mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-24 21:21:04 +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)
754 lines
9.5 KiB
Text
754 lines
9.5 KiB
Text
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// Tech lamp ---------------------------------------------------------------
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ACTOR TechLamp 85
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{
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Game Doom
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Radius 16
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Height 80
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+SOLID
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States
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{
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Spawn:
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TLMP ABCD 4 BRIGHT
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Loop
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}
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}
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// Tech lamp 2 -------------------------------------------------------------
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ACTOR TechLamp2 86
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{
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Game Doom
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Radius 16
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Height 60
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+SOLID
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States
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{
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Spawn:
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TLP2 ABCD 4 BRIGHT
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Loop
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}
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}
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// Column ------------------------------------------------------------------
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ACTOR Column 2028
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{
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Game Doom
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Radius 16
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Height 48
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+SOLID
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States
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{
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Spawn:
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COLU A -1 BRIGHT
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Stop
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}
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}
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// Tall green column -------------------------------------------------------
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ACTOR TallGreenColumn 30
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{
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Game Doom
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Radius 16
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Height 52
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+SOLID
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States
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{
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Spawn:
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COL1 A -1
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Stop
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}
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}
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// Short green column ------------------------------------------------------
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ACTOR ShortGreenColumn 31
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{
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Game Doom
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Radius 16
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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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COL2 A -1
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Stop
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}
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}
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// Tall red column ---------------------------------------------------------
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ACTOR TallRedColumn 32
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{
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Game Doom
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Radius 16
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Height 52
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+SOLID
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States
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{
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Spawn:
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COL3 A -1
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Stop
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}
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}
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// Short red column --------------------------------------------------------
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ACTOR ShortRedColumn 33
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{
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Game Doom
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Radius 16
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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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COL4 A -1
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Stop
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}
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}
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// Skull column ------------------------------------------------------------
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ACTOR SkullColumn 37
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{
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Game Doom
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Radius 16
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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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COL6 A -1
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Stop
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}
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}
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// Heart column ------------------------------------------------------------
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ACTOR HeartColumn 36
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{
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Game Doom
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Radius 16
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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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COL5 AB 14
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Loop
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}
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}
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// Evil eye ----------------------------------------------------------------
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ACTOR EvilEye 41
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{
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Game Doom
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Radius 16
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Height 54
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+SOLID
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States
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{
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Spawn:
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CEYE ABCB 6 BRIGHT
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Loop
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}
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}
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// Floating skull ----------------------------------------------------------
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ACTOR FloatingSkull 42
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{
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Game Doom
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Radius 16
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Height 26
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+SOLID
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States
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{
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Spawn:
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FSKU ABC 6 BRIGHT
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Loop
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}
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}
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// Torch tree --------------------------------------------------------------
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ACTOR TorchTree 43
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{
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Game Doom
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Radius 16
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Height 56
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+SOLID
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States
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{
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Spawn:
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TRE1 A -1
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Stop
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}
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}
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// Blue torch --------------------------------------------------------------
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ACTOR BlueTorch 44
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{
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Game Doom
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Radius 16
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Height 68
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+SOLID
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States
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{
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Spawn:
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TBLU ABCD 4 BRIGHT
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Loop
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}
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}
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// Green torch -------------------------------------------------------------
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ACTOR GreenTorch 45
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{
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Game Doom
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Radius 16
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Height 68
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+SOLID
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States
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{
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Spawn:
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TGRN ABCD 4 BRIGHT
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Loop
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}
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}
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// Red torch ---------------------------------------------------------------
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ACTOR RedTorch 46
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{
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Game Doom
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Radius 16
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Height 68
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+SOLID
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States
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{
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Spawn:
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TRED ABCD 4 BRIGHT
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Loop
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}
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}
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// Short blue torch --------------------------------------------------------
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ACTOR ShortBlueTorch 55
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{
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Game Doom
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Radius 16
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Height 37
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+SOLID
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States
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{
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Spawn:
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SMBT ABCD 4 BRIGHT
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Loop
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}
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}
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// Short green torch -------------------------------------------------------
