PWAD= ?F gameinfo { playerclasses = "DoomPlayer" , "DoomScout" , "DoomTank" , "DoomJason" , "DoomMedic" , "DoomSlayer" }CREDITS SPRITES TAKEN FROM THE 150 SKIN PACK FOR ZANDRONUM https://zandronum.com/forum/viewtopic.php?f=53&t=9390ACTOR DoomScout : PlayerPawn { Speed 1.5 Health 50 Radius 16 Height 56 Mass 50 PainChance 355 Player.DisplayName "Scout" Player.StartItem "Shotgun" Player.StartItem "Fist" Player.StartItem "Shell", 9 Player.WeaponSlot 1, Fist, Chainsaw Player.WeaponSlot 2, Pistol Player.WeaponSlot 3, Shotgun, SuperShotgun Player.WeaponSlot 4, Chaingun Player.WeaponSlot 5, RocketLauncher Player.WeaponSlot 6, PlasmaRifle Player.WeaponSlot 7, BFG9000 Player.ColorRange 112, 127 Player.ColorSet 0, "Green", 0x70, 0x7F, 0x72 Player.ColorSet 1, "Gray", 0x60, 0x6F, 0x62 // Called "Indigo" originally so as to have a unique initial Player.ColorSet 2, "Brown", 0x40, 0x4F, 0x42 Player.ColorSet 3, "Red", 0x20, 0x2F, 0x22 // Doom Legacy additions Player.ColorSet 4, "Light Gray", 0x58, 0x67, 0x5A Player.ColorSet 5, "Light Brown", 0x38, 0x47, 0x3A Player.ColorSet 6, "Light Red", 0xB0, 0xBF, 0xB2 Player.ColorSet 7, "Light Blue", 0xC0, 0xCF, 0xC2 States { Spawn: XASR A -1 Loop See: XASR ABCD 4 Loop Missile: XASR E 12 Goto Spawn Melee: XASR F 6 BRIGHT Goto Missile Pain: XASR G 4 XASR G 4 A_Pain Goto Spawn Death: XASR H 0 A_PlayerSkinCheck("AltSkinDeath") Death1: XASR H 10 XASR I 10 A_PlayerScream XASR J 10 A_NoBlocking XASR KLM 10 XASR N -1 Stop XDeath: XASR O 0 A_PlayerSkinCheck("AltSkinXDeath") XDeath1: XASR O 5 XASR P 5 A_XScream XASR Q 5 A_NoBlocking XASR RSTUV 5 XASR W -1 Stop AltSkinDeath: XASR H 6 XASR I 6 A_PlayerScream XASR JK 6 XASR L 6 A_NoBlocking XASR MNO 6 XASR P -1 Stop AltSkinXDeath: XASR Q 5 A_PlayerScream XASR R 0 A_NoBlocking XASR R 5 A_SkullPop XASR STUVWX 5 XASR Y -1 Stop } } ACTOR DoomTank : PlayerPawn { Speed 0.5 Health 150 Radius 16 Height 56 Mass 150 PainChance 155 Player.DisplayName "Heavy" Player.StartItem "Chaingun" Player.StartItem "Fist" Player.StartItem "Clip", 30 Player.WeaponSlot 1, Fist, Chainsaw Player.WeaponSlot 2, Pistol Player.WeaponSlot 3, Shotgun, SuperShotgun Player.WeaponSlot 4, Chaingun Player.WeaponSlot 5, RocketLauncher Player.WeaponSlot 6, PlasmaRifle Player.WeaponSlot 7, BFG9000 Player.ColorRange 112, 127 Player.ColorSet 0, "Green", 0x70, 0x7F, 0x72 Player.ColorSet 1, "Gray", 0x60, 0x6F, 0x62 // Called "Indigo" originally so as to have a unique initial Player.ColorSet 2, "Brown", 0x40, 0x4F, 0x42 Player.ColorSet 3, "Red", 0x20, 0x2F, 0x22 // Doom Legacy additions Player.ColorSet 4, "Light Gray", 0x58, 0x67, 0x5A Player.ColorSet 5, "Light Brown", 0x38, 0x47, 0x3A Player.ColorSet 6, "Light Red", 0xB0, 0xBF, 0xB2 Player.ColorSet 7, "Light Blue", 0xC0, 0xCF, 0xC2 States { Spawn: CHUB A -1 Loop See: CHUB ABCD 4 Loop Missile: CHUB E 12 Goto Spawn Melee: CHUB F 6 BRIGHT Goto Missile Pain: CHUB G 4 CHUB G 4 A_Pain Goto Spawn Death: CHUB H 0 A_PlayerSkinCheck("AltSkinDeath") Death1: CHUB H 10 CHUB I 10 A_PlayerScream CHUB J 10 