mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-25 13:41:05 +00:00
5f4bcaac3d
before entering its Chase state. SVN r4033 (trunk)
235 lines
3.6 KiB
Text
235 lines
3.6 KiB
Text
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// FireDemon ----------------------------------------------------------------
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ACTOR FireDemon 10060
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{
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Game Hexen
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SpawnID 5
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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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action native A_FiredRocks();
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action native A_FiredChase();
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action native A_FiredAttack();
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action native 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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ACTOR FireDemonSplotch1
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{
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Game Hexen
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Health 1000
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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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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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ACTOR 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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ACTOR FireDemonRock1
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{
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Game Hexen
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Health 1000
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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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action native 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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ACTOR FireDemonRock2 : FireDemonRock1
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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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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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ACTOR FireDemonRock3 : FireDemonRock1
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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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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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ACTOR FireDemonRock4 : FireDemonRock1
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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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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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ACTOR FireDemonRock5 : FireDemonRock1
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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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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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ACTOR FireDemonMissile
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{
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Health 1000
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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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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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