2006-02-24 04:48:15 +00:00
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#include "actor.h"
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#include "info.h"
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#include "gi.h"
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#include "m_random.h"
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static FRandom pr_orbit ("Orbit");
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void A_BridgeOrbit (AActor *);
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void A_BridgeInit (AActor *);
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// The Hexen (and Heretic) version of the bridge spawns extra floating
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// "balls" orbiting the bridge. The Doom version only shows the bridge
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// itself.
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// Bridge ball -------------------------------------------------------------
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class ABridgeBall : public AActor
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{
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DECLARE_ACTOR (ABridgeBall, AActor)
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};
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FState ABridgeBall::States[] =
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{
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S_NORMAL (TLGL, 'A', 2, NULL , &States[1]),
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S_NORMAL (TLGL, 'A', 1, A_BridgeOrbit , &States[1])