Updated ZDoom ACC to 1.53
Added several new icons for ZDoom things
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@ -193,6 +193,7 @@
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#define CR_PURPLE 19
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#define CR_PURPLE 19
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#define CR_DARKGRAY 20
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#define CR_DARKGRAY 20
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#define CR_DARKGREY 20
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#define CR_DARKGREY 20
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#define CR_CYAN 21
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// HUD message types --------------------------------------------------------
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// HUD message types --------------------------------------------------------
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@ -203,11 +204,26 @@
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// OR this with one of the above to log the hudmessage to the console.
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// OR this with one of the above to log the hudmessage to the console.
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// i.e. instead of HUDMSG_PLAIN, you can use HUDMSG_PLAIN | HUDMSG_LOG
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// i.e. instead of HUDMSG_PLAIN, you can use HUDMSG_PLAIN | HUDMSG_LOG
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#define HUDMSG_LOG 0x80000000
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#define HUDMSG_LOG 0x80000000
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// OR this with one of the above if the color you passed is a string
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// OR this with one of the above if the color you passed is a string
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// instead of one of the CR_ constants.
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// instead of one of the CR_ constants.
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#define HUDMSG_COLORSTRING 0x40000000
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#define HUDMSG_COLORSTRING 0x40000000
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// OR this with one of the above to use additive blending when drawing the
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// HUD message.
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#define HUDMSG_ADDBLEND 0x20000000
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// HUD message layers; these are not flags
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#define HUDMSG_LAYER_OVERHUD 0x00000000
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#define HUDMSG_LAYER_UNDERHUD 0x00001000
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#define HUDMSG_LAYER_OVERMAP 0x00002000
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// HUD message visibility flags
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#define HUDMSG_NOTWITH3DVIEW 0x00010000
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#define HUDMSG_NOTWITHFULLMAP 0x00020000
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#define HUDMSG_NOTWITHOVERLAYMAP 0x00040000
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// "Scripted" Marine weapon types -------------------------------------------
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// "Scripted" Marine weapon types -------------------------------------------
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@ -264,13 +280,16 @@
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// Render Styles ------------------------------------------------------------
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// Render Styles ------------------------------------------------------------
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#define STYLE_None 0 // Do not draw
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#define STYLE_None 0 // Do not draw
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#define STYLE_Normal 1 // Normal; just copy the image to the screen
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#define STYLE_Normal 1 // Normal; just copy the image to the screen
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#define STYLE_Fuzzy 2 // Draw silhouette using "fuzz" effect
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#define STYLE_Fuzzy 2 // Draw silhouette using "fuzz" effect
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#define STYLE_SoulTrans 3 // Draw translucent with amount in r_transsouls
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#define STYLE_SoulTrans 3 // Draw translucent with amount in r_transsouls
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#define STYLE_OptFuzzy 4 // Draw as fuzzy or translucent, based on user preference
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#define STYLE_OptFuzzy 4 // Draw as fuzzy or translucent, based on user preference
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#define STYLE_Stencil 5 // Draw as solid color
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#define STYLE_Translucent 64 // Draw translucent
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#define STYLE_Translucent 64 // Draw translucent
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#define STYLE_Add 65 // Draw additive
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#define STYLE_Add 65 // Draw additive
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#define STYLE_Shaded 66 //
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#define STYLE_TranslucentStencil 67
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// Properties you can use with GetLevelInfo() -------------------------------
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// Properties you can use with GetLevelInfo() -------------------------------
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@ -295,6 +314,8 @@
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#define PLAYERINFO_MOVEBOB 5
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#define PLAYERINFO_MOVEBOB 5
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#define PLAYERINFO_STILLBOB 6
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#define PLAYERINFO_STILLBOB 6
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#define PLAYERINFO_PLAYERCLASS 7
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#define PLAYERINFO_PLAYERCLASS 7
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#define PLAYERINFO_FOV 8
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#define PLAYERINFO_DESIREDFOV 9
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// Flags for ReplaceTextures ------------------------------------------------
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// Flags for ReplaceTextures ------------------------------------------------
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@ -715,7 +736,7 @@
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// Skulltag Armor/Health Items ----------------------------------------------
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// Skulltag Armor/Health Items ----------------------------------------------
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#define T_MAXHEALTHBONUS 166
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#define T_MAXHEALTHBONUS 166
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#define T_MASARMORBONUS 167
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#define T_MAXARMORBONUS 167
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#define T_REDARMOR 168
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#define T_REDARMOR 168
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// Skulltag Powerups --------------------------------------------------------
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// Skulltag Powerups --------------------------------------------------------
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@ -287,6 +287,8 @@ special
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-43:ACS_NamedLockedExecuteDoor(5),
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-43:ACS_NamedLockedExecuteDoor(5),
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-44:ACS_NamedExecuteWithResult(1,4),
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-44:ACS_NamedExecuteWithResult(1,4),
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-45:ACS_NamedExecuteAlways(2,5),
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-45:ACS_NamedExecuteAlways(2,5),
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-46:UniqueTID(0,2),
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-47:IsTIDUsed(1),
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-1000:__EndOfList__(10);
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-1000:__EndOfList__(10);
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@ -8,8 +8,14 @@ boom
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height = 16;
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height = 16;
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sort = 1;
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sort = 1;
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fixedsize = true;
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fixedsize = true;
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sprite = "internal:action";
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5001 = "Pusher";
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5001 {
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5002 = "Puller";
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title = "Pusher";
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sprite = "internal:pointpusher";
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}
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5002 {
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title = "Puller";
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sprite = "internal:pointpuller";
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}
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}
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}
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@ -378,10 +378,15 @@ zdoom
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type = 14;
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type = 14;
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}
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}
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}
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}
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9080 = "Skybox Viewpoint";
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9080
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{
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title = "Skybox Viewpoint";
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sprite = "internal:SkyboxViewpoint";
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}
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9081
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9081
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{
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{
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title = "Skybox Picker";
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title = "Skybox Picker";
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sprite = "internal:SkyboxPicker";
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arg0
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arg0
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{
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{
