mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-11 15:22:15 +00:00
0e69196370
- Removed doom.x, heretic.x and strife.x from the SVN repository. These are generated files. - Fixed: A_PainDie has to check whether a valid target exists before calling IsFriend. - Fixed: FDecalLib::FindAnimator needs a signed counter to work properly. May 1, 2006 (Changes by Graf Zahl) - Added support for game specific pickup messages, if only to be able to define Raven's invulnerability item in DECORATE. - Removed A_TreeDeath because it is no longer used. - Fixed: When picking up a PowerupGiver for an active powerup the blend color and the duration were transferred to a temorary item and never took effect. They have to be trnasferred to the newly created powerup item before trying to give it to the player, not afterward. - Made the colormap of the InvulnerabilitySphere item specific. The base power class still needs to have its color adjusted per game though and since Raven's invulnerability item is used in both Hexen and Heretic it can't define its own colormap/blend. - Separated the invulnerability colormaps from the game being played and made them item specific. They can also be specified as regular blend colors in DECORATE now. - Converted a_hereticarmor.cpp and most of a_doomartifacts.cpp, a_hereticartifacts.cpp and a_heretickeys.cpp to DECORATE. - Changed the Soulsphere to be a real health item with the Dehacked modifications made in d_dehacked.cpp as for most other items which need to be adjusted. - Added IF_BIGPOWERUP flag to AInventory to expose the RESPAWN_SUPER dmflag to DECORATE. Also removed the now obsolete ShouldRespawn methods from AInvulnerabilitySphere and ABlurSphere. - Converted a_splashes.cpp to DECORATE. - Converted most of a_debris.cpp to DECORATE. SVN r73 (trunk)
362 lines
3.7 KiB
Text
362 lines
3.7 KiB
Text
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// Rocks --------------------------------------------------------------------
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ACTOR Rock1
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{
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SpawnID 41
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+NOBLOCKMAP
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+DROPOFF
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+MISSILE
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+NOTELEPORT
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States
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{
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Spawn:
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ROKK A 20
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Loop
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Death:
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ROKK A 10
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Stop
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}
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}
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ACTOR Rock2
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{
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SpawnID 42
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+NOBLOCKMAP
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+DROPOFF
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+MISSILE
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+NOTELEPORT
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States
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{
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Spawn:
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ROKK B 20
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Loop
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Death:
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ROKK B 10
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Stop
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}
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}
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ACTOR Rock3
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{
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SpawnID 43
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+NOBLOCKMAP
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+DROPOFF
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+MISSILE
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+NOTELEPORT
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States
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{
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Spawn:
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ROKK C 20
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Loop
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Death:
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ROKK C 10
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Stop
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}
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}
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// Dirt --------------------------------------------------------------------
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ACTOR Dirt1
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{
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SpawnID 44
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+NOBLOCKMAP
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+DROPOFF
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+MISSILE
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+NOTELEPORT
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States
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{
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Spawn:
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ROKK D 20
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Loop
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Death:
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ROKK D 10
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Stop
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}
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}
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ACTOR Dirt2
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{
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SpawnID 45
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+NOBLOCKMAP
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+DROPOFF
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+MISSILE
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+NOTELEPORT
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States
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{
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Spawn:
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ROKK E 20
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Loop
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Death:
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ROKK E 10
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Stop
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}
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}
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ACTOR Dirt3
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{
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SpawnID 46
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+NOBLOCKMAP
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+DROPOFF
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+MISSILE
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+NOTELEPORT
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States
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{
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Spawn:
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ROKK F 20
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Loop
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Death:
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ROKK F 10
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Stop
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}
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}
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ACTOR Dirt4
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{
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SpawnID 47
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+NOBLOCKMAP
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+DROPOFF
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+MISSILE
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+NOTELEPORT
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States
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{
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Spawn:
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ROKK G 20
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Loop
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Death:
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ROKK G 10
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Stop
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}
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}
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ACTOR Dirt5
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{
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SpawnID 48
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+NOBLOCKMAP
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+DROPOFF
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+MISSILE
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+NOTELEPORT
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States
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{
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Spawn:
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ROKK H 20
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Loop
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Death:
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ROKK H 10
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Stop
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}
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}
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ACTOR Dirt6
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{
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SpawnID 49
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+NOBLOCKMAP
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+DROPOFF
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+MISSILE
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+NOTELEPORT
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States
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{
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Spawn:
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ROKK I 20
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Loop
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Death:
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ROKK I 10
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Stop
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}
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}