A_NoBlocking CHUB KLM 10 CHUB N -1 Stop XDeath: CHUB O 0 A_PlayerSkinCheck("AltSkinXDeath") XDeath1: CHUB O 5 CHUB P 5 A_XScream CHUB Q 5 A_NoBlocking CHUB RSTUV 5 CHUB W -1 Stop AltSkinDeath: CHUB H 6 CHUB I 6 A_PlayerScream CHUB JK 6 CHUB L 6 A_NoBlocking CHUB MNO 6 CHUB P -1 Stop AltSkinXDeath: CHUB Q 5 A_PlayerScream CHUB R 0 A_NoBlocking CHUB R 5 A_SkullPop CHUB STUVWX 5 CHUB Y -1 Stop } } ACTOR DoomJason : PlayerPawn { Speed 1.5 Health 100 Radius 16 Height 56 Mass 150 PainChance 355 Player.DisplayName "Psycho" Player.StartItem "Chainsaw" Player.StartItem "Fist" Player.StartItem "Berserk", 1 Player.WeaponSlot 1, Fist, Chainsaw Player.WeaponSlot 2, Pistol Player.WeaponSlot 3, Shotgun, SuperShotgun Player.WeaponSlot 4, Chaingun Player.WeaponSlot 5, RocketLauncher Player.WeaponSlot 6, PlasmaRifle Player.WeaponSlot 7, BFG9000 Player.ColorRange 112, 127 Player.ColorSet 0, "Green", 0x70, 0x7F, 0x72 Player.ColorSet 1, "Gray", 0x60, 0x6F, 0x62 // Called "Indigo" originally so as to have a unique initial Player.ColorSet 2, "Brown", 0x40, 0x4F, 0x42 Player.ColorSet 3, "Red", 0x20, 0x2F, 0x22 // Doom Legacy additions Player.ColorSet 4, "Light Gray", 0x58, 0x67, 0x5A Player.ColorSet 5, "Light Brown", 0x38, 0x47, 0x3A Player.ColorSet 6, "Light Red", 0xB0, 0xBF, 0xB2 Player.ColorSet 7, "Light Blue", 0xC0, 0xCF, 0xC2 States { Spawn: JASN A -1 A_GiveInventory("PowerStrength") Loop See: JASN ABCD 4 HealThing(1, 0) JASN ABCD 4 JASN ABCD 4 JASN ABCD 4 JASN ABCD 4 JASN ABCD 4 JASN ABCD 4 JASN ABCD 4 JASN ABCD 4 JASN ABCD 4 JASN ABCD 4 JASN ABCD 4 Loop Missile: JASN E 12 Goto Spawn Melee: JASN F 6 BRIGHT Goto Missile Pain: JASN G 4 JASN G 4 A_Pain Goto Spawn Death: JASN H 0 A_PlayerSkinCheck("AltSkinDeath") Death1: JASN H 10 JASN I 10 A_PlayerScream JASN J 10 A_NoBlocking JASN KLM 10 JASN N -1 Stop XDeath: JASN O 0 A_PlayerSkinCheck("AltSkinXDeath") XDeath1: JASN O 5 JASN P 5 A_XScream JASN Q 5 A_NoBlocking JASN RSTUV 5 JASN W -1 Stop AltSkinDeath: JASN H 6 JASN I 6 A_PlayerScream JASN JK 6 JASN L 6 A_NoBlocking JASN MNO 6 JASN P -1 Stop AltSkinXDeath: JASN Q 5 A_PlayerScream JASN R 0 A_NoBlocking JASN R 5 A_SkullPop JASN STUVWX 5 JASN Y -1 Stop } } ACTOR DoomMedic : PlayerPawn { Speed 0.75 Health 75 Radius 16 Height 56 Mass 100 PainChance 500 Player.DisplayName "Medic" Player.StartItem "Pistol" Player.StartItem "Fist" Player.StartItem "Clip", 10 Player.WeaponSlot 1, Fist, Chainsaw Player.WeaponSlot 2, Pistol Player.WeaponSlot 3, Shotgun, SuperShotgun Player.WeaponSlot 4, Chaingun Player.WeaponSlot 5, RocketLauncher Player.WeaponSlot 6, PlasmaRifle Player.WeaponSlot 7, BFG9000 Player.ColorRange 112, 127 Player.ColorSet 0, "Green", 0x70, 0x7F, 0x72 Player.ColorSet 1, "Gray", 0x60, 0x6F, 0x62 // Called "Indigo" originally so as to have a unique initial Player.ColorSet 2, "Brown", 0x40, 0x4F, 0x42 Player.ColorSet 3, "Red", 0x20, 0x2F, 0x22 // Doom Legacy additions Player.ColorSet 4, "Light Gray", 0x58, 0x67, 0x5A Player.ColorSet 5, "Light Brown", 0x38, 0x47, 0x3A Player.ColorSet 