Push to master all the current WIP stuff in 0.9.11b:

- Reduce number of collectibles (some might come back in the future).
 - Merge both DLC weaponsets into one, removing redundant weapons.
 - Readjust prices of some items.
 - Initial work on collectibles (currently Frispy Corn is done).
 - Added bigfont for main menu, based on Source Han Sans.
 - Reduced default HUD margin to 10.
 - Added blob shadows.
 - Added precise crosshair drawing.
 - Tweaked decals, imported more stuff from UT.
 - Swapped the Ynykron impact decal for something better.
 - Fixes to slope alignment code.
 - Implemented headpats for MBF Helper Dogs and Cacodemons.
 - Implemented partial HDoom support, with love and headpats.
 - Fix various string functions breaking on unicode.
 - Added cracktro-style text scroll to Titlemap.
 - Fixed handling of healthbars for friendly monsters.
 - Workaround for maps that use the old author name hack (" - by: " separator).
 - Fixed Silver Bullet not autoswitching on first pickup.
 - Fixed misalignment of Silver Bullet zoomed aim.
 - Silver Bullet is unchambered on first pickup, consistent with Candygun.
 - Adjusted collision sizes of all items across the board.
 - Implemented "Use To Pickup" to work around any issues introduced by the previous change.
 - Swapped CHANF_LOOPING for CHANF_LOOP in many cases, this was a typo.
 - Tweaked Biospark arc lengths, for balance and higher performance.
 - Fix misaligned fire offsets of some weapons (most noticeable on Wallbuster).
 - Prettified the loading disclaimers for BD and HDoom.
 - Add pickup flash to all items.
 - Add custom key models for Doom and Heretic.
 - Fix blown kisses giving you "need key" messages.
 - Fix worn armor and embiggeners not being removed on scripted inventory resets.
 - Remove all references to the no longer planned Radio.
 - Workaround for gzdoom devbuild quirk where MenuSound changed its argument type.
 - Added timezone to fake clock.
 - Fix some times and dates in said clock.
 - SWWM blood now also hits ceilings.
 - Added default properties to DLC ammo and weapon stubs.
 - Lore entries for collectibles and dlc weapons (incomplete).
 - Massive amount of typo fixes across the board.
This commit is contained in:
Mari the Deer 2020-10-20 11:37:14 +02:00
commit eb2ee7b29f
42558 changed files with 4995 additions and 1976 deletions

View file

@ -1,4 +1,4 @@
## List of achievements to be implemented in 0.9.13b
## List of achievements to be implemented in 0.9.12b
### Base achievements:
@ -37,9 +37,11 @@
- **Premium Detective**: Obtain 100% secrets in 30 maps.
- **Return to Sender**: Kill 50 enemies with parried projectiles.
- **RIP Headphone Users**: Fire 25 Saltshot rounds simultaneously at close range.
- **Robutts Die Twice**: Do exactly that.
- **Salutations**: Greet another player.
- **Sayonara, Scumbag**: Wave at a dying enemy 20 times.
- **Shameful Display**: Load SWWM GZ and H-Doom together.
- **Shaped Like A Friend**: Befriend 50 Cacodemons with headpats.
- **Sharing Is Caring**: Share items in multiplayer 50 times.
- **Shockmaster**: Perform 50 Biospark combos.
- **Slam Your Balls**: Land 100 Lead Ball crits.
@ -62,7 +64,7 @@
### DLC Weaponset achievements:
- **HAHA DAB**: Gib 100 enemies with the Itamex Hammer.
- **High Noon**: Kill 6 enemies in a single Puntzer Beta reload.
- **High Noon**: Land 6 killing shots in a single Puntzer Beta reload.
- **Dakka**: Fire the Sheen HMG for 1 minute straight.
- **Gravely Roast**: Perform 30 bayonet combos with the Quadravol.
- **And The Dragons Were No More**: Kill the Death Wyvern using the Rail Carbine.

