mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-06 21:11:43 +00:00
8c2f651bdb
- After doing some tests with state label scopes I had to conclude that using '.' both for separating sub-state-labels and scope resolution identifiers does not work reliably unless all actor class names were prohibited from being used as state labels. Since that is undesirable the only solution is to change the scope resolution operator. Fortunately no WADs so far have used it so implementing such a breaking change isn't a major issue. Now it uses '::', like C++ for this purpose. - Converted Revenant, Mancubus and Pain Elemental to DECORATE. SVN r375 (trunk)
308 lines
4.3 KiB
Text
308 lines
4.3 KiB
Text
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// Winged Statue (no skull) -------------------------------------------------
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ACTOR ZWingedStatueNoSkull : SwitchingDecoration 9011
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{
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Game Hexen
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Radius 10
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Height 62
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+SOLID
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States
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{
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Spawn:
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STWN A -1
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Stop
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Active:
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STWN B -1
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Stop
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}
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}
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// Gem pedestal -------------------------------------------------------------
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ACTOR ZGemPedestal : SwitchingDecoration 9012
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{
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Game Hexen
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Radius 10
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Height 40
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+SOLID
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States
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{
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Spawn:
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GMPD A -1
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Stop
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Active:
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GMPD B -1
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Stop
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}
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}
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// Tree (destructible) ------------------------------------------------------
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ACTOR TreeDestructible 8062
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{
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Game Hexen
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Health 70
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Radius 15
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Height 180
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DeathHeight 24
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Mass 0x7fffffff
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PainSound "TreeExplode"
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DeathSound "TreeBreak"
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+SOLID +SHOOTABLE +NOBLOOD +NOICEDEATH
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States
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{
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Spawn:
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TRDT A -1
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Stop
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Death:
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TRDT B 5
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TRDT C 5 A_Scream
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TRDT DEF 5
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TRDT G -1
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Stop
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Burn:
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TRDT H 5 Bright A_Pain
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TRDT IJKL 5 Bright
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TRDT M 5 Bright A_Explode(10, 128)
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TRDT N 5 Bright
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TRDT OP 5
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TRDT Q -1
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Stop
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}
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}
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// Twined torch -------------------------------------------------------------
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ACTOR ZTwinedTorch : SwitchableDecoration 116
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{
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Game Hexen
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Radius 10
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Height 64
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+SOLID
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States
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{
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Active:
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TWTR A 0 Bright A_PlaySound("Ignite")
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Spawn:
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TWTR ABCDEFGH 4 Bright
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Loop
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Inactive:
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TWTR I -1
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Stop
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}
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}
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ACTOR ZTwinedTorchUnlit : ZTwinedTorch 117
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{
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Game Hexen
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States
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{
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Spawn:
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Goto Super::Inactive
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}
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}
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// Wall torch ---------------------------------------------------------------
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ACTOR ZWallTorch : SwitchableDecoration 54
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{
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Game Hexen
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+NOBLOCKMAP
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+NOGRAVITY
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+FIXMAPTHINGPOS
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States
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{
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Active:
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WLTR A 0 Bright A_PlaySound("Ignite")
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Spawn:
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WLTR ABCDEFGH 5 Bright
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Loop
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Inactive:
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WLTR I -1
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Stop
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}
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}
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ACTOR ZWallTorchUnlit : ZWallTorch 55
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{
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Game Hexen
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States
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{
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Spawn:
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Goto Super::Inactive
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}
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}
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// Shrub1 -------------------------------------------------------------------
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ACTOR ZShrub1 8101
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{
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Game Hexen
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Radius 8
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Height 24
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Health 20
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Mass 0x7fffffff
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+SOLID +SHOOTABLE +NOBLOOD +NOICEDEATH
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DeathSound "TreeExplode"
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States
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{
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Spawn:
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SHB1 A -1
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Stop
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Burn:
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SHB1 B 7 Bright
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SHB1 C 6 Bright A_Scream
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SHB1 D 5 Bright
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Stop
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}
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}
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// Shrub2 -------------------------------------------------------------------
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ACTOR ZShrub2 8102
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{
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Game Hexen
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Radius 16
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Height 40
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Health 20
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Mass 0x7fffffff
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+SOLID +SHOOTABLE +NOBLOOD +NOICEDEATH
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DeathSound "TreeExplode"
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States
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{
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Spawn:
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SHB2 A -1
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Stop
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Burn:
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SHB2 B 7 Bright
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SHB2 C 6 Bright A_Scream
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SHB2 D 5 Bright A_Explode(30, 64)
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SHB2 E 5 Bright
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Stop
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}
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}
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// Fire Bull ----------------------------------------------------------------
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ACTOR ZFireBull : SwitchableDecoration 8042
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{
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Game Hexen
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Radius 20
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Height 80
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+SOLID
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States
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{
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Active:
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FBUL I 4 Bright A_PlaySound("Ignite")
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FBUL J 4 Bright
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Spawn:
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FBUL ABCDEFG 4 Bright
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Loop
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Inactive:
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FBUL JI 4 Bright
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FBUL H -1
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Stop
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}
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}
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ACTOR ZFireBullUnlit : ZFireBull 8043
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{
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Game Hexen
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States
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{
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Spawn:
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Goto Super::Inactive+2
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}
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}
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// "Christmas" Tree ---------------------------------------------------------
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ACTOR ZXmasTree 8068
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{
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Game Hexen
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Radius 11
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Height 130
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Health 20
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Mass 0x7fffffff
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+SOLID +SHOOTABLE +NOBLOOD +NOICEDEATH
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DeathSound "TreeExplode"
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States
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{
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Spawn:
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XMAS A -1
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Stop
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Burn:
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XMAS B 6 Bright
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XMAS C 6 Bright A_Scream
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XMAS D 5 Bright
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XMAS E 5 Bright A_Explode(30, 64)
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XMAS F 5 Bright
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XMAS G 4 Bright
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XMAS H 5
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XMAS I 4 A_NoBlocking
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XMAS J 4
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XMAS K -1
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Stop
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}
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}
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// Cauldron -----------------------------------------------------------------
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ACTOR ZCauldron : SwitchableDecoration 8069
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{
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Game Hexen
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Radius 12
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Height 26
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+SOLID
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States
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{
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Active:
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CDRN B 0 Bright A_PlaySound("Ignite")
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Spawn:
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CDRN BCDEFGH 4 Bright
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Loop
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Inactive:
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CDRN A -1
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Stop
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}
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}
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ACTOR ZCauldronUnlit : ZCauldron 8070
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{
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Game Hexen
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States
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{
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Spawn:
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Goto Super::Inactive
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}
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}
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// Water Drip ---------------------------------------------------------------
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ACTOR HWaterDrip
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{
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Game Hexen
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SpawnID 95
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+MISSILE
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+LOWGRAVITY
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+NOTELEPORT
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Mass 1
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DeathSound "Drip"
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States
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{
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Spawn:
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HWAT A -1
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Stop
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}
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}
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