6, "Light Red", 0xB0, 0xBF, 0xB2 Player.ColorSet 7, "Light Blue", 0xC0, 0xCF, 0xC2 States { Spawn: MEDC A -1 Loop See: MEDC ABCD 4 HealThing(1, 0) MEDC ABCD 4 MEDC ABCD 4 MEDC ABCD 4 Loop Missile: MEDC E 12 Goto Spawn Melee: MEDC F 6 BRIGHT Goto Missile Pain: MEDC G 4 MEDC G 4 A_Pain Goto Spawn Death: MEDC H 0 A_PlayerSkinCheck("AltSkinDeath") Death1: MEDC H 10 MEDC I 10 A_PlayerScream MEDC J 10 A_NoBlocking MEDC KLM 10 MEDC N -1 Stop XDeath: MEDC O 0 A_PlayerSkinCheck("AltSkinXDeath") XDeath1: MEDC O 5 MEDC P 5 A_XScream MEDC Q 5 A_NoBlocking MEDC RSTUV 5 MEDC W -1 Stop AltSkinDeath: MEDC H 6 MEDC I 6 A_PlayerScream MEDC JK 6 MEDC L 6 A_NoBlocking MEDC MNO 6 MEDC P -1 Stop AltSkinXDeath: MEDC Q 5 A_PlayerScream MEDC R 0 A_NoBlocking MEDC R 5 A_SkullPop MEDC STUVWX 5 MEDC Y -1 Stop } } ACTOR DoomSlayer : PlayerPawn { +FORCEPAIN Speed 1 Health 100 Radius 16 Height 56 Mass 50 PainChance 256 Player.DisplayName "Slayer" Player.StartItem "Pistol" Player.StartItem "Fist" Player.StartItem "GreenArmor", 50 Player.StartItem "Clip" 20 Player.WeaponSlot 1, Fist, Chainsaw Player.WeaponSlot 2, Pistol Player.WeaponSlot 3, Shotgun, SuperShotgun Player.WeaponSlot 4, Chaingun Player.WeaponSlot 5, RocketLauncher Player.WeaponSlot 6, PlasmaRifle Player.WeaponSlot 7, BFG9000 Player.ColorRange 112, 127 Player.ColorSet 0, "Green", 0x70, 0x7F, 0x72 Player.ColorSet 1, "Gray", 0x60, 0x6F, 0x62 // Called "Indigo" originally so as to have a unique initial Player.ColorSet 2, "Brown", 0x40, 0x4F, 0x42 Player.ColorSet 3, "Red", 0x20, 0x2F, 0x22 // Doom Legacy additions Player.ColorSet 4, "Light Gray", 0x58, 0x67, 0x5A Player.ColorSet 5, "Light Brown", 0x38, 0x47, 0x3A Player.ColorSet 6, "Light Red", 0xB0, 0xBF, 0xB2 Player.ColorSet 7, "Light Blue", 0xC0, 0xCF, 0xC2 States { Spawn: DSLR A -1 Loop See: DSLR ABCD 4 Loop Missile: DSLR E 12 Goto Spawn Melee: DSLR F 6 BRIGHT Goto Missile Pain: DSLR G 4 A_PainDie ("ArmorBonus") DSLR G 4 A_Pain Goto Spawn Death: DSLR H 0 A_PlayerSkinCheck("AltSkinDeath") Death1: DSLR H 10 DSLR I 10 A_PlayerScream DSLR J 10 A_NoBlocking DSLR KLM 10 DSLR N -1 Stop XDeath: DSLR O 0 A_PlayerSkinCheck("AltSkinXDeath") XDeath1: DSLR O 5 DSLR P 5 A_XScream DSLR Q 5 A_NoBlocking DSLR RSTUV 5 DSLR W -1 Stop AltSkinDeath: DSLR H 6 DSLR I 6 A_PlayerScream DSLR JK 6 DSLR L 6 A_NoBlocking DSLR MNO 6 DSLR P -1 Stop AltSkinXDeath: DSLR Q 5 A_PlayerScream DSLR R 0 A_NoBlocking DSLR R 5 A_SkullPop DSLR STUVWX 5 DSLR Y -1 Stop } } ACTOR ChainsawSlayer : Chainsaw { Weapon.Kickback 0 Weapon.SelectionOrder 2200 Weapon.UpSound "weapons/sawup" Weapon.ReadySound "weapons/sawidle" Inventory.PickupMessage "$GOTCHAINSAW" Obituary "$OB_MPCHAINSAW" Tag "$TAG_CHAINSAW" +WEAPON.MELEEWEAPON States { Ready: SAWG CD 4 A_WeaponReady Loop Deselect: SAWG C 1 A_Lower Loop Select: SAWG C 1 A_Raise Loop Fire: SAWG AB 4 A_Saw ("weapons/sawfull","weapons/sawhit","BulletPuff",65,0,0,75,3,5,10,100) SAWG B 0 A_ReFire Goto Ready Spawn: CSAW A -1 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