View file

@ -11,11 +11,13 @@ This is just a bit of *"future planning"* for stuff that I ***might*** add after
9. Ray-Khom *(UnSX)*
* **Actually make a fancy titlemap**
* **Mod trailer**
* **Add back the collectibles that were removed due to time constraints**
* **Fake livestream chat overlay, with dynamic reactions to all sorts of stuff**
* **Character and item images for the library**
* **Mothgirl summon for Lämp easter egg**
* **Ibuki companion add-on *(w/ optional "stream friendly" clothing)***
* **Saya model, for scenes or something idk *(or maybe a companion add-on too)***
* **Kirin model???**
* **Japanese localization???**
* **Strife support, with rewritten dialogue**
* **Monster/decoration replacements add-on**

View file

@ -17,7 +17,6 @@ Demolitionist
include "SilverBullet";
//include "EMPCarbine";
include "CandyGun";
//include "PROWELfartsupintheTADEL";
//include "RayKhom";
include "Ynykron";
//include "AODWeapon";
}

View file

@ -51,30 +51,20 @@ These will be available long after the first release.
-------------------- | -------
Itamex Hammer | 9000
Puntzer Beta | 10000
*SMW.05 Bullet* | 400
Puntzer Gamma | 50000
*SMW.05 Bullet* | 300
Puntzer Gamma | 30000
Sheen HMG | 100000
*HMG Bullet* | 400
Quadravol | 80000
*Quadravol Ammo* | 10000
Blackfire Igniter | 120000
Blackfire Igniter | 220000
*Blackfire Canister* | 20000
Sparkster x3 | 250000
*Nokron Unit* | 35000
*Kinylum Unit* | 25000
EMP Carbine | 300000
EMP Carbine | 500000
*EMP Core* | 60000
PROWEL&TADEL | 1600000
*Madness Core* | 150000
Ray-Khom | 1600000
*Ray Mag* | 150000
*Ray Battery* | 320000
Item | Price
-------------- | -------
Sheen HMG | 100000
*HMG Bullet* | 250
Skull Launcher | 80000
*Skull* | 4000
Cryolance | 240000
*Cryo Mag* | 60000
Ray-Khom | 1600000
*Ray Bolt* | 20000
### Other items
@ -101,24 +91,14 @@ Other items that can be bought at any moment. **Omnisights** and **Embiggeners**
Items that can sometimes be found in special boxes hidden in secret rooms. When collected they give credits according to their price.
Item | Price
--------------- | -----
Nutatco Bar | 200
Frispy Corn | 500
Hoagie | 800
PISS Whiskey | 1200
Froggy Chair | 1440
Cat C. Poster | 1500
MMiaSR Vol.1 | 2000
MMiaSR Vol.2 | 2000
MMiaSR Vol.3 | 2000
Akari Project | 3000
Lithium Vol.1 | 3500
Love Signals | 4000
Mashiro Plush | 5000
BRC Debut LP | 6000
Hege Cactus | 8000
Raidemin Figure | 9000
Item | Price
------------- | -----
Nutatco Bar | 200
Frispy Corn | 500
MMiaSR Vol.1 | 2000
Akari Project | 3000
Love Signals | 4000
Mashiro Plush | 5000
The following unlock when playing **Heretic** and up.
@ -126,8 +106,6 @@ The following unlock when playing **Heretic** and up.
--------------- | -----
Quartz Flask | 4000
Demo Plush | 6400
Doomguy Figure | 9000
Firemace | 10000
Saya Bean Plush | 12000
Tome of Power | 16000
@ -138,6 +116,4 @@ The following unlock when playing **Hexen** and up.
Peach Juice | 400
Milk Breads | 900
Kirin Manga | 1600
Puzzle Book | 2500
Kirin Plush | 10000
Obelisk | 24000
Kirin Plush | 20000

