local floors = { "BLUEFLR", "CYANFLR", "GOLDFLR", "GREENFLR", "GREYFLR", "LIMEFLR", "NEOGFLR", "ORGFLR", "PURFLR", "REDFLR", "VIOFLR", "WHITEFLR", "YELFLR" } local function ColorSplash() for sector in sectors.iterate do sector.floorpic = floors[P_RandomRange(1, #floors)] sector.ceilingpic = floors[P_RandomRange(1, #floors)] for rover in sector.ffloors() do rover.toppic = floors[P_RandomRange(1, #floors)] rover.bottompic = floors[P_RandomRange(1, #floors)] end end for side in sides.iterate do if side.toptexture then side.toptexture = R_TextureNumForName(floors[P_RandomRange(1, #floors)]) end if side.bottomtexture then side.bottomtexture = R_TextureNumForName(floors[P_RandomRange(1, #floors)]) end if side.midtexture then side.midtexture = R_TextureNumForName(floors[P_RandomRange(1, #floors)]) end end for mo in mobjs.iterate() do mo.color = P_RandomRange(1, #skincolors-1) mo.colorized = true end end addHook("AbilitySpecial", function(player) if player.charability == CA_THOK and not (player.pflags & PF_THOKKED) then ColorSplash() end end)