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title = "Thing";
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title = "Thing";
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@ -402,6 +407,7 @@ zdoom
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9074
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9074
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{
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{
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title = "Actor Mover";
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title = "Actor Mover";
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sprite = "internal:actormover";
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arg0
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arg0
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{
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{
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title = "Point";
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title = "Point";
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@ -432,6 +438,7 @@ zdoom
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9070
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9070
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{
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{
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title = "Interpolation point";
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title = "Interpolation point";
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sprite = "internal:InterpolationPoint";
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arg0
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arg0
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{
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{
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title = "Pitch";
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title = "Pitch";
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@ -453,7 +460,11 @@ zdoom
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title = "High Next";
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title = "High Next";
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}
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}
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}
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}
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9075 = "Interpolation Special";
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9075
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{
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title = "Interpolation Special";
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sprite = "internal:InterpolationSpecial";
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}
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9072
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9072
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{
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{
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title = "Moving Camera";
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title = "Moving Camera";
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@ -487,6 +498,7 @@ zdoom
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9071
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9071
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{
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{
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title = "Path Follower";
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title = "Path Follower";
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sprite = "internal:PathFollower";
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arg0
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arg0
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{
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{
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title = "Point";
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title = "Point";
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@ -524,7 +536,11 @@ zdoom
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fixedsize = true;
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fixedsize = true;
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sprite = "internal:action";
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sprite = "internal:action";
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9082 = "Silent Sector";
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9082
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{
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title = "Silent Sector";
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sprite = "internal:SilentSector";
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}
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9998 = "Actor enters sector";
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9998 = "Actor enters sector";
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9989 = "Actor hits fake floor";
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9989 = "Actor hits fake floor";
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9996 = "Actor hits ceiling";
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9996 = "Actor hits ceiling";
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@ -711,6 +727,7 @@ zdoom
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9024
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9024
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{
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{
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title = "Path Node";
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title = "Path Node";
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sprite = "internal:PathFollower";
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arg0
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arg0
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{
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{
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title = "Next Node";
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title = "Next Node";
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@ -730,10 +747,15 @@ zdoom
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}
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}
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}
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}
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9040 = "Map Marker";
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9040 = "Map Marker";
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9045 = "Deep Water";
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9045
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{
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title = "Deep Water";
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sprite = "internal:DeepWater";
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}
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9046
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9046
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{
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{
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title = "Secret";
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title = "Secret";
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sprite = "internal:Secret";
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arg0
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arg0
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{
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{
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title = "Mode";
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title = "Mode";
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@ -747,12 +769,24 @@ zdoom
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}
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}
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}
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}
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}
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}
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9300 = "Polyobject Anchor";
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9300
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{
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title = "Polyobject Anchor";
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sprite = "internal:anchor";
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}
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9301 = "Polyobject Start Spot";
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9301 = "Polyobject Start Spot";
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9302 = "Polyobject Start Spot (crush)";
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9302 = "Polyobject Start Spot (crush)";
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9303 = "Polyobject Spawn(Hurts to touch)";
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9303 = "Polyobject Spawn(Hurts to touch)";
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9001 = "Map Spot";
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9001
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9013 = "Map Spot (gravity)";
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{
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title = "Map Spot";
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sprite = "internal:MapSpot";
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}
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9013
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{
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title = "Map Spot (gravity)";
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sprite = "internal:MapSpotGravity";
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}
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9076 = "Hate target";
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9076 = "Hate target";
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9988
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9988
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||||||
{
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{
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BIN
Build/Sprites/ActorMover.png
Normal file
After Width: | Height: | Size: 563 B |
BIN
Build/Sprites/Anchor.png
Normal file
After Width: | Height: | Size: 631 B |
BIN
Build/Sprites/DeepWater.png
Normal file
After Width: | Height: | Size: 183 B |
BIN
Build/Sprites/InterpolationPoint.png
Normal file
After Width: | Height: | Size: 511 B |
BIN
Build/Sprites/InterpolationSpecial.png
Normal file
After Width: | Height: | Size: 567 B |
BIN
Build/Sprites/MapSpot.png
Normal file
After Width: | Height: | Size: 510 B |
BIN
Build/Sprites/MapSpotGravity.png
Normal file
After Width: | Height: | Size: 722 B |
BIN
Build/Sprites/PathFollower.png
Normal file
After Width: | Height: | Size: 781 B |
BIN
Build/Sprites/PointPuller.png
Normal file
After Width: | Height: | Size: 738 B |
BIN
Build/Sprites/PointPusher.png
Normal file
After Width: | Height: | Size: 751 B |
BIN
Build/Sprites/Secret.png
Normal file
After Width: | Height: | Size: 344 B |
BIN
Build/Sprites/SilentSector.png
Normal file
After Width: | Height: | Size: 732 B |
BIN
Build/Sprites/SkyboxPicker.png
Normal file
After Width: | Height: | Size: 621 B |
BIN
Build/Sprites/SkyboxViewpoint.png
Normal file
After Width: | Height: | Size: 873 B |