mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-12-11 04:51:13 +00:00
371712c53a
- fixed emission of the self pointer in FxVMFunctionCall. I did not realize that the self expression only sets up a register for the value, not pushing it onto the stack.
297 lines
4.6 KiB
Text
297 lines
4.6 KiB
Text
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// Boss spot ----------------------------------------------------------------
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class BossSpot : SpecialSpot
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{
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Default
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{
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+INVISIBLE
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}
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}
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// Sorcerer (D'Sparil on his serpent) ---------------------------------------
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class Sorcerer1 : Actor
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{
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Default
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{
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Health 2000;
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Radius 28;
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Height 100;
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Mass 800;
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Speed 16;
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PainChance 56;
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Monster;
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+BOSS
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+DONTMORPH
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+NORADIUSDMG
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+NOTARGET
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+NOICEDEATH
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+FLOORCLIP
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+DONTGIB
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SeeSound "dsparilserpent/sight";
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AttackSound "dsparilserpent/attack";
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PainSound "dsparilserpent/pain";
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DeathSound "dsparilserpent/death";
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ActiveSound "dsparilserpent/active";
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Obituary "$OB_DSPARIL1";
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HitObituary "$OB_DSPARIL1HIT";
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}
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native void A_Sor1Pain ();
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native void A_Sor1Chase ();
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native void A_Srcr1Attack ();
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native void A_SorcererRise ();
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States
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{
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Spawn:
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SRCR AB 10 A_Look;
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Loop;
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See:
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SRCR ABCD 5 A_Sor1Chase;
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Loop;
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Pain:
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SRCR Q 6 A_Sor1Pain;
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Goto See;
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Missile:
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SRCR Q 7 A_FaceTarget;
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SRCR R 6 A_FaceTarget;
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SRCR S 10 A_Srcr1Attack;
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Goto See;
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Missile2:
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SRCR S 10 A_FaceTarget;
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SRCR Q 7 A_FaceTarget;
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SRCR R 6 A_FaceTarget;
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SRCR S 10 A_Srcr1Attack;
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Goto See;
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Death:
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SRCR E 7;
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SRCR F 7 A_Scream;
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SRCR G 7;
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SRCR HIJK 6;
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SRCR L 25 A_PlaySound("dsparil/zap", CHAN_BODY, 1, false, ATTN_NONE);
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SRCR MN 5;
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SRCR O 4;
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SRCR L 20 A_PlaySound("dsparil/zap", CHAN_BODY, 1, false, ATTN_NONE);
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SRCR MN 5;
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SRCR O 4;
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SRCR L 12;
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SRCR P -1 A_SorcererRise;
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}
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}
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// Sorcerer FX 1 ------------------------------------------------------------
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class SorcererFX1 : Actor
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{
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Default
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{
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Radius 10;
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Height 10;
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Speed 20;
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FastSpeed 28;
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Damage 10;
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DamageType "Fire";
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Projectile;
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-ACTIVATEIMPACT
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-ACTIVATEPCROSS
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RenderStyle "Add";
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}
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States
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{
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Spawn:
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FX14 ABC 6 BRIGHT;
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Loop;
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Death:
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FX14 DEFGH 5 BRIGHT;
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Stop;
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}
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}
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// Sorcerer 2 (D'Sparil without his serpent) --------------------------------
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class Sorcerer2 : Actor
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{
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Default
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{
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Health 3500;
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Radius 16;
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Height 70;
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Mass 300;
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Speed 14;
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Painchance 32;
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Monster;
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+DROPOFF
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+BOSS
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+DONTMORPH
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+FULLVOLACTIVE
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+NORADIUSDMG
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+NOTARGET
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+NOICEDEATH
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+FLOORCLIP
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+BOSSDEATH
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SeeSound "dsparil/sight";
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AttackSound "dsparil/attack";
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PainSound "dsparil/pain";
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ActiveSound "dsparil/active";
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Obituary "$OB_DSPARIL2";
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HitObituary "$OB_DSPARIL2HIT";
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}
