mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-12-18 16:10:58 +00:00
16b97e1c83
Dynamic lights defined in GLDEFS are now rendered in Visual modes (currently only one light per Thing is supported). Several values from (Z)MAPINFO are now used in Visual modes. Added "Reload GLDEFS", "Reload (Z)MAPINFO" and "Reload MODELDEF" menu options (in "Tools" section). MODELDEF parser now checks which model(s) is/are used in first frame. Dynamic lights are now created with more meaningful default parameters. Added errors and warnings indicator to main window.
410 lines
No EOL
5.6 KiB
Text
410 lines
No EOL
5.6 KiB
Text
// ----------------------
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// -- Doom Decorations --
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// ----------------------
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// Barrel
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pulselight BARREL
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{
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color 0.0 0.5 0.0
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size 20
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secondarySize 21
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interval 0.5
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offset 0 36 0
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dontlightself 1
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}
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object ExplosiveBarrel
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{
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frame BAR1 { light BARREL }
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frame BEXPC { light ROCKET_X1 }
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frame BEXPD { light ROCKET_X2 }
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frame BEXPE { light ROCKET_X3 }
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}
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// Floor lamp
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pointlight LAMP
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{
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color 1.0 1.0 0.8
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size 56
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offset 0 44 0
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}
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object Column
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{
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frame COLU { light LAMP }
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}
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// Short tech lamp
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pulselight SMALLLAMP
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{
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color 0.8 0.8 1.0
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size 56
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secondarySize 58
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interval 0.4
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offset 0 44 0
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}
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object TechLamp2
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{
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frame TLP2 { light SMALLLAMP }
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}
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// Tall tech lamp
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pulselight BIGLAMP
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{
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color 0.8 0.8 1.0
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size 64
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secondarySize 66
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interval 0.4
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offset 0 72 0
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}
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object TechLamp
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{
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frame TLMP { light BIGLAMP }
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}
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// Tall red torch
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flickerlight2 BIGREDTORCH
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{
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color 1.0 0.3 0.0
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size 64
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secondarySize 72
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interval 0.1
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offset 0 60 0
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}
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object RedTorch
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{
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frame TRED { light BIGREDTORCH }
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}
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// Tall green torch
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flickerlight2 BIGGREENTORCH
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{
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color 0.0 1.0 0.0
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size 64
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secondarySize 72
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interval 0.1
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offset 0 60 0
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}
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object GreenTorch
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{
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frame TGRN { light BIGGREENTORCH }
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}
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// Tall blue torch
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flickerlight2 BIGBLUETORCH
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{
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color 0.0 0.0 1.0
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size 64
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secondarySize 72
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interval 0.1
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offset 0 60 0
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}
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object BlueTorch
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{
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frame TBLU { light BIGBLUETORCH }
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}
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// Small red torch
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flickerlight2 SMALLREDTORCH
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{
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color 1.0 0.3 0.0
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size 48
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secondarySize 54
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interval 0.1
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offset 0 35 0
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}
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object ShortRedTorch
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{
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frame SMRT { light SMALLREDTORCH }
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}
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// Small green torch
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flickerlight2 SMALLGREENTORCH
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{
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color 0.0 1.0 0.0
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size 48
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secondarySize 54
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interval 0.1
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offset 0 35 0
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}
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object ShortGreenTorch
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{
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frame SMGT { light SMALLGREENTORCH }
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}
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// Small blue torch
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flickerlight2 SMALLBLUETORCH
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{
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color 0.0 0.0 1.0
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size 48
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secondarySize 54
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interval 0.1
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offset 0 35 0
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}
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object ShortBlueTorch
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{
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frame SMBT { light SMALLBLUETORCH }
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}
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// Burning barrel
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flickerlight2 FIREBARREL
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{
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color 1.0 0.9 0.0
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size 48
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secondarySize 54
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interval 0.1
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offset 0 32 0
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}
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object BurningBarrel
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{
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frame FCAN { light FIREBARREL }
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}
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// Skulls w/candles
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flickerlight2 SKULLCANDLES
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{
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color 1.0 1.0 0.0
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size 32
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secondarySize 34
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interval 0.1
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offset 0 24 0
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}
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object HeadCandles
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{
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frame POL3 { light SKULLCANDLES }
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}
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// Candle
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pointlight CANDLE
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{
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color 1.0 1.0 0.0
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size 16
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offset 0 16 0
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}
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object Candlestick
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{