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// Stained glass ------------------------------------------------------------
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ACTOR SGShard1 : GlassShard
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{
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SpawnID 54
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Radius 5
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Projectile
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-ACTIVATEMCROSS
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-ACTIVATEIMPACT
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BounceFactor 0.3
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States
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{
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Spawn:
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SGSA ABCDE 4
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Loop
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Death:
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SGSA E 30
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Stop
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}
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}
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ACTOR SGShard2 : GlassShard
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{
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SpawnID 55
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Radius 5
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Projectile
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-ACTIVATEMCROSS
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-ACTIVATEIMPACT
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BounceFactor 0.3
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States
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{
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Spawn:
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SGSA FGHIJ 4
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Loop
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Death:
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SGSA J 30
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Stop
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}
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}
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ACTOR SGShard3 : GlassShard
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{
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SpawnID 56
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Radius 5
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Projectile
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-ACTIVATEMCROSS
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-ACTIVATEIMPACT
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BounceFactor 0.3
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States
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{
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Spawn:
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SGSA KLMNO 4
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Loop
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Death:
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SGSA O 30
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Stop
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}
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}
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ACTOR SGShard4 : GlassShard
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{
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SpawnID 57
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Radius 5
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Projectile
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-ACTIVATEMCROSS
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-ACTIVATEIMPACT
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BounceFactor 0.3
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States
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{
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Spawn:
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SGSA PQRST 4
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Loop
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Death:
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SGSA T 30
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Stop
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}
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}
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ACTOR SGShard5 : GlassShard
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{
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SpawnID 58
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Radius 5
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Projectile
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-ACTIVATEMCROSS
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-ACTIVATEIMPACT
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BounceFactor 0.3
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States
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{
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Spawn:
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SGSA UVWXY 4
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Loop
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Death:
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SGSA Y 30
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Stop
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}
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}
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ACTOR SGShard6 : GlassShard
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{
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SpawnID 59
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Radius 5
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Projectile
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-ACTIVATEMCROSS
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-ACTIVATEIMPACT
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BounceFactor 0.3
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States
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{
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Spawn:
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SGSB A 4
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Loop
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Death:
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SGSB A 30
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Stop
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}
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}
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ACTOR SGShard7 : GlassShard
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{
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SpawnID 60
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Radius 5
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Projectile
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-ACTIVATEMCROSS
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-ACTIVATEIMPACT
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BounceFactor 0.3
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States
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{
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Spawn:
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SGSB B 4
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Loop
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Death:
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SGSB B 30
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Stop
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}
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}
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ACTOR SGShard8 : GlassShard
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{
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SpawnID 61
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Radius 5
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Projectile
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-ACTIVATEMCROSS
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-ACTIVATEIMPACT
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BounceFactor 0.3
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States
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{
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Spawn:
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SGSB C 4
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Loop
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Death:
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SGSB C 30
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Stop
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}
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}
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ACTOR SGShard9 : GlassShard
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{
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SpawnID 62
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Radius 5
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Projectile
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-ACTIVATEMCROSS
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-ACTIVATEIMPACT
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BounceFactor 0.3
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States
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{
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Spawn:
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SGSB D 4
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Loop
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Death:
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SGSB D 30
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Stop
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}
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}
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ACTOR SGShard0 : GlassShard
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{
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SpawnID 63
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Radius 5
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Projectile
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-ACTIVATEMCROSS
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-ACTIVATEIMPACT
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BounceFactor 0.3
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States
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{
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Spawn:
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SGSB E 4
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Loop
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Death:
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SGSB E 30
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Stop
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}
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}
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