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native void A_Srcr2Decide ();
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native void A_Srcr2Attack ();
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native void A_Sor2DthInit ();
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native void A_Sor2DthLoop ();
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States
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{
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Spawn:
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SOR2 MN 10 A_Look;
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Loop;
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See:
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SOR2 MNOP 4 A_Chase;
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Loop;
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Rise:
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SOR2 AB 4;
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SOR2 C 4 A_PlaySound("dsparil/rise", CHAN_BODY, 1, false, ATTN_NONE);
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SOR2 DEF 4;
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SOR2 G 12 A_PlaySound("dsparil/sight", CHAN_BODY, 1, false, ATTN_NONE);
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Goto See;
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Pain:
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SOR2 Q 3;
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SOR2 Q 6 A_Pain;
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Goto See;
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Missile:
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SOR2 R 9 A_Srcr2Decide;
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SOR2 S 9 A_FaceTarget;
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SOR2 T 20 A_Srcr2Attack;
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Goto See;
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Teleport:
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SOR2 LKJIHG 6;
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Goto See;
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Death:
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SDTH A 8 A_Sor2DthInit;
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SDTH B 8;
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SDTH C 8 A_PlaySound("dsparil/scream", CHAN_BODY, 1, false, ATTN_NONE);
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DeathLoop:
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SDTH DE 7;
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SDTH F 7 A_Sor2DthLoop;
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SDTH G 6 A_PlaySound("dsparil/explode", CHAN_BODY, 1, false, ATTN_NONE);
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SDTH H 6;
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SDTH I 18;
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SDTH J 6 A_NoBlocking;
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SDTH K 6 A_PlaySound("dsparil/bones", CHAN_BODY, 1, false, ATTN_NONE);
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SDTH LMN 6;
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SDTH O -1 A_BossDeath;
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Stop;
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}
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}
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// Sorcerer 2 FX 1 ----------------------------------------------------------
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class Sorcerer2FX1 : Actor
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{
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Default
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{
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Radius 10;
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Height 6;
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Speed 20;
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FastSpeed 28;
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Damage 1;
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Projectile;
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-ACTIVATEIMPACT
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-ACTIVATEPCROSS
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RenderStyle "Add";
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}
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native void A_BlueSpark ();
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States
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{
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Spawn:
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FX16 ABC 3 BRIGHT A_BlueSpark;
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Loop;
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Death:
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FX16 G 5 BRIGHT A_Explode(random[S2FX1](80,111));
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FX16 HIJKL 5 BRIGHT;
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Stop;
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}
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}
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// Sorcerer 2 FX Spark ------------------------------------------------------
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class Sorcerer2FXSpark : Actor
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{
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Default
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{
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Radius 20;
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Height 16;
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+NOBLOCKMAP
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+NOGRAVITY
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+NOTELEPORT
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+CANNOTPUSH
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RenderStyle "Add";
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}
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States
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{
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Spawn:
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FX16 DEF 12 BRIGHT;
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Stop;
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}
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}
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// Sorcerer 2 FX 2 ----------------------------------------------------------
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class Sorcerer2FX2 : Actor
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{
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Default
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{
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Radius 10;
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Height 6;
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Speed 6;
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Damage 10;
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Projectile;
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-ACTIVATEIMPACT
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-ACTIVATEPCROSS
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RenderStyle "Add";
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}
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native void A_GenWizard ();
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States
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{
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Spawn:
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FX11 A 35 BRIGHT;
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FX11 A 5 BRIGHT A_GenWizard;
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FX11 B 5 BRIGHT;
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Goto Spawn+1;
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Death:
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FX11 CDEFG 5 BRIGHT;
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Stop;
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}
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}
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// Sorcerer 2 Telefade ------------------------------------------------------
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class Sorcerer2Telefade : Actor
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{
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Default
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{
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+NOBLOCKMAP
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}
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States
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{
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Spawn:
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SOR2 GHIJKL 6;
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Stop;
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}
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}
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