mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-12-24 11:21:06 +00:00
76cb09d546
default setting for the flags is 0. - Added: doom2day's smoothlighting - Added: dontincrement argument to A_CheckForReload. SVN r1179 (trunk)
342 lines
6.5 KiB
Text
342 lines
6.5 KiB
Text
ACTOR Inventory native
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{
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Inventory.Amount 1
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Inventory.MaxAmount 1
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Inventory.UseSound "misc/invuse"
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Inventory.PickupSound "misc/i_pkup"
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action native A_JumpIfNoAmmo(state label);
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action native A_CustomPunch(int damage, bool norandom = false, bool useammo = true, class<Actor> pufftype = "BulletPuff", float range = 0);
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action native A_FireBullets(float spread_xy, float spread_z, int numbullets, int damageperbullet, class<Actor> pufftype = "BulletPuff", bool useammo = true, float range = 0);
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action native A_FireCustomMissile(class<Actor> missiletype, float angle = 0, bool useammo = true, int spawnofs_xy = 0, float spawnheight = 0, bool aimatangle = false);
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action native A_RailAttack(int damage, int spawnofs_xy = 0, int useammo = true, color color1 = "", color color2 = "", bool silent = false, float maxdiff = 0, class<Actor> pufftype = "BulletPuff");
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action native A_Light(int extralight);
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action native A_Light0();
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action native A_Light1();
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action native A_Light2();
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action native A_LightInverse();
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action native A_WeaponReady();
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action native A_Lower();
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action native A_Raise();
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action native A_FirePistol();
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action native A_FireShotgun();
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action native A_FireShotgun2();
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action native A_OpenShotgun2();
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action native A_LoadShotgun2();
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action native A_CloseShotgun2();
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action native A_FireCGun();
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action native A_FireMissile();
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action native A_FirePlasma();
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action native A_FireRailgun();
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action native A_FireRailgunLeft();
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action native A_FireRailgunRight();
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action native A_RailWait();
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action native A_BFGsound();
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action native A_FireBFG();
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action native A_ReFire();
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action native A_ClearReFire();
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action native A_CheckReload();
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action native A_GunFlash();
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action native A_Saw(sound fullsound = "weapons/sawfull", sound hitsound = "weapons/sawhit", int damage = 2, class<Actor> pufftype = "BulletPuff");
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action native A_CheckForReload(int counter, state label, bool dontincrement = false);
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action native A_ResetReloadCounter();
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action native A_RestoreSpecialPosition();
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action native A_RestoreSpecialDoomThing();
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action native A_RestoreSpecialThing1();
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action native A_RestoreSpecialThing2();
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States
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{
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HideDoomish:
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TNT1 A 1050
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TNT1 A 0 A_RestoreSpecialPosition
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TNT1 A 1 A_RestoreSpecialDoomThing
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Stop
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HideSpecial:
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ACLO E 1400
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ACLO A 0 A_RestoreSpecialPosition
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ACLO A 4 A_RestoreSpecialThing1
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ACLO BABCBCDC 4
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ACLO D 4 A_RestoreSpecialThing2
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Stop
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Held:
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TNT1 A -1
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Stop
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HoldAndDestroy:
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TNT1 A 1
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Stop
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}
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}
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Actor Ammo : Inventory native
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{
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+INVENTORY.KEEPDEPLETED
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Inventory.PickupSound "misc/ammo_pkup"
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}
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Actor BackpackItem : Inventory native
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{
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}
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ACTOR Armor : Inventory native
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{
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Inventory.PickupSound "misc/armor_pkup"
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}
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ACTOR BasicArmor : Armor native
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{
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+Inventory.KEEPDEPLETED
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}
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ACTOR BasicArmorBonus : Armor native
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{
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+Inventory.AUTOACTIVATE
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+Inventory.ALWAYSPICKUP
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Inventory.MaxAmount 0
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Armor.SavePercent 0.333333
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}
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ACTOR BasicArmorPickup : Armor native
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{
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+Inventory.AUTOACTIVATE
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Inventory.MaxAmount 0
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}
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ACTOR HexenArmor : Armor native
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{
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+Inventory.KEEPDEPLETED
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+Inventory.UNDROPPABLE
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}
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ACTOR DehackedPickup : Inventory native
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{
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}
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ACTOR FakeInventory : Inventory native
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{
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}
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ACTOR CustomInventory : Inventory native
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{
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}
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Actor Health : Inventory native
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{
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Inventory.Amount 1
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Inventory.MaxAmount 0
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Inventory.PickupSound "misc/health_pkup"
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}
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Actor HealthPickup : Inventory native
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{
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Inventory.DefMaxAmount
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+INVENTORY.INVBAR
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}
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Actor Key : Inventory native
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{
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+INVENTORY.INTERHUBSTRIP
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Inventory.PickupSound "misc/k_pkup"
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}
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ACTOR PowerupGiver : Inventory native
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{
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Inventory.DefMaxAmount
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+INVENTORY.INVBAR
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+INVENTORY.FANCYPICKUPSOUND
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Inventory.PickupSound "misc/p_pkup"
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}
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ACTOR Powerup : Inventory native