View file

@ -30,13 +30,14 @@ Additional features:
- **Targetting Array:** Tracks nearby foes and provides basic information on their health. Compatible with **Omnisight™** mapping modules for tracking key items and nearby exits. Can also highlight nearby pickups by holding a dedicated button.
- **Akari Labs CuteEmotion™ Display:** Equipped onto your visor to show a wide range of predefined facial expressions in order to convey simple emotions to others.
- **Akari Labs LoudBoi™ Voicebox:** Allows you to 🇪 🇲 🇮 🇹. Additional voice options will be available through add-ons. Note that the default voice is in Japanese, but subtitles will be provided when available.
- **On-demand Item Obtainers:** AKA "hands". You can pick up certain items from a distance by pressing Use (this is mainly a workaround for any quirks that might come from items in this mod having modified collision).
**Note:** Since you're a robutt you pretty much can swim indefinitely and are also inmune to poison.
**Note:** Since you're a robutt you pretty much can swim indefinitely and are also immune to poison.
## The Weapons
![](docimg/demolitionist_wallbuster.png)
The arsenal this mod brings to the table is composed mainly of stupidly overpowered weapons, which has been my speciality for years.
The arsenal this mod brings to the table is composed mainly of stupidly overpowered weapons, which has been my specialty for years.
Some weapons may have extra functions attached to the **Reload** or **Zoom** buttons, so don't forget to bind those too.
@ -102,7 +103,7 @@ The **Spreadgun** uses 10 gauge ammunition, apparently just for the sake of maki
Available in the following types, with varying chances of appearing depending
on replaced item, may also come in bundles:
- **Standard shotshell (red):** Lots of tiny pellets ready to tear enemies to shreds. Most common.
- **Standard buckshot (red):** Lots of tiny pellets ready to tear enemies to shreds. Most common.
- **Slug (green):** Concentrated damage in a single, large projectile. Common.
- **Dragon's breath (white):** Fiery pain in one shot for everything in front of you. Not very effective underwater, but still deals some small heat damage. Somewhat rare.
- **Kinylum saltshot (blue):** Highly volatile shards of **Kinylum** that leave behind a trail of burning plasma. Rare.
@ -376,6 +377,65 @@ A floating lamp companion, may attract moths. The moths will disperse and attack
Reveals the entire layout of the map and shows key locations in the HUD. Also allows you to highlight pickups through walls when holding the **Item Sense** button.
## The Collectibles
![](docimg/chancebox.png)
Every now and then you will find these strange ***"Lucky Chance Boxes"*** in secret areas, which you can open by pressing Use. Each of them will provide you with a randomly selected item from a pool of various *"collectibles"*. On pickup, these will give you a nice extra score based on their estimated market price. Some of these collectibles will only appear when you play specific IWADs (or those that go chronologically after them, e.g.: Heretic collectibles appearing in Hexen).
***(Do note that this feature is currently not fully implemented, there may be missing models)***
### NUTATCO™ Chocolate Bar (¥200)
A light snack, said to have a "savage taste".
### Frispy™ Tasty Corn Snack (¥500)
Saya's favorite barbecue-flavored corn nuts. She snacks on so many bags of these that their tasty scent has stuck to her permanently.
### The Akari Project (¥3000)
Hard cover copy of Saya's famous sci-fi novel about interdimensional travel. Saya has frequently cited it to dab hard on the UAC and their failures.
### Meidobot - Love Signals (¥4000)
Debut album of Maidbot Miyamoto. Very cute and romantic J-Pop. Yes, it's a CD, and yes, some people still have CD drives out there.
### Mashiro Plush (¥5000)
A plush doll of Saya's favorite moth girl, handcrafted by Nukritas 2xx herself. Potentially cursed, be extra careful when you have a Lämp around.
### Quartz Flask (¥4000) [Heretic]
Ye flask. Contains healing potion, has a taste comparable to cough syrup. Seems to also be popular on Cronos, having been carried over by the Serpent Riders and their armies.