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frame CAND { light CANDLE }
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}
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// Candelabra
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pointlight CANDELABRA
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{
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color 1.0 1.0 0.0
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size 48
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offset 0 52 0
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}
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object Candelabra
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{
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frame CBRA { light CANDELABRA }
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}
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// ----------------
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// -- Doom Items --
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// ----------------
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// Soul Sphere
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pulselight SOULSPHERE
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{
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color 0.0 0.0 1.0
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size 40
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secondarySize 42
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interval 2.0
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offset 0 16 0
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}
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object SoulSphere
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{
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frame SOUL { light SOULSPHERE }
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}
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// Invulnerability Sphere
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pulselight INVULN
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{
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color 0.0 1.0 0.0
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size 40
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secondarySize 42
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interval 2.0
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offset 0 16 0
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}
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object InvulnerabilitySphere
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{
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frame PINV { light INVULN }
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}
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// Blur Sphere
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pointlight BLURSPHERE1
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{
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color 1.0 0.0 0.0
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size 40
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offset 0 16 0
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}
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pointlight BLURSPHERE2
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{
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color 0.0 0.0 1.0
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size 32
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offset 0 16 0
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}
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pointlight BLURSPHERE3
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{
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color 0.0 0.0 1.0
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size 24
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offset 0 16 0
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}
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pointlight BLURSPHERE4
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{
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color 0.0 0.0 1.0
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size 16
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offset 0 16 0
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}
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pointlight BLURSPHERE5
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{
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color 0.0 0.0 1.0
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size 8
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offset 0 16 0
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}
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object BlurSphere
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{
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frame PINS { light BLURSPHERE1 }
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frame PINSA { light BLURSPHERE2 }
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frame PINSB { light BLURSPHERE3 }
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frame PINSC { light BLURSPHERE4 }
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frame PINSD { light BLURSPHERE5 }
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}
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// Health Potion
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pulselight HEALTHPOTION
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{
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color 0.0 0.0 0.6
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size 16
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secondarySize 18
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interval 2.0
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}
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object HealthBonus
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{
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frame BON1 { light HEALTHPOTION }
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}
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// Armour Helmet
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pulselight ARMORBONUS
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{
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color 0.0 0.6 0.0
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size 16
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secondarySize 14
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interval 1.0
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dontlightself 1
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}
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object ArmorBonus
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{
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frame BON2 { light ARMORBONUS }
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}
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// Blue Keys
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object BlueCard
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{
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frame BKEY { light HEALTHPOTION }
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}
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object BlueSkull
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{
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frame BSKU { light HEALTHPOTION }
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}
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// Yellow Keys
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pulselight YELLOWKEY
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{
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color 0.6 0.6 0.0
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size 16
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secondarySize 18
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interval 2.0
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}
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object YellowCard
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{
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frame YKEY { light YELLOWKEY }
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}
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object YellowSkull
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{
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frame YSKU { light YELLOWKEY }
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}
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// Red Keys
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pulselight REDKEY
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{
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color 0.6 0.0 0.0
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size 16
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secondarySize 18
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interval 2.0
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}
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object RedCard
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{
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frame RKEY { light REDKEY }
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}
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object RedSkull
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{
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frame RSKU { light REDKEY }
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}
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// Green armour
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pointlight GREENARMOR1
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{
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color 0.0 0.6 0.0
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size 48
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}
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pointlight GREENARMOR2
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{
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color 0.0 0.6 0.0
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size 32
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}
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object GreenArmor
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{
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frame ARM1A { light GREENARMOR1 }
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frame ARM1B { light GREENARMOR2 }
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}
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// Blue armour
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pointlight BLUEARMOR1
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{
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color 0.0 0.0 0.6
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size 48
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}
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pointlight BLUEARMOR2
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{
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color 0.0 0.0 0.6
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size 32
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}
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object BlueArmor
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{
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frame ARM2A { light BLUEARMOR1 }
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frame ARM2B { light BLUEARMOR2 }
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} |