÒBlue_Flame1 : FiremanFire_BIG


{
Translation "172:186=240:241", "172:186=206:207", "212:218=198:205",
"231:231=197:197", "4:4=196:196"
}
ACTOR ÒBlue_Flame2 : FiremanFire_SMALL
{
Translation "172:186=240:241", "172:186=206:207", "212:218=198:205",
"231:231=197:197", "4:4=196:196"
}

ACTOR BlueTorch_ADD_Flame : BlueTorch replaces BlueTorch


{
var int user_i;

States
{
Spawn:
TBLU A 1
TBLU A 0 A_SpawnItemEx("ÒBlue_Flame1", random[TeleGlitter](0,3)-1.3,
random[TeleGlitter](0,3)-1.3, 52, 0, 0, 0.25)
TBLU A 0
{
for (user_i = 0; user_i < 0; user_i++)
{

A_SpawnItemEx("ÒBlue_Flame2", random[TeleGlitter](0,5)-1.3, random[TeleGlitter]


(0,5)-1.3, 52, 0, 0, 0.25);
}
}
Loop
}
}

ACTOR ÒGreen_Flame1 : FiremanFire_BIG


{
Translation "168:185=114:127", "208:223=112:127", "48:63=112:127",
"231:231=113:113", "4:4=112:112"
}
ACTOR ÒGreen_Flame2 : FiremanFire_SMALL
{
Translation "168:185=114:127", "208:223=112:127", "48:63=112:127",
"231:231=113:113", "4:4=112:112"
}

ACTOR GreenTorch_ADD_Flame : GreenTorch replaces GreenTorch


{
var int user_i;

States
{
Spawn:
TGRN A 1
TGRN A 0 A_SpawnItemEx("ÒGreen_Flame1", random[TeleGlitter](0,3)-1.3,
random[TeleGlitter](0,3)-1.3, 52, 0, 0, 0.25)
TGRN A 0
{
for (user_i = 0; user_i < 0; user_i++)
{

A_SpawnItemEx("ÒGreen_Flame2", random[TeleGlitter](0,5)-1.3, random[TeleGlitter]


(0,5)-1.3, 52, 0, 0, 0.25);
}
}
Loop
}
}

ACTOR RedTorch_ADD_Flame : RedTorch replaces RedTorch


{
var int user_i;

States
{
Spawn:
TRED A 1
TRED A 0 A_SpawnItemEx("FiremanFire_BIG", random[TeleGlitter](0,3)-1.3,
random[TeleGlitter](0,3)-1.3, 52, 0, 0, 0.25)
TRED A 0
{
for (user_i = 0; user_i < 0; user_i++)
{

A_SpawnItemEx("FiremanFire_SMALL", random[TeleGlitter](0,5)-1.3,
random[TeleGlitter](0,5)-1.3, 52, 0, 0, 0.25);
}
}
Loop
}
}

//SHORT TORCHES ===================================================================

ACTOR SBlue_Flame1 : ÒBlue_Flame1


{
}
ACTOR SBlue_Flame2 : ÒBlue_Flame2
{
}

ACTOR ShortBlueTorch_ADD_Flame : ShortBlueTorch replaces ShortBlueTorch


{
var int user_i;

States
{
Spawn:

SMBT A 1
SMBT A 0 A_SpawnItemEx("SBlue_Flame1", random[TeleGlitter](0,4)-2,
random[TeleGlitter](0,4)-2, 30, 0, 0, 0.25)
SMBT A 0
{
for (user_i = 0; user_i < 0; user_i++)
{

A_SpawnItemEx("SBlue_Flame2", random[TeleGlitter](0,5)-2, random[TeleGlitter]


(0,5)-2, 30, 0, 0, 0.25);
}
}
Loop
}
}

ACTOR SGreen_Flame1 : ÒGreen_Flame1


{
}
ACTOR SGreen_Flame2 : ÒGreen_Flame2
{
}

ACTOR ShortGreenTorch_ADD_Flame : ShortGreenTorch replaces ShortGreenTorch


{
var int user_i;

States
{
Spawn:

SMGT A 1
SMGT A 0 A_SpawnItemEx("SGreen_Flame1", random[TeleGlitter](0,4)-2,
random[TeleGlitter](0,4)-2, 30, 0, 0, 0.25)
SMGT A 0

{
for (user_i = 0; user_i < 0; user_i++)
{

A_SpawnItemEx("SGreen_Flame2", random[TeleGlitter](0,5)-2, random[TeleGlitter]


(0,5)-2, 30, 0, 0, 0.25);
}
}
Loop
}
}

ACTOR ShortRedTorch_ADD_Flame : ShortRedTorch replaces ShortRedTorch


{
var int user_i;