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{
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}
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ACTOR PowerInvulnerable : Powerup native
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{
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Powerup.Duration -30
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inventory.icon "SPSHLD0"
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}
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ACTOR PowerStrength : Powerup native
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{
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Powerup.Duration 1
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Powerup.Color 255,0,0,0.5
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+INVENTORY.HUBPOWER
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}
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ACTOR PowerInvisibility : Powerup native
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{
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Powerup.Duration -60
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}
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ACTOR PowerGhost : PowerInvisibility native
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{
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}
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ACTOR PowerShadow : PowerInvisibility native
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{
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Powerup.Duration -55
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+INVENTORY.HUBPOWER
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}
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ACTOR PowerIronFeet : Powerup native
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{
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Powerup.Duration -60
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Powerup.Color 0, 255, 0, 0.125
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}
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ACTOR PowerMask : PowerIronFeet native
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{
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Powerup.Duration -80
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Powerup.Color 0,0,0,0
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+INVENTORY.HUBPOWER
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Inventory.Icon "I_MASK"
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}
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ACTOR PowerLightAmp : Powerup native
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{
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Powerup.Duration -120
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}
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ACTOR PowerTorch : PowerLightAmp native
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{
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}
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ACTOR PowerFlight : Powerup native
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{
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Powerup.Duration -60
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+INVENTORY.HUBPOWER
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}
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ACTOR PowerWeaponLevel2 : Powerup native
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{
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Powerup.Duration -40
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Inventory.Icon "SPINBK0"
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}
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ACTOR PowerSpeed: Powerup native
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{
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Powerup.Duration -45
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Speed 1.5
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Inventory.Icon "SPBOOT0"
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}
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// Player Speed Trail (used by the Speed Powerup) ----------------------------
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ACTOR PlayerSpeedTrail native
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{
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+NOBLOCKMAP
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+NOGRAVITY
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Alpha 0.6
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RenderStyle Translucent
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}
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ACTOR PowerMinotaur : Powerup native
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{
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Powerup.Duration -25
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Inventory.Icon "SPMINO0"
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}
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ACTOR PowerTargeter : Powerup native
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{
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Powerup.Duration -160
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+INVENTORY.HUBPOWER
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States
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{
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Targeter:
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TRGT A -1
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Stop
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TRGT B -1
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Stop
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TRGT C -1
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Stop
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}
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}
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ACTOR PowerFrightener : Powerup native
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{
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Powerup.Duration -60
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}
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ACTOR PowerScanner : Powerup native
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{
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Powerup.Duration -80
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+INVENTORY.HUBPOWER
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}
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ACTOR PowerTimeFreezer : Powerup native
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{
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Powerup.Duration -12
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}
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ACTOR PowerDamage : Powerup native
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{
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Powerup.Duration -25
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}
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ACTOR PowerProtection : Powerup native
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{
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Powerup.Duration -25
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}
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ACTOR PowerDrain : Powerup native
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{
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Powerup.Duration -60
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}
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ACTOR PowerRegeneration : Powerup native
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{
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Powerup.Duration -120
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}
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ACTOR PowerHighJump : Powerup native
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{
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}
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ACTOR PowerMorph : Powerup native
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{
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Powerup.Duration -40
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}
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ACTOR MapRevealer : Inventory native
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{
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}
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ACTOR PuzzleItem : Inventory native
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{
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+NOGRAVITY
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+INVENTORY.INVBAR
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Inventory.DefMaxAmount
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Inventory.UseSound "PuzzleSuccess"
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Inventory.PickupSound "misc/i_pkup"
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}
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Actor Weapon : Inventory native
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{
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Inventory.PickupSound "misc/w_pkup"
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Weapon.DefaultKickback
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States
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{
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LightDone:
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SHTG E 0 A_Light0
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Stop
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}
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}
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ACTOR WeaponGiver : Weapon native
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{
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}
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Actor WeaponHolder : Inventory native
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{
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+NOBLOCKMAP
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+NOSECTOR
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+INVENTORY.UNDROPPABLE
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}
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Actor WeaponPiece : Inventory native
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{
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}
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