### Demolitionist Plush (¥6400) [Heretic]
A soft and squishy plush doll of you! This became very popular after the events of Doom, with the Demolitionist having defeated the demons and saved Earth.
### Haunted Saya Bean Plush (¥12000) [Heretic]
Eats your snacks and calls you a horny. Emits a giggle when you squeeze it. Yet another of Nukritas 2xx's little handcrafted dolls. May or may not be really haunted.
### Tyketto's Tome of Power (¥16000) [Heretic]
A book of magic weapon enchantments. Found quite often across the land of Parthoris.
### Toot Froot™ Peach Juice (¥400) [Hexen]
Saya began to stock up on these after her marriage with Kirin, for some unexplained reason. She says the taste reminds her of him.
### Akkouxhei Milk Breads (¥900) [Hexen]
A tasty treat from Kirin's homeland. These soft and fluffy pastries are so sweet they may be even lethal if consumed in excess.
### I Married A Cherry Boy Emperor But It Turns Out He's Really Cute In Lingerie!? (¥1600) [Hexen]
A oneshot manga by Saya Miyamoto "based on true events" about a young girl who marries a seemingly pure and innocent emperor with a secret crossdressing hobby.
### Kirin Plush (¥20000) [Hexen]
The most adorable and huggable plush doll of the cutest and sweetest emperor. This was not only also handcrafted by Nukritas 2xx, but also imbued with Kirin's magic, his blessing making anyone feel warm and fuzzy when holding it close to their heart.
## The HUD
Pretty simplistic so it doesn't get in the way of the action. Some things may be configurable.
@ -421,10 +481,10 @@ Current equipped weapon stats. Ammo(s) and such. Below it, the weapon slots.
### Targeter
Because in the middle of the chaos that is this mod you might have a hard time trying to figure out where everything is in between explosions and massive smoke clouds, a targeter has been implemented, which will show the following:
Because in the middle of the chaos that is this mod you might have a hard time trying to figure out where everything is in between explosions and massive smoke clouds, a targetter has been implemented, which will show the following:
- **Players and monsters:** Draws an identification label and a health bar. The bar can display overhealing, and also indicate when someone is invulnerable. When they take damage or get healed, numbers (either red or green) will pop up around them. The targeter only picks up enemies in your direct line of sight, gradually fading once you lose sight of them, and can only display up to 40 individual bars (configurable), giving priority first to players, then the nearest enemies. The **Omnisight** increases the time out-of-sight targets remain marked.
- **Keys and map exits:** If you've picked up an **Omnisight**, key items and any exit lines will be marked and labelled, along with a little distance indicator in map units. Note that this doesn't work for script-triggered exits.
- **Players and monsters:** Draws an identification label and a health bar. The bar can display overhealing, and also indicate when someone is invulnerable. When they take damage or get healed, numbers (either red or green) will pop up around them. The targetter only picks up enemies in your direct line of sight, gradually fading once you lose sight of them, and can only display up to 40 individual bars (configurable), giving priority first to players, then the nearest enemies. The **Omnisight** increases the time out-of-sight targets remain marked.
- **Keys and map exits:** If you've picked up an **Omnisight**, key items and any exit lines will be marked and labeled, along with a little distance indicator in map units. Note that this doesn't work for script-triggered exits.
- **Highlighted items:** Holding the ***"Item Sense"*** button will mark and label nearby items, in case they're hard to see among countless piles of corpses or dim lighting. If you have an **Omnisight**, items that are out of view (e.g.: behind walls) will be marked too.
These components are toggleable.