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ACTOR ShortGreenTorch 56
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{
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Game Doom
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Radius 16
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Height 37
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+SOLID
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States
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{
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Spawn:
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SMGT ABCD 4 BRIGHT
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Loop
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}
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}
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// Short red torch ---------------------------------------------------------
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ACTOR ShortRedTorch 57
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{
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Game Doom
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Radius 16
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Height 37
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+SOLID
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States
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{
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Spawn:
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SMRT ABCD 4 BRIGHT
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Loop
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}
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}
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// Stalagtite --------------------------------------------------------------
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ACTOR Stalagtite 47
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{
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Game Doom
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Radius 16
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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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SMIT A -1
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Stop
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}
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}
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// Tech pillar -------------------------------------------------------------
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ACTOR TechPillar 48
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{
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Game Doom
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Radius 16
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Height 128
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+SOLID
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States
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{
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Spawn:
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ELEC A -1
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Stop
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}
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}
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// Candle stick ------------------------------------------------------------
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ACTOR Candlestick 34
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{
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Game Doom
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Radius 20
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Height 14
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States
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{
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Spawn:
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CAND A -1 BRIGHT
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Stop
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}
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}
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// Candelabra --------------------------------------------------------------
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ACTOR Candelabra 35
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{
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Game Doom
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Radius 16
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Height 60
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+SOLID
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States
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{
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Spawn:
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CBRA A -1 BRIGHT
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Stop
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}
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}
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// Bloody twitch -----------------------------------------------------------
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ACTOR BloodyTwitch 49
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{
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Game Doom
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Radius 16
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Height 68
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+SOLID
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+NOGRAVITY
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+SPAWNCEILING
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States
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{
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Spawn:
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GOR1 A 10
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GOR1 B 15
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GOR1 C 8
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GOR1 B 6
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Loop
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}
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}
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// Meat 2 ------------------------------------------------------------------
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ACTOR Meat2 50
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{
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Game Doom
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Radius 16
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Height 84
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+SOLID
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+NOGRAVITY
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+SPAWNCEILING
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States
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{
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Spawn:
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GOR2 A -1
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Stop
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}
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}
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// Meat 3 ------------------------------------------------------------------
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ACTOR Meat3 51
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{
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Game Doom
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Radius 16
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Height 84
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+SOLID
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+NOGRAVITY
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+SPAWNCEILING
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States
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{
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Spawn:
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GOR3 A -1
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Stop
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}
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}
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// Meat 4 ------------------------------------------------------------------
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ACTOR Meat4 52
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{
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Game Doom
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Radius 16
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Height 68
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+SOLID
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+NOGRAVITY
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+SPAWNCEILING
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States
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{
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Spawn:
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GOR4 A -1
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Stop
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}
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}
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// Meat 5 ------------------------------------------------------------------
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ACTOR Meat5 53
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{
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Game Doom
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Radius 16
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Height 52
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+SOLID
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+NOGRAVITY
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+SPAWNCEILING
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States
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{
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Spawn:
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GOR5 A -1
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Stop
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}
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}
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// Nonsolid meat -----------------------------------------------------------
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ACTOR NonsolidMeat2 : Meat2 59
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{
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Game Doom
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-SOLID
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Radius 20
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}
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ACTOR NonsolidMeat3 : Meat3 61
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{
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Game Doom
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-SOLID
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Radius 20
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}
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ACTOR NonsolidMeat4 : Meat4 60
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{
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Game Doom
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-SOLID
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Radius 20
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}
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ACTOR NonsolidMeat5 : Meat5 62
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{
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Game Doom
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-SOLID
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Radius 20
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}
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// Nonsolid bloody twitch --------------------------------------------------
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ACTOR NonsolidTwitch : BloodyTwitch 63
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{
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Game Doom
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-SOLID
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Radius 20
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}
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// Head on a stick ---------------------------------------------------------
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ACTOR HeadOnAStick 27
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{
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Game Doom
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Radius 16
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Height 56
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+SOLID
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States
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{
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Spawn:
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POL4 A -1
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Stop
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}
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}
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// Heads (plural!) on a stick ----------------------------------------------
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ACTOR HeadsOnAStick 28
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{
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Game Doom
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Radius 16
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Height 64
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+SOLID