States
{
Spawn:
SMRT A 1
SMRT A 0 A_SpawnItemEx("FiremanFire_BIG", random[TeleGlitter](0,4)-2,
random[TeleGlitter](0,4)-2, 30, 0, 0, 0.25)
SMRT A 0
{
for (user_i = 0; user_i < 0; user_i++)
{
A_SpawnItemEx("FiremanFire_SMALL", random[TeleGlitter](0,5)-2,
random[TeleGlitter](0,5)-2, 30, 0, 0, 0.25);
}
}
Loop
}
}

//CANDLESTICK FLAME ===============================================================

ACTOR Candle_Flame : FiremanFire_BIG //Ïëàìÿ ñâå÷è, ññûëü íà îñíîâíîé îãîíü äëÿ


áî÷êè
{
States
{
Spawn:
TNT1 A 1
TNT1 A 0 ACS_NamedExecuteWithResult("ChangeScale", 1, 1)
Goto SpawnBasic
}
}

ACTOR Candlestick_ADD_Flame : Candlestick replaces Candlestick


{

States
{
Spawn:
CAND A 1 A_SpawnItemEx("Candle_Flame", random[TeleGlitter](0,0)-0,
random[TeleGlitter](0,0)-0, 12.7, 0, 0, 0.01)
Loop
}
}

ACTOR EvilEye_ADD_Flame : EvilEye replaces EvilEye


{

States
{
Spawn:
CEYE ABCB 6 Bright A_SpawnItemEx("Candle_Flame", random[TeleGlitter](0,0)-0,
random[TeleGlitter](0,0)-0, 8.7, 0, 0, 0.01)
Loop
}
}

ACTOR HeadCandles_ADD_Flame : HeadCandles replaces HeadCandles


{
States
{
Spawn:
POL3 AB 4 Bright A_SpawnItemEx("Candle_Flame", random[TeleGlitter](0,0)+8.6,
random[TeleGlitter](0,0)+8.6, 17.4, 0, 0, 0.01)
POL3 AB 0 Bright A_SpawnItemEx("Candle_Flame", random[TeleGlitter](0,0)-7.9,
random[TeleGlitter](0,0)-8.3, 17.4, 0, 0, 0.01)
POL3 AB 0 Bright A_SpawnItemEx("Candle_Flame", random[TeleGlitter](0,0)-8.5,
random[TeleGlitter](0,0)+8.7, 17.4, 0, 0, 0.01)
POL3 AB 0 Bright A_SpawnItemEx("Candle_Flame", random[TeleGlitter](0,0)+8.8,
random[TeleGlitter](0,0)-8.8, 17.4, 0, 0, 0.01)
Loop
}
}

//BURNING BARREL =================================================================

ACTOR BurningBarrel_ADD_Flame : BurningBarrel replaces BurningBarrel


{
var int user_i;

States
{
Spawn:
FCAN A 1
FCAN A 0 A_SpawnItemEx("FiremanFire_BIG", 2+random[TeleGlitter](0,12)-7,
1.5+random[TeleGlitter](0,12)-7, 25, 0, 0, 0.25)
FCAN A 0
{
for (user_i = 0; user_i < 12; user_i++)
{
A_SpawnItemEx("FiremanFire_SMALL", 2+random[TeleGlitter](0,16)-10,
1.5+random[TeleGlitter](0,16)-10, 25, 0, 0, 0.25);
}
}
Loop
}
}

//================================================================================
//================================================================================

ACTOR Soulsphere_3DModel : Soulsphere replaces Soulsphere


{
Renderstyle Translucent
Alpha 0.5

States
{
Spawn:
SOUL ABCDCB 6 Bright ACS_NamedExecuteWithResult("FaceAngleAndPitchToPlayer", 6)
Loop
}
}

ACTOR BlurSphere_3DModel : BlurSphere replaces BlurSphere


{
Renderstyle Translucent
Alpha 0.5

States
{
Spawn:
PINS ABCD 6 Bright ACS_NamedExecuteWithResult("FaceAngleAndPitchToPlayer", 6)
Loop
}
}

ACTOR InvulnerabilitySphere_3DModel : InvulnerabilitySphere replaces


InvulnerabilitySphere
{
Renderstyle Translucent
Alpha 0.5

States
{
Spawn:
PINV ABCD 6 Bright ACS_NamedExecuteWithResult("FaceAngleAndPitchToPlayer", 6)
Loop
}
}

ACTOR Megasphere_3DModel : Megasphere replaces Megasphere


{
Renderstyle Translucent
Alpha 0.5

States
{
Spawn:
MEGA ABCD 6 Bright ACS_NamedExecuteWithResult("FaceAngleAndPitchToPlayer", 6)
Loop
}
}

ACTOR DeadMarine_Random : DeadMarine replaces DeadMarine


{
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_SetAngle( random(0,359) )
Goto Spawn_aivar242
Spawn_aivar242:
PLAY N -1
Stop
}
}

ACTOR GibbedMarine_Random : GibbedMarine replaces GibbedMarine


{
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_SetAngle( random(0,359) )
Goto Spawn_aivar242
Spawn_aivar242:
PLAY W -1
Stop
}
}

ACTOR GibbedMarineExtra_Random : GibbedMarineExtra replaces GibbedMarineExtra


{
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_SetAngle( random(0,359) )
Goto Spawn_aivar242
Spawn_aivar242:
PLAY W -1
Stop
}
}

ACTOR Gibs_Random : Gibs replaces Gibs


{
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_SetAngle( random(0,359) )
Goto Spawn_aivar242
Spawn_aivar242:
POL5 A -1
Stop
}
}

ACTOR ColonGibs_Random : ColonGibs replaces ColonGibs


{
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_SetAngle( random(0,359) )
Goto Spawn_aivar242
Spawn_aivar242:
POB1 A -1
Stop
}
}

ACTOR SmallBloodPool_Random : SmallBloodPool replaces SmallBloodPool


{
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_SetAngle( random(0,359) )
Goto Spawn_aivar242
Spawn_aivar242:
POB2 A -1
Stop
}
}

ACTOR HealthBonus_Transluc : HealthBonus


{
Renderstyle Translucent
Alpha 0.9
States
{
Spawn:
BON1 ABCDCB 6
Loop
}
}

ACTOR ArmorBonus_GlowEff : ArmorBonus


{
States
{
Spawn:
TNT1 A 0 A_SpawnParticle (Green, SPF_FULLBRIGHT | SPF_RELATIVE, 35, 20, 0, 0,
0, 7)
TNT1 A 0 A_SpawnParticle (Green, SPF_FULLBRIGHT | SPF_RELATIVE, 35, 20, 0, 0,
0, 7)
BON2 ABCDCB 6
Loop
}
}

actor D2CGSpawner : RandomSpawner 2002


{
SpawnID 2002
//DropItem "GTHeavy"
DropItem "Chaingunfixed"
//DropItem "GTMachinegun"
//DropItem "GTMagnum"
//DropItem "brutalgoldwand"
//DropItem "brutalblaster"
//DropItem "brutalcrossbow"
//DropItem "brutalmace"
//DropItem "brutalPhoenixRod"
//DropItem "brutalSkullRod"
//DropItem "brutalStaff"
//DropItem "brutalmace"
DropItem "Chainsawfixed"
//DropItem "GTCrossbow"
}

actor D2CSSpawner : RandomSpawner 2005


{
SpawnID 2005
//DropItem "brutalgoldwand"
//DropItem "brutalmace"
//DropItem "brutalPhoenixRod"
//DropItem "brutalSkullRod"
//DropItem "brutalStaff"
//DropItem "brutalmace"
DropItem "Chainsawfixed"
//DropItem "GTWand"
//DropItem "GTWandWhite"
//DropItem "GTWandGreen"
//DropItem "GTWandRed"
//DropItem "GTWandYellow"
//DropItem "GTWandSky"
//DropItem "GTWandBlack"
//DropItem "GTManaAmmo",2
}

actor D2prSpawner : RandomSpawner 2004


{
SpawnID 2004
DropItem "PlasmaRiflefixed"
//DropItem "GTRailgun"
//DropItem "GTHyperblaster"
//DropItem "GTAxe"
//DropItem "GTFlameThrower"
//DropItem "GTStaff"
//DropItem "GTMace"
//DropItem "GTCrossbow"
//DropItem "GTHand"
//DropItem "GTWand"
}

actor D2rlSpawner : RandomSpawner 2003


{
SpawnID 2003
DropItem "RocketLauncherfixed"
//DropItem "GTRocketLauncher"
//DropItem "GTHyperblaster"
DropItem "PlasmaRiflefixed"
}

actor D2dsgSpawner : RandomSpawner 2001


{
SpawnID 2001
DropItem "Shotgunfixed"
DropItem "SuperShotgunfixed"
//DropItem "UltimaShotgun"
//DropItem "GTShotgun"
// //DropItem "GTSuperShotgun"
}

actor D2ssgSpawner : RandomSpawner 82


{
SpawnID 82
DropItem "Shotgunfixed"
DropItem "SuperShotgunfixed"
//DropItem "UltimaShotgun"
//DropItem "GTShotgun"
// //DropItem "GTSuperShotgun"
}

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