View file

@ -1,7 +1,6 @@
**Finishing touches before release:**
- Radio function
- Collectables
- Collectibles
- Achievements
- Minigames
@ -13,6 +12,7 @@
- Extra localizations (including Japanese)
- Mod trailer video (doubt I'd be able to, I might ask someone instead)
- Rewrite the entire Demolitionist Menu code from the ground up to be more easily extensible and adapt to any window size
- Hexen key and puzzle item models?
**Very extra things for the future:**

View file

@ -26,6 +26,7 @@ Most of the work here is original, but there are some notable exceptions:
- MPlus font by M⁺ FONTS PROJECT (http://mplus-fonts.osdn.jp/mplus-bitmap-fonts). Modified to add gradients and drop shadow.
- Miniwi font by Josuah Demangeon (http://josuah.net). Modified to add gradients and drop shadow.
- k6x8 font by littlelimit (https://littlelimit.net/k6x8.htm). Modified to add gradients and drop shadow.
- Source Han Sans font by Adobe (https://adobe.ly/2ImpOnV). Modified to add gradient, outline and drop shadow.
- Terrain splashes for Doom by MagicWazard (typical Realm667 stuff that we've all used).
- Nashgore footprint texture by Valerie Lavender.
- Slope alignment utility code by ZZYZX & Nash.

View file

@ -2,7 +2,7 @@
user string swwm_voicetype = "default"; // voice for your demolitionist
//user color swwm_tagcolor = "40 FF 00"; // color of your model tags, not available due to engine dickery
user float swwm_flashstrength = 1.0; // strength of screen flashes
user int swwm_hudmargin = 20; // margin around fullscreen hud elements
user int swwm_hudmargin = 10; // margin around fullscreen hud elements
user int swwm_maxshown = 4; // max messages to show normally
user int swwm_maxshownbig = 10; // max messages to show when chatting
user int swwm_maxpickup = 5; // total pickup messages visible
@ -80,4 +80,6 @@ user bool swwm_bigtags = false; // use a bigger font for targeter tags
user bool swwm_intermusic = false; // use original intermission music
server int swwm_enemydrops = 0; // allow enemies to drop ammo and weapons (-1 - no ammo or weapons, 0 - ammo only, 1 - both)
server bool swwm_shotgib = true; // buckshot can gib (some people don't like this for some reason, so it's an option now)
user bool swwm_noscare = false; // disables the Obelisk of the Golden Vale jumpscare
user bool swwm_collectanim = true; // player special gestures for collectables (first person only)
server bool swwm_shadows = true; // enables blob shadows under certain things
user bool swwm_precisecrosshair = true; // use mod's own, more precise crosshair

