mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-10 23:01:59 +00:00
5ac0789e6e
meaningful message instead of the nondescript 'Tried to spawn a class-less actor'. - Converted AGlassJunk to DECORATE and made the spawn function a little more flexible so that replacing the shard is easier. - Converted ABloodSplatter to DECORATE. - Removed A_Jiggle because it never worked properly. - Changed DECORATE parser to allow commas between arguments for multi- argument properties. For all newly added properties this format will become mandatory but for backwards compatibility it is optional for old ones. - Added a check for negative indices to TAutoGrowArray::SetVal to prevent passing an index of -1 from crashing the game. - Fixed: Morphing must clear the weapon's flash sprite. - Fixed: Resurrecting a morphed player caused a crash. - Fixed: Random sounds that recursively refer to themselves caused a stack overflow. Now they print a warning and get ignored. SVN r277 (trunk)
400 lines
4.2 KiB
Text
400 lines
4.2 KiB
Text
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// Rocks --------------------------------------------------------------------
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ACTOR Rock1
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{
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SpawnID 41
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+NOBLOCKMAP
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+DROPOFF
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+MISSILE
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+NOTELEPORT
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States
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{
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Spawn:
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ROKK A 20
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Loop
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Death:
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ROKK A 10
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Stop
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}
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}
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ACTOR Rock2
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{
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SpawnID 42
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+NOBLOCKMAP
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+DROPOFF
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+MISSILE
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+NOTELEPORT
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States
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{
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Spawn:
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ROKK B 20
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Loop
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Death:
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ROKK B 10
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Stop
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}
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}
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ACTOR Rock3
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{
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SpawnID 43
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+NOBLOCKMAP
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+DROPOFF
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+MISSILE
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+NOTELEPORT
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States
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{
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Spawn:
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ROKK C 20
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Loop
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Death:
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ROKK C 10
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Stop
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}
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}
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// Dirt --------------------------------------------------------------------
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ACTOR Dirt1
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{
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SpawnID 44
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+NOBLOCKMAP
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+DROPOFF
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+MISSILE
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+NOTELEPORT
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States
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{
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Spawn:
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ROKK D 20
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Loop
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Death:
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ROKK D 10
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Stop
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}
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}
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ACTOR Dirt2
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{
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SpawnID 45
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+NOBLOCKMAP
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+DROPOFF
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+MISSILE
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+NOTELEPORT
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States
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{
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Spawn:
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ROKK E 20
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Loop
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Death:
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ROKK E 10
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Stop
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}
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}
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ACTOR Dirt3
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{
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SpawnID 46
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+NOBLOCKMAP
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+DROPOFF
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+MISSILE
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+NOTELEPORT
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States
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{
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Spawn:
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ROKK F 20
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Loop
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Death:
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ROKK F 10
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Stop
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}
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}
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ACTOR Dirt4
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{
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SpawnID 47
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+NOBLOCKMAP
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+DROPOFF
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+MISSILE
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+NOTELEPORT
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States
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{
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Spawn:
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ROKK G 20
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Loop
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Death:
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ROKK G 10
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Stop
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}
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}
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ACTOR Dirt5
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{
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SpawnID 48
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+NOBLOCKMAP
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+DROPOFF
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+MISSILE
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+NOTELEPORT
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States
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{
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Spawn:
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ROKK H 20
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Loop
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Death:
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ROKK H 10
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Stop
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}
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}
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ACTOR Dirt6
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{
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SpawnID 49
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+NOBLOCKMAP
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+DROPOFF
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+MISSILE
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+NOTELEPORT
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States
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{
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Spawn:
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ROKK I 20
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Loop
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Death:
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ROKK I 10
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Stop
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}
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}
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// Stained glass ------------------------------------------------------------
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ACTOR SGShard1 : GlassShard
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{
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SpawnID 54
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Radius 5
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Mass 5
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Projectile
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-ACTIVATEMCROSS
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-ACTIVATEIMPACT
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BounceFactor 0.3
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States
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{
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Spawn:
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SGSA ABCDE 4
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Loop
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Death:
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SGSA E 30
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Stop
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}
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}
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ACTOR SGShard2 : GlassShard
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{
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SpawnID 55
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Radius 5
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Mass 5
