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- Fixed: The chat sound for Strife was misnamed in the gameinfo structure.
- fixed a few DECORATE bugs. SVN r1165 (trunk)
This commit is contained in:
parent
65a19e4be7
commit
3cb073a3a0
7 changed files with 22 additions and 15 deletions
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@ -1,4 +1,6 @@
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August 12, 2008 (Changes by Graf Zahl)
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August 12, 2008 (Changes by Graf Zahl)
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- Fixed: The chat sound for Strife was misnamed in the gameinfo structure.
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- fixed a few DECORATE bugs.
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- Changed the action function declaration parser so that optional parameters
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- Changed the action function declaration parser so that optional parameters
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can be given a default value. The 'optional' keyword is no longer needed
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can be given a default value. The 'optional' keyword is no longer needed
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and was removed, as well as 'evalnot'.
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and was removed, as well as 'evalnot'.
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@ -185,13 +185,16 @@ DEFINE_ACTION_FUNCTION(AActor, A_CStaffInitBlink)
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DEFINE_ACTION_FUNCTION(AActor, A_CStaffCheckBlink)
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DEFINE_ACTION_FUNCTION(AActor, A_CStaffCheckBlink)
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{
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{
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if (!--self->special1)
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if (self->player && self->player->ReadyWeapon)
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{
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{
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P_SetPsprite (self->player, ps_weapon, self->FindState ("Blink"));
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if (!--self->special1)
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self->special1 = (pr_blink()+50)>>2;
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{
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}
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P_SetPsprite (self->player, ps_weapon, self->player->ReadyWeapon->FindState ("Blink"));
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else
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self->special1 = (pr_blink()+50)>>2;
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{
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}
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CALL_ACTION(A_WeaponReady, self);
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else
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{
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CALL_ACTION(A_WeaponReady, self);
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}
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}
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}
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}
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}
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@ -160,9 +160,9 @@ DEFINE_ACTION_FUNCTION(AActor, A_CorpseExplode)
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for (i = (pr_foo()&3)+3; i; i--)
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for (i = (pr_foo()&3)+3; i; i--)
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{
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{
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mo = Spawn ("CorpseBit", self->x, self->y, self->z, ALLOW_REPLACE);
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mo = Spawn ("CorpseBit", self->x, self->y, self->z, ALLOW_REPLACE);
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mo->SetState (mo->SpawnState + (pr_foo()%3));
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if (mo)
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if (mo)
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{
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{
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mo->SetState (mo->SpawnState + (pr_foo()%3));
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mo->momz = ((pr_foo()&7)+5)*(3*FRACUNIT/4);
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mo->momz = ((pr_foo()&7)+5)*(3*FRACUNIT/4);
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mo->momx = pr_foo.Random2()<<(FRACBITS-6);
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mo->momx = pr_foo.Random2()<<(FRACBITS-6);
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mo->momy = pr_foo.Random2()<<(FRACBITS-6);
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mo->momy = pr_foo.Random2()<<(FRACBITS-6);
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@ -170,9 +170,9 @@ DEFINE_ACTION_FUNCTION(AActor, A_CorpseExplode)
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}
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}
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// Spawn a skull
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// Spawn a skull
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mo = Spawn ("CorpseBit", self->x, self->y, self->z, ALLOW_REPLACE);
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mo = Spawn ("CorpseBit", self->x, self->y, self->z, ALLOW_REPLACE);
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mo->SetState (mo->SpawnState + 3);
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if (mo)
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if (mo)
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{
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{
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mo->SetState (mo->SpawnState + 3);
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mo->momz = ((pr_foo()&7)+5)*(3*FRACUNIT/4);
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mo->momz = ((pr_foo()&7)+5)*(3*FRACUNIT/4);
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mo->momx = pr_foo.Random2()<<(FRACBITS-6);
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mo->momx = pr_foo.Random2()<<(FRACBITS-6);
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mo->momy = pr_foo.Random2()<<(FRACBITS-6);
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mo->momy = pr_foo.Random2()<<(FRACBITS-6);
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@ -277,9 +277,9 @@ DEFINE_ACTION_FUNCTION(AActor, A_SoAExplode)
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mo = Spawn ("ZArmorChunk", self->x+((pr_soaexplode()-128)<<12),
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mo = Spawn ("ZArmorChunk", self->x+((pr_soaexplode()-128)<<12),
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self->y+((pr_soaexplode()-128)<<12),
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self->y+((pr_soaexplode()-128)<<12),
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self->z+(pr_soaexplode()*self->height/256), ALLOW_REPLACE);
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self->z+(pr_soaexplode()*self->height/256), ALLOW_REPLACE);
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mo->SetState (mo->SpawnState + i);
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if (mo)