View file

@ -89,7 +89,7 @@ decal SaltMark
animator GoAway2
}
decal ShockMarkSmall
decal ShockMarkSmall1
{
pic shockmrk
shade "00 00 00"
@ -98,7 +98,52 @@ decal ShockMarkSmall
x-scale 0.3
y-scale 0.3
}
decal ShockMark
decal ShockMarkSmall2
{
pic shockmk2
shade "00 00 00"
randomflipx
randomflipy
x-scale 0.3
y-scale 0.3
}
decal ShockMarkSmall3
{
pic shockmk3
shade "00 00 00"
randomflipx
randomflipy
x-scale 0.3
y-scale 0.3
}
decal ShockMarkSmall4
{
pic shockmk4
shade "00 00 00"
randomflipx
randomflipy
x-scale 0.3
y-scale 0.3
}
decal ShockMarkSmall5
{
pic shockmk5
shade "00 00 00"
randomflipx
randomflipy
x-scale 0.3
y-scale 0.3
}
decalgroup ShockMarkSmall
{
ShockMarkSmall1 1
ShockMarkSmall2 1
ShockMarkSmall3 1
ShockMarkSmall4 1
ShockMarkSmall5 1
}
decal ShockMark1
{
pic shockmrk
shade "00 00 00"
@ -107,7 +152,52 @@ decal ShockMark
x-scale 0.6
y-scale 0.6
}
decal ShockMarkBig
decal ShockMark2
{
pic shockmk2
shade "00 00 00"
randomflipx
randomflipy
x-scale 0.6
y-scale 0.6
}
decal ShockMark3
{
pic shockmk3
shade "00 00 00"
randomflipx
randomflipy
x-scale 0.6
y-scale 0.6
}
decal ShockMark4
{
pic shockmk4
shade "00 00 00"
randomflipx
randomflipy
x-scale 0.6
y-scale 0.6
}
decal ShockMark5
{
pic shockmk5
shade "00 00 00"
randomflipx
randomflipy
x-scale 0.6
y-scale 0.6
}
decalgroup ShockMark
{
ShockMark1 1
ShockMark2 1
ShockMark3 1
ShockMark4 1
ShockMark5 1
}
decal ShockMarkBig1
{
pic shockmrk
shade "00 00 00"
@ -116,6 +206,50 @@ decal ShockMarkBig
x-scale 1.5
y-scale 1.5
}
decal ShockMarkBig2
{
pic shockmk2
shade "00 00 00"
randomflipx
randomflipy
x-scale 1.5
y-scale 1.5
}
decal ShockMarkBig3
{
pic shockmk3
shade "00 00 00"
randomflipx
randomflipy
x-scale 1.5
y-scale 1.5
}
decal ShockMarkBig4
{
pic shockmk4
shade "00 00 00"
randomflipx
randomflipy
x-scale 1.5
y-scale 1.5
}
decal ShockMarkBig5
{
pic shockmk5
shade "00 00 00"
randomflipx
randomflipy
x-scale 1.5
y-scale 1.5
}
decalgroup ShockMarkBig
{
ShockMarkBig1 1
ShockMarkBig2 1
ShockMarkBig3 1
ShockMarkBig4 1
ShockMarkBig5 1
}
decal BigBlast
{
@ -147,7 +281,13 @@ decal RipBlast
y-scale 0.45
}
decal YnykronBlast
fader SlowBurn
{
DecayStart 0.5
DecayTime 5.0
}
decal YnykronBlast2
{
pic mcblast
translucent 0.9
@ -157,20 +297,49 @@ decal YnykronBlast
randomflipx
randomflipy
}
decal HugeScorch
decal YnykronBlast
{
pic SCORCH1
pic mcglow
add 0.8
x-scale 0.6
y-scale 0.6
randomflipx
randomflipy
fullbright
animator SlowBurn
lowerdecal YnykronBlast2
}
decal RocketBlast
{
pic rktblast
shade "00 00 00"
x-scale 0.4
y-scale 0.4
randomflipx
randomflipy
}
decal BigRocketBlast
{
pic rktblast
shade "00 00 00"
x-scale 0.8
y-scale 0.8
randomflipx
randomflipy
}
decal HugeRocketBlast
{
pic rktblast
shade "00 00 00"
x-scale 1.25
y-scale 1.25
randomflipx
randomflipy
}
decal WumboScorch
decal WumboRocketBlast
{
pic SCORCH1
pic rktblast
shade "00 00 00"
x-scale 1.75
y-scale 1.75
@ -178,130 +347,194 @@ decal WumboScorch
randomflipy
}
decal TinyBulletChip1
decal Pock0
{
pic CHIP1
pic pock0
