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- Extended ACS's 'n' print format specifier to allow printing some other info than the player's name.
It will use negative indices for this. Currently supported strings are level name, level lump name and skill name. - Extended skill definitions so that printable name and image lump name are separate fields so that a printable name can be specified for Doom, too. SVN r2294 (trunk)
This commit is contained in:
parent
d719671579
commit
14fc5516a8
8 changed files with 105 additions and 10 deletions
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@ -538,6 +538,7 @@ enum ESkillProperty
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SKILLP_NoPain
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};
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int G_SkillProperty(ESkillProperty prop);
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const char * G_SkillName();
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typedef TMap<FName, FString> SkillMenuNames;
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@ -558,8 +559,8 @@ struct FSkillInfo
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int SpawnFilter;
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int ACSReturn;
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FString MenuName;
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FString PicName;
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SkillMenuNames MenuNamesForPlayerClass;
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bool MenuNameIsLump;
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bool MustConfirm;
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FString MustConfirmText;
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char Shortcut;
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@ -35,12 +35,14 @@
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#include <ctype.h>
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#include "doomstat.h"
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#include "d_player.h"
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#include "g_level.h"
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#include "g_game.h"
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#include "gi.h"
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#include "templates.h"
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#include "v_font.h"
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#include "m_fixed.h"
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#include "gstrings.h"
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TArray<FSkillInfo> AllSkills;
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int DefaultSkill = -1;
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@ -70,7 +72,6 @@ void FMapInfoParser::ParseSkill ()
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skill.Aggressiveness = FRACUNIT;
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skill.SpawnFilter = 0;
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skill.ACSReturn = 0;
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skill.MenuNameIsLump = false;
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skill.MustConfirm = false;
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skill.Shortcut = 0;
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skill.TextColor = "";
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@ -185,7 +186,6 @@ void FMapInfoParser::ParseSkill ()
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ParseAssign();
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sc.MustGetString ();
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skill.MenuName = sc.String;
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skill.MenuNameIsLump = false;
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}
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else if (sc.Compare("PlayerClassName"))
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{
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@ -200,8 +200,7 @@ void FMapInfoParser::ParseSkill ()
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{
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ParseAssign();
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sc.MustGetString ();
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skill.MenuName = sc.String;
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skill.MenuNameIsLump = true;
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skill.PicName = sc.String;
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}
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else if (sc.Compare("MustConfirm"))
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{
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@ -364,6 +363,29 @@ int G_SkillProperty(ESkillProperty prop)
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return 0;
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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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const char * G_SkillName()
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{
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const char *name = AllSkills[gameskill].MenuName;
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player_t *player = &players[consoleplayer];
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const char *playerclass = player->mo->GetClass()->Meta.GetMetaString(APMETA_DisplayName);
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if (playerclass != NULL)
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{
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FString * pmnm = AllSkills[gameskill].MenuNamesForPlayerClass.CheckKey(playerclass);
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if (pmnm != NULL) name = *pmnm;
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}
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if (*name == '$') name = GStrings(name+1);
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return name;
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}
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//==========================================================================
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//
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@ -402,8 +424,8 @@ FSkillInfo &FSkillInfo::operator=(const FSkillInfo &other)
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SpawnFilter = other.SpawnFilter;
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ACSReturn = other.ACSReturn;
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MenuName = other.MenuName;
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PicName = other.PicName;
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MenuNamesForPlayerClass = other.MenuNamesForPlayerClass;
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MenuNameIsLump = other.MenuNameIsLump;
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MustConfirm = other.MustConfirm;
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MustConfirmText = other.MustConfirmText;
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Shortcut = other.Shortcut;
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@ -477,9 +477,16 @@ void M_StartupSkillMenu(const char *playerclass)
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{
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FSkillInfo &skill = AllSkills[i];
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SkillSelectMenu[i].name = skill.MenuName;
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SkillSelectMenu[i].fulltext = !skill.MenuNameIsLump;
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SkillSelectMenu[i].alphaKey = skill.MenuNameIsLump? skill.Shortcut : tolower(SkillSelectMenu[i].name[0]);
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if (skill.PicName.Len() != 0)
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{
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SkillSelectMenu[i].name = skill.PicName;
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SkillSelectMenu[i].fulltext = false;
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}
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else
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{
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SkillSelectMenu[i].name = skill.MenuName;
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SkillSelectMenu[i].fulltext = true;
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}
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SkillSelectMenu[i].textcolor = skill.GetTextColor();
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SkillSelectMenu[i].alphaKey = skill.Shortcut;
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@ -3351,6 +3351,13 @@ int DLevelScript::CallFunction(int argCount, int funcIndex, SDWORD *args)
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return 0;
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}
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enum
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{
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PRINTNAME_LEVELNAME = -1,
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PRINTNAME_LEVEL = -2,
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PRINTNAME_SKILL = -3,
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};
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#define NEXTWORD (LittleLong(*pc++))
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#define NEXTBYTE (fmt==ACS_LittleEnhanced?getbyte(pc):NEXTWORD)
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@ -4804,7 +4811,31 @@ int DLevelScript::RunScript ()
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{
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player_t *player = NULL;
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if (STACK(1) == 0 || (unsigned)STACK(1) > MAXPLAYERS)
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if (STACK(1) < 0)
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{
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switch (STACK(1))
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{
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case PRINTNAME_LEVELNAME:
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work += level.LevelName;
