mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-12-03 01:12:23 +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.
236 lines
3.5 KiB
Text
236 lines
3.5 KiB
Text
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// FireDemon ----------------------------------------------------------------
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class FireDemon : Actor
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{
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Default
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{
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Health 80;
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ReactionTime 8;
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PainChance 1;
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Speed 13;
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Radius 20;
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Height 68;
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Mass 75;
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Damage 1;
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Monster;
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+DROPOFF +NOGRAVITY +FLOAT
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+FLOORCLIP +INVULNERABLE +TELESTOMP
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SeeSound "FireDemonSpawn";
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PainSound "FireDemonPain";
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DeathSound "FireDemonDeath";
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ActiveSound "FireDemonActive";
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Obituary "$OB_FIREDEMON";
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}
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native void A_FiredRocks();
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native void A_FiredChase();
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native void A_FiredAttack();
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native void A_FiredSplotch();
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States
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{
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Spawn:
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FDMN X 5 Bright;
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FDMN EFG 10 Bright A_Look;
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Goto Spawn + 1;
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See:
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FDMN E 8 Bright;
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FDMN F 6 Bright;
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FDMN G 5 Bright;
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FDMN F 8 Bright;
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FDMN E 6 Bright;
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FDMN G 7 Bright A_FiredRocks;
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FDMN HI 5 Bright;
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FDMN J 5 Bright A_UnSetInvulnerable;
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Chase:
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FDMN ABC 5 Bright A_FiredChase;
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Loop;
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Pain:
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FDMN D 0 Bright A_UnSetInvulnerable;
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FDMN D 6 Bright A_Pain;
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Goto Chase;
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Missile:
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FDMN K 3 Bright A_FaceTarget;
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FDMN KKK 5 Bright A_FiredAttack;
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Goto Chase;
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Crash:
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XDeath:
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FDMN M 5 A_FaceTarget;
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FDMN N 5 A_NoBlocking;
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FDMN O 5 A_FiredSplotch;
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Stop;
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Death:
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FDMN D 4 Bright A_FaceTarget;
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FDMN L 4 Bright A_Scream;
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FDMN L 4 Bright A_NoBlocking;
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FDMN L 200 Bright;
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Stop;
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Ice:
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FDMN R 5 A_FreezeDeath;
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FDMN R 1 A_FreezeDeathChunks;
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Wait;
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}
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}
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// FireDemonSplotch1 -------------------------------------------------------
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class FireDemonSplotch1 : Actor
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{
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Default
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{
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ReactionTime 8;
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Radius 3;
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Height 16;
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Mass 100;
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+DROPOFF +CORPSE
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+NOTELEPORT +FLOORCLIP
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}
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States
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{
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Spawn:
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FDMN P 3;
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FDMN P 6 A_QueueCorpse;
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FDMN Y -1;
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Stop;
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}
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}
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// FireDemonSplotch2 -------------------------------------------------------
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class FireDemonSplotch2 : FireDemonSplotch1
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{
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States
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{
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Spawn:
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FDMN Q 3;
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FDMN Q 6 A_QueueCorpse;
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FDMN Z -1;
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Stop;
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}
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}
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// FireDemonRock1 ------------------------------------------------------------
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class FireDemonRock1 : Actor
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{
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Default
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{
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ReactionTime 8;
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Radius 3;
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Height 5;
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Mass 16;
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+NOBLOCKMAP +DROPOFF +MISSILE
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+NOTELEPORT
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}
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native void A_SmBounce();
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States
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{
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Spawn:
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FDMN S 4;
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Loop;
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Death:
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FDMN S 5 A_SmBounce;
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XDeath:
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FDMN S 200;
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Stop;
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}
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}
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// FireDemonRock2 ------------------------------------------------------------
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class FireDemonRock2 : FireDemonRock1
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{
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States
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{
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Spawn:
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FDMN T 4;
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Loop;
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Death:
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FDMN T 5 A_SmBounce;
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XDeath:
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FDMN T 200;
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Stop;
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}
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}
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// FireDemonRock3 ------------------------------------------------------------
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class FireDemonRock3 : FireDemonRock1
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{
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States
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{
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Spawn:
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FDMN U 4;
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Loop;
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Death:
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FDMN U 5 A_SmBounce;
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XDeath:
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FDMN U 200;
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Stop;
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}
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}
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// FireDemonRock4 ------------------------------------------------------------
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class FireDemonRock4 : FireDemonRock1
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{
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States
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{
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Spawn:
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FDMN V 4;
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Loop;
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Death:
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FDMN V 5 A_SmBounce;
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XDeath:
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FDMN V 200;
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Stop;
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}
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}
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// FireDemonRock5 ------------------------------------------------------------
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class FireDemonRock5 : FireDemonRock1
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{
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States
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{
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Spawn:
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FDMN W 4;
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Loop;
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Death:
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FDMN W 5 A_SmBounce;
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XDeath:
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FDMN W 200;
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Stop;
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}
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}
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// FireDemonMissile -----------------------------------------------------------
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class FireDemonMissile : Actor
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{
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Default
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{
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ReactionTime 8;
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Speed 10;
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Radius 10;
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Height 6;
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Mass 5;
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Damage 1;
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DamageType "Fire";
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Projectile;
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RenderStyle "Add";
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DeathSound "FireDemonMissileHit";
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}
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States
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{
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Spawn:
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FDMB A 5 Bright;
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Loop;
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Death:
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FDMB BCDE 5 Bright;
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Stop;
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}
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}
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