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if (mo)
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{
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{
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mo->SetState (mo->SpawnState + i);
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mo->momz = ((pr_soaexplode()&7)+5)*FRACUNIT;
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mo->momz = ((pr_soaexplode()&7)+5)*FRACUNIT;
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mo->momx = pr_soaexplode.Random2()<<(FRACBITS-6);
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mo->momx = pr_soaexplode.Random2()<<(FRACBITS-6);
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mo->momy = pr_soaexplode.Random2()<<(FRACBITS-6);
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mo->momy = pr_soaexplode.Random2()<<(FRACBITS-6);
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@ -311,7 +311,7 @@ gameinfo_t StrifeGameInfo =
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280/35,
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280/35,
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0,
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0,
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200/35,
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200/35,
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"Chat",
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"misc/chat",
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"d_intro",
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"d_intro",
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"-NOFLAT",
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"-NOFLAT",
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"CREDIT",
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"CREDIT",
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@ -340,7 +340,7 @@ gameinfo_t StrifeTeaserGameInfo =
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280/35,
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280/35,
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0,
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0,
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200/35,
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200/35,
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"Chat",
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"misc/chat",
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"d_intro",
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"d_intro",
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"-NOFLAT",
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"-NOFLAT",
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"CREDIT",
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"CREDIT",
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@ -369,7 +369,7 @@ gameinfo_t StrifeTeaser2GameInfo =
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280/35,
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280/35,
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0,
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0,
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200/35,
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200/35,
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"Chat",
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"misc/chat",
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"d_intro",
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"d_intro",
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"-NOFLAT",
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"-NOFLAT",
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"CREDIT",
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"CREDIT",
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@ -19,7 +19,7 @@ ACTOR Actor native //: Thinker
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Gravity 1
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Gravity 1
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action native A_MonsterRail();
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action native A_MonsterRail();
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action native A_BFGSpray(class<Actor> spraytype = "BFGSpray", int numrays = 40, int damagecount = 15);
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action native A_BFGSpray(class<Actor> spraytype = "BFGExtra", int numrays = 40, int damagecount = 15);
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action native A_Pain();
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action native A_Pain();
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action native A_NoBlocking();
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action native A_NoBlocking();
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action native A_XScream();
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action native A_XScream();
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@ -270,6 +270,7 @@ ACTOR ZCorpseSitting 110
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Spawn:
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Spawn:
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CPS6 A -1
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CPS6 A -1
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Stop
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Stop
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Death:
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CPS6 A 1 A_CorpseExplode
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CPS6 A 1 A_CorpseExplode
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Stop
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Stop
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}
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}
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@ -522,6 +523,7 @@ ACTOR ZSuitOfArmor 8064
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Spawn:
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Spawn:
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ZSUI A -1
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ZSUI A -1
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Stop
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Stop
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Death:
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ZSUI A 1 A_SoAExplode
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ZSUI A 1 A_SoAExplode
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Stop
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Stop
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}
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}
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@ -16,7 +16,7 @@ ACTOR ArtiTeleport : Inventory 36 native
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States
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States
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{
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{
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Spawn:
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Spawn:
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ATLP ABCD 4
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ATLP ABCB 4
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Loop
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Loop
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}
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}
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}
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}
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