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break;
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case PRINTNAME_LEVEL:
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work += level.mapname;
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break;
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case PRINTNAME_SKILL:
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work += G_SkillName();
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break;
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default:
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work += ' ';
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break;
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}
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sp--;
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break;
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}
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else if (STACK(1) == 0 || (unsigned)STACK(1) > MAXPLAYERS)
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{
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if (activator)
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{
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@ -1232,6 +1232,25 @@ TXT_RANDOMGOODBYE_1 = "Bye!";
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TXT_RANDOMGOODBYE_2 = "Thanks, bye!";
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TXT_RANDOMGOODBYE_3 = "See you later!";
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// Skills:
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SKILL_BABY = "I'm too young to die";
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SKILL_EASY = "Hey, not too rough";
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SKILL_NORMAL = "Hurt me plenty";
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SKILL_HARD = "Ultra-Violence";
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SKILL_NIGHTMARE = "NIGHTMARE!";
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CSKILL_BABY = "Easy does it";
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CSKILL_EASY = "Not so sticky";
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CSKILL_NORMAL = "Gobs of goo";
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CSKILL_HARD = "Extreme Ooze";
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CSKILL_NIGHTMARE = "Super Slimey!";
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SSKILL_BABY = "Training";
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SSKILL_EASY = "Rookie";
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SSKILL_NORMAL = "Veteran";
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SSKILL_HARD = "Elite";
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SSKILL_NIGHTMARE = "Bloodbath";
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// Menu
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MNU_NEWGAME = "NEW GAME";
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@ -51,6 +51,7 @@ skill baby
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EasyBossBrain
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SpawnFilter = Baby
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PicName = "M_JKILL"
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Name = "$CSKILL_BABY"
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Key = "i"
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}
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@ -59,6 +60,7 @@ skill easy
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EasyBossBrain
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SpawnFilter = Easy
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PicName = "M_ROUGH"
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Name = "$CSKILL_EASY"
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Key = "h"
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}
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@ -66,6 +68,7 @@ skill normal
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{
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SpawnFilter = Normal
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PicName = "M_HURT"
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Name = "$CSKILL_NORMAL"
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Key = "h"
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}
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@ -73,6 +76,7 @@ skill hard
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{
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SpawnFilter = Hard
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PicName = "M_ULTRA"
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Name = "$CSKILL_HARD"
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Key = "u"
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}
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@ -85,6 +89,7 @@ skill nightmare
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SpawnFilter = Nightmare
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PicName = "M_NMARE"
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MustConfirm = "$CNIGHTMARE"
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Name = "$CSKILL_NIGHTMARE"
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Key = "n"
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}
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@ -50,6 +50,7 @@ skill baby
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EasyBossBrain
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SpawnFilter = Baby
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PicName = "M_JKILL"
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Name = "$SKILL_BABY"
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Key = "i"
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}
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@ -58,6 +59,7 @@ skill easy
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EasyBossBrain
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SpawnFilter = Easy
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PicName = "M_ROUGH"
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Name = "$SKILL_EASY"
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Key = "h"
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}
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@ -66,6 +68,7 @@ skill normal
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SpawnFilter = Normal
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PicName = "M_HURT"
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Key = "h"
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Name = "$SKILL_NORMAL"
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DefaultSkill
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}
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@ -73,6 +76,7 @@ skill hard
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{
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SpawnFilter = Hard
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PicName = "M_ULTRA"
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Name = "$SKILL_HARD"
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Key = "u"
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}
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@ -84,6 +88,7 @@ skill nightmare
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RespawnTime = 12
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SpawnFilter = Nightmare
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PicName = "M_NMARE"
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Name = "$SKILL_NIGHTMARE"
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MustConfirm
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Key = "n"
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}
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@ -52,6 +52,7 @@ skill baby
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EasyBossBrain
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SpawnFilter = Baby
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PicName = "M_JKILL"
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Name = "$SSKILL_BABY"
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Key = "t"
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}
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@ -59,6 +60,7 @@ skill easy
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{
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SpawnFilter = Easy
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PicName = "M_ROUGH"
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Name = "$SSKILL_EASY"
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Key = "r"
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}
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@ -66,6 +68,7 @@ skill normal
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{
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SpawnFilter = Normal
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PicName = "M_HURT"
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Name = "$SSKILL_NORMAL"
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Key = "v"
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DefaultSkill
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}
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@ -74,6 +77,7 @@ skill hard
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{
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SpawnFilter = Hard
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PicName = "M_ULTRA"
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Name = "$SSKILL_HARD"
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Key = "e"
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}
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@ -85,6 +89,7 @@ skill nightmare
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RespawnTime = 16
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SpawnFilter = Nightmare
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PicName = "M_NMARE"
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Name = "$SSKILL_NIGHTMARE"
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Key = "b"
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}
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