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DECORATE
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actor GreenArmor : Armor 2018
{
Radius 20
Amount 50
States
{
Spawn:
ARM1 A -1
Stop
}
}
actor BlueArmor : Armor 2019
{
Radius 20
Amount 200
States
{
Spawn:
ARM1 A -1
Stop
}
}
actor HealthBonus : Health 2014
{
Amount 1
MaxAmount 200
States
{
Spawn:
BON1 A 6
BON1 B 6
BON1 C 6
BON1 D 6
BON1 C 6
BON1 B 6
Loop
}
}
actor ArmorBonus : Armor 2015
{
Radius 20
Height 16
Amount 1
Amount 200
States
{
Spawn:
BON2 A 6
BON2 B 6
BON2 C 6
BON2 D 6
BON2 C 6
BON2 B 6
Loop
}
}
actor RedCard:Key 13
{
SlotNumber 1
HUDColor 12
Icon 17
States
{
Spawn:
RKEY A -1
Stop
}
}
actor BlueCard:Key 5
{
SlotNumber 2
HUDColor 1
Icon 17
States
{
Spawn:
RKEY A -1
Stop
}
}
actor YellowCard:Key 6
{
SlotNumber 3
HUDColor 15
Icon 17
States
{
Spawn:
GKEY A -1
Stop
}
}
actor Column 2028
{
Radius 16
Height 30
+SOLID
States
{
Spawn:
LIGH A -1
Stop
}
}
actor Candelabra 35
{
Radius 16
Height 60
+SOLID
States
{
Spawn:
CBRA A -1 Bright
Stop
}
}
actor DeadMarine 15
{
States
{
Spawn:
PLAY N -1
Stop
}
}
actor ExplosiveBarrel 2035
{
Health 20
Radius 10
Height 42
+SOLID
+SHOOTABLE
+NOBLOOD
+DONTGIB
States
{
Spawn:
BAR1 A -1
Stop
Death:
BAR1 A 10 Bright A_PlaySound(3)
BEXP C 5 Bright
BEXP D 5 Bright A_Explode(100, 128);
BEXP E 10 Bright
Stop
}
}
actor BulletPuff 9999
{
VSpeed 1
+NOGRAVITY
+RANDOMIZE
States
{
Spawn:
PUFF A 4 Bright
PUFF B 4
// Intentional fall-through
Melee:
PUFF C 4
PUFF D 4
Stop
Pain:
PUFB A 4 Bright
PUFB B 4
}
}
actor RocketSmokeTrail 5690
{
+NOGRAVITY
+RANDOMIZE
VSpeed 1
States
{
Spawn:
PUFF C 4
PUFF D 4
}
}
actor PlasmaBall : Projectile 9998
{
Radius 13
Height 8
Speed 25
Damage 5
+RANDOMIZE
States
{
Spawn:
PLSB A 120 Bright
Stop
Death:
PLSE A 4 Bright
PLSE C 4 Bright
PLSE E 4 Bright
Stop
}
}
actor Rocket : Projectile 9997
{
Radius 11
Height 8
Mass 8
Speed 20
Damage 20
DeathSound 3
TrailType "RocketSmokeTrail"
+MISSILE
States
{
Spawn:
MISL A 120 Bright
// blast on TTL
Death:
MISL B 8 Bright
MISL C 6 Bright
MISL D 4 Bright
Stop
}
}
actor Cell : Ammo 2047
{
Amount 20
MaxAmount 300
// zap pico8 character
Icon 150
States
{
Spawn:
CELL A -1
Stop
}
}
actor CellPack : Cell 17
{
Amount 100
States
{
Spawn:
CELP A -1
Stop
}
}
actor RocketAmmo : Ammo 2010
{
Amount 1
MaxAmount 50
//
Icon 26
States
{
Spawn:
ROCK A -1
Stop
}
}
actor RocketBox : RocketAmmo 2046
{
Amount 5
States
{
Spawn:
BROK A -1
Stop
}
}
actor Clip : Ammo 2007
{
Amount 50
MaxAmount 200
Icon 152
States
{
Spawn:
CLIP A -1
Stop
}
}
actor ClipBox : Clip 2048
{
Amount 50
States
{
Spawn:
AMMO A -1
Stop
}
}
actor Shell : Ammo 2008
{
Amount 4
MaxAmount 50
Icon 153
States
{
Spawn:
SHEL A -1
Stop
}
}
actor ShellBox : Shell 2049
{
Amount 20
States
{
Spawn:
SBOX A -1
Stop
}
}
actor PlasmaRifle : Weapon 2004
{
AmmoUse 1
AmmoGive 40
AmmoType "Cell"
SlotNumber 2
HUDLabel "Plasma"
States {
Spawn:
PLAS A 5
PLAS A 5 Bright
Loop
Fire:
PLSF A 2 A_Light(160)
PLSF A 1 A_FireProjectile("PlasmaBall");
PLSG B 5
Goto Ready
Ready:
PLSG A 1 A_WeaponReady;
Loop
}
}