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States
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{
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Spawn:
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POL2 A -1
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Stop
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}
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}
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// Head candles ------------------------------------------------------------
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ACTOR HeadCandles 29
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{
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Game Doom
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Radius 16
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Height 42
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+SOLID
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States
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{
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Spawn:
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POL3 AB 6 BRIGHT
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Loop
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}
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}
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// Dead on a stick ---------------------------------------------------------
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ACTOR DeadStick 25
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{
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Game Doom
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Radius 16
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Height 64
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+SOLID
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States
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{
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Spawn:
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POL1 A -1
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Stop
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}
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}
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// Still alive on a stick --------------------------------------------------
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ACTOR LiveStick 26
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{
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Game Doom
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Radius 16
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Height 64
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+SOLID
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States
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{
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Spawn:
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POL6 A 6
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POL6 B 8
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Loop
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}
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}
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// Big tree ----------------------------------------------------------------
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ACTOR BigTree 54
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{
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Game Doom
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Radius 32
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Height 108
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+SOLID
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States
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{
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Spawn:
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TRE2 A -1
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Stop
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}
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}
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// Burning barrel ----------------------------------------------------------
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ACTOR BurningBarrel 70
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{
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Game Doom
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SpawnID 149
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Radius 16
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Height 32
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+SOLID
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States
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{
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Spawn:
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FCAN ABC 4 BRIGHT
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Loop
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}
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}
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// Hanging with no guts ----------------------------------------------------
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ACTOR HangNoGuts 73
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{
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Game Doom
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Radius 16
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Height 88
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+SOLID
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+NOGRAVITY
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+SPAWNCEILING
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States
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{
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Spawn:
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HDB1 A -1
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Stop
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}
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}
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// Hanging from bottom with no brain ---------------------------------------
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ACTOR HangBNoBrain 74
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{
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Game Doom
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Radius 16
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Height 88
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+SOLID
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+NOGRAVITY
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+SPAWNCEILING
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States
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{
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Spawn:
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HDB2 A -1
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Stop
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}
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}
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// Hanging from top, looking down ------------------------------------------
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ACTOR HangTLookingDown 75
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{
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Game Doom
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Radius 16
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Height 64
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+SOLID
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+NOGRAVITY
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+SPAWNCEILING
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States
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{
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Spawn:
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HDB3 A -1
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Stop
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}
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}
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// Hanging from top, looking up --------------------------------------------
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ACTOR HangTLookingUp 77
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{
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Game Doom
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Radius 16
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Height 64
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+SOLID
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+NOGRAVITY
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+SPAWNCEILING
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States
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{
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Spawn:
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HDB5 A -1
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Stop
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}
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}
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// Hanging from top, skully ------------------------------------------------
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ACTOR HangTSkull 76
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{
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Game Doom
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Radius 16
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Height 64
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+SOLID
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+NOGRAVITY
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+SPAWNCEILING
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States
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{
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Spawn:
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HDB4 A -1
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Stop
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}
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}
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// Hanging from top without a brain ----------------------------------------
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ACTOR HangTNoBrain 78
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{
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Game Doom
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Radius 16
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Height 64
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+SOLID
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+NOGRAVITY
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+SPAWNCEILING
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States
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{
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Spawn:
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HDB6 A -1
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Stop
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}
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}
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// Colon gibs --------------------------------------------------------------
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ACTOR ColonGibs 79
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{
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Game Doom
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SpawnID 147
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Radius 20
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Height 4
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States
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{
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Spawn:
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POB1 A -1
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Stop
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}
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}
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// Small pool o' blood -----------------------------------------------------
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ACTOR SmallBloodPool 80
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{
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Game Doom
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SpawnID 148
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Radius 20
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Height 1
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States
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{
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Spawn:
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POB2 A -1
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Stop
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}
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}
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// brain stem lying on the ground ------------------------------------------
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ACTOR BrainStem 81
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{
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Game Doom
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SpawnID 150
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Radius 20
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Height 4
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States
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{
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Spawn:
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BRS1 A -1
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Stop
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}
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}
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