translucent 0.85
shade "00 00 00"
x-scale 0.22
y-scale 0.22
x-scale 0.12
y-scale 0.12
randomflipx
randomflipy
}
decal TinyBulletChip2
decal Pock1
{
pic CHIP2
pic pock1
translucent 0.85
shade "00 00 00"
x-scale 0.22
y-scale 0.22
x-scale 0.12
y-scale 0.12
randomflipx
randomflipy
}
decal TinyBulletChip3
decal Pock2
{
pic CHIP3
pic pock2
translucent 0.85
shade "00 00 00"
x-scale 0.22
y-scale 0.22
x-scale 0.12
y-scale 0.12
randomflipx
randomflipy
}
decal TinyBulletChip4
decal Pock3
{
pic CHIP4
pic pock3
translucent 0.85
shade "00 00 00"
x-scale 0.22
y-scale 0.22
x-scale 0.12
y-scale 0.12
randomflipx
randomflipy
}
decal TinyBulletChip5
decal Pock4
{
pic CHIP5
pic pock4
translucent 0.85
shade "00 00 00"
x-scale 0.22
y-scale 0.22
x-scale 0.12
y-scale 0.12
randomflipx
randomflipy
}
decalgroup TinyBulletChip
decal Pock5
{
TinyBulletChip1 1
TinyBulletChip2 1
TinyBulletChip3 1
TinyBulletChip4 1
TinyBulletChip5 1
}
decal BigBulletChip1
{
pic CHIP1
pic pock5
translucent 0.85
shade "00 00 00"
x-scale 1.0
y-scale 1.0
x-scale 0.12
y-scale 0.12
randomflipx
randomflipy
}
decalgroup Pock
{
Pock0 1
Pock1 1
Pock2 1
Pock3 1
Pock4 1
Pock5 1
}
decal BigBulletChip2
decal TinyPock0
{
pic CHIP2
pic pock0
translucent 0.85
shade "00 00 00"
x-scale 1.0
y-scale 1.0
x-scale 0.05
y-scale 0.05
randomflipx
randomflipy
}
decal BigBulletChip3
decal TinyPock1
{
pic CHIP3
pic pock1
translucent 0.85
shade "00 00 00"
x-scale 1.0
y-scale 1.0
x-scale 0.05
y-scale 0.05
randomflipx
randomflipy
}
decal BigBulletChip4
decal TinyPock2
{
pic CHIP4
pic pock2
translucent 0.85
shade "00 00 00"
x-scale 1.0
y-scale 1.0
x-scale 0.05
y-scale 0.05
randomflipx
randomflipy
}
decal BigBulletChip5
decal TinyPock3
{
pic CHIP5
pic pock3
translucent 0.85
shade "00 00 00"
x-scale 1.0
y-scale 1.0
x-scale 0.05
y-scale 0.05
randomflipx
randomflipy
}
decal TinyPock4
{
pic pock4
translucent 0.85
shade "00 00 00"
x-scale 0.05
y-scale 0.05
randomflipx
}
decal TinyPock5
{
pic pock5
translucent 0.85
shade "00 00 00"
x-scale 0.05
y-scale 0.05
randomflipx
}
decalgroup TinyPock
{
TinyPock0 1
TinyPock1 1
TinyPock2 1
TinyPock3 1
TinyPock4 1
TinyPock5 1
}
decalgroup BigBulletChip
decal BigPock0
{
BigBulletChip1 1
BigBulletChip2 1
BigBulletChip3 1
BigBulletChip4 1
BigBulletChip5 1
pic pock0
translucent 0.85
shade "00 00 00"
x-scale 0.25
y-scale 0.25
randomflipx
}
decal BigPock1
{
pic pock1
translucent 0.85
shade "00 00 00"
x-scale 0.25
y-scale 0.25
randomflipx
}
decal BigPock2
{
pic pock2
translucent 0.85
shade "00 00 00"
x-scale 0.25
y-scale 0.25
randomflipx
}
decal BigPock3
{
pic pock3
translucent 0.85
shade "00 00 00"
x-scale 0.25
y-scale 0.25
randomflipx
}
decal BigPock4
{
pic pock4
translucent 0.85
shade "00 00 00"
x-scale 0.25
y-scale 0.25
randomflipx
}
decal BigPock5
{
pic pock5
translucent 0.85
shade "00 00 00"
x-scale 0.25
y-scale 0.25
randomflipx
}
decalgroup BigPock
{
BigPock0 1
BigPock1 1
BigPock2 1
BigPock3 1
BigPock4 1
BigPock5 1
}

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