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Projectile
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-ACTIVATEMCROSS
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-ACTIVATEIMPACT
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BounceFactor 0.3
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States
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{
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Spawn:
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SGSA FGHIJ 4
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Loop
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Death:
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SGSA J 30
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Stop
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}
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}
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ACTOR SGShard3 : GlassShard
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{
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SpawnID 56
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Radius 5
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Mass 5
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Projectile
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-ACTIVATEMCROSS
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-ACTIVATEIMPACT
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BounceFactor 0.3
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States
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{
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Spawn:
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SGSA KLMNO 4
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Loop
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Death:
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SGSA O 30
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Stop
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}
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}
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ACTOR SGShard4 : GlassShard
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{
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SpawnID 57
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Radius 5
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Mass 5
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Projectile
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-ACTIVATEMCROSS
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-ACTIVATEIMPACT
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BounceFactor 0.3
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States
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{
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Spawn:
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SGSA PQRST 4
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Loop
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Death:
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SGSA T 30
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Stop
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}
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}
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ACTOR SGShard5 : GlassShard
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{
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SpawnID 58
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Radius 5
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Mass 5
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Projectile
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-ACTIVATEMCROSS
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-ACTIVATEIMPACT
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BounceFactor 0.3
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States
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{
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Spawn:
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SGSA UVWXY 4
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Loop
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Death:
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SGSA Y 30
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Stop
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}
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}
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ACTOR SGShard6 : GlassShard
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{
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SpawnID 59
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Radius 5
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Mass 5
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Projectile
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-ACTIVATEMCROSS
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-ACTIVATEIMPACT
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BounceFactor 0.3
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States
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{
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Spawn:
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SGSB A 4
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Loop
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Death:
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SGSB A 30
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Stop
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}
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}
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ACTOR SGShard7 : GlassShard
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{
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SpawnID 60
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Radius 5
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Mass 5
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Projectile
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-ACTIVATEMCROSS
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-ACTIVATEIMPACT
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BounceFactor 0.3
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States
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{
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Spawn:
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SGSB B 4
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Loop
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Death:
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SGSB B 30
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Stop
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}
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}
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ACTOR SGShard8 : GlassShard
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{
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SpawnID 61
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Radius 5
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Mass 5
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Projectile
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-ACTIVATEMCROSS
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-ACTIVATEIMPACT
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BounceFactor 0.3
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States
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{
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Spawn:
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SGSB C 4
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Loop
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Death:
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SGSB C 30
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Stop
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}
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}
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ACTOR SGShard9 : GlassShard
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{
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SpawnID 62
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Radius 5
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Mass 5
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Projectile
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-ACTIVATEMCROSS
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-ACTIVATEIMPACT
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BounceFactor 0.3
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States
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{
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Spawn:
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SGSB D 4
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Loop
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Death:
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SGSB D 30
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Stop
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}
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}
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ACTOR SGShard0 : GlassShard
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{
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SpawnID 63
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Radius 5
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Mass 5
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Projectile
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-ACTIVATEMCROSS
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-ACTIVATEIMPACT
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BounceFactor 0.3
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States
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{
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Spawn:
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SGSB E 4
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Loop
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Death:
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SGSB E 30
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Stop
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}
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}
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ACTOR GlassJunk
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{
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+NOCLIP
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+NOBLOCKMAP
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RenderStyle Translucent
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Alpha 0.4
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Health 3 // Number of different shards
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States
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{
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// Are the first three frames used anywhere?
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SHAR A 128
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Goto Death
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SHAR B 128
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Goto Death
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SHAR C 128
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Goto Death
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Spawn:
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SHAR D 128
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Goto Death
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SHAR E 128
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Goto Death
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SHAR F 128
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Goto Death
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Death:
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"----" A 1 A_FadeOut(0.03)
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Wait
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}
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}
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