actor RocketLauncher : Weapon 2003
{
AmmoUse 1
AmmoGive 2
AmmoType "RocketAmmo"
SlotNumber 4
States {
Spawn:
LAUN A 5
LAUN A 5 Bright
Loop
Fire:
MISG A 8 A_FireProjectile("Rocket");
MISG B 12
Goto Ready
Ready:
MISG A 1 A_WeaponReady;
Loop
}
}
actor ShotGun : Weapon 2001
{
AmmoUse 1
AmmoGive 8
AmmoType "Shell"
SlotNumber 1
States {
Spawn:
SHOT A 5
SHOT A 5 Bright
Loop
Fire:
SHTG A 3 A_Light(160)
SHTG A 5 A_FireBullets(2,0,3,3,"BulletPuff");
SHTG B 20
SHTG A 4
Goto Ready
Ready:
SHTG A 1 A_WeaponReady;
Loop
}
}
actor ChainGun : Weapon 2002
{
AmmoUse 1
AmmoGive 20
AmmoType "Clip"
SlotNumber 3
States {
Spawn:
MGUN A 5
MGUN A 5 Bright
Loop
Fire:
CHGG A 4 A_FireBullets(2,0,1,3,"BulletPuff");
CHGG B 4
Goto Ready
Ready:
CHGG A 1 A_WeaponReady;
Loop
}
}
actor Fist : Weapon 5000
{
AmmoUse 0
AmmoGive 0
SlotNumber 5
States {
Ready:
PUNG A 1 A_WeaponReady
Loop
Fire:
PUNG B 4
PUNG C 4 A_MeleeAttack(20,"BulletPuff")
PUNG C 4
Goto Ready
}
}
actor PoomGuy: PlayerPawn 1
{
Radius 16
Health 100
Height 56
Armor 50
Speed 3
StartItem "Shotgun"
StartItem "Shell", 50
StartItem "PlasmaRifle"
StartItem "Cell", 100
StartItem "Fist"
+NOSECTORDMG
}
actor ZombieMan : Monster 3004
{
Health 20
Radius 20
Height 56
Speed 8
PainChance 200
// DropItem "Clip"
States
{
Spawn:
POSS A 10 A_Look;
Loop
See:
POSS A 8
POSS B 8 A_Chase;
Loop
Missile:
POSS E 10 A_FaceTarget;
POSS F 8 A_FireBullets(22.5, 0, 1, 9, "BulletPuff");
POSS E 8
Goto See
Death:
POSS H 5
POSS I 5 // A_Scream
POSS J 5 //A_NoBlocking
POSS K 5
POSS L 60
Stop
}
}
actor DoomImpBall: Projectile 9995
{
Radius 6
Height 8
Speed 10
FastSpeed 20
Damage 3
Mass 33
+RANDOMIZE
States
{
Spawn:
BAL1 A 120 Bright
Stop
Death:
BAL1 C 6 Bright
BAL1 E 6 Bright
Stop
}
}
actor DoomImp: Monster 3001
{
Health 60
Radius 20
Height 56
Speed 8
PainChance 200
MeleeRange 512
MaxTargetRange 800
States
{
Spawn:
TROO A 10 A_Look;
Loop
See:
TROO A 3
TROO B 2
TROO B 1 A_Chase;
Loop
Melee:
TROO A 8 A_FaceTarget;
TROO G 4 A_FireProjectile("PlasmaBall");
Goto See
Missile:
TROO A 8 A_FaceTarget;
TROO G 6 A_FireProjectile("DoomImpBall");
Goto See
Death:
TROO I 8
TROO K 6
TROO M 60
Stop
}
}
actor BaronOfHell: Monster 3003
{
Health 1000
Radius 24
Height 64
Mass 1000
Speed 8
PainChance 50
States
{
Spawn:
BOSS A -1
Stop
}
}
actor Cyberdemon: Monster 16
{
Health 4000
Radius 40
Height 110
Mass 1000
Speed 16
PainChance 20
States
{
Spawn:
CYBR A 4 A_FaceTarget(0.2);
Loop
}
}
actor Cacodemon: Monster 3005
{
Health 400
Radius 31
Height 56
Mass 400
Speed 8
PainChance 128
States
{
Spawn:
HEAD C -1
Stop
}
}
actor LostSoul: Monster 3006
{
Health 100
Radius 16
Height 56
Mass 50
Speed 8
Damage 3
PainChance 256
+FLOAT
+NOGRAVITY
+MISSILEMORE
+DONTFALL
+DROPOFF
+NOICEDEATH
States
{
Spawn:
SKUL A 10 Bright A_Look;
SKUL B 10 Bright A_Look;
Loop
See:
SKUL A 6 Bright A_Chase;
SKUL B 6 Bright A_Chase;
Loop
Missile:
SKUL C 10 Bright A_FaceTarget;
SKUL D 4 Bright A_SkullAttack;
SKUL C 4 Bright
SKUL D 4 Bright
Goto Missile
Death:
SKUL F 6 Bright
SKUL G 6 Bright
SKUL H 6 Bright
SKUL I 6 Bright
SKUL J 6
SKUL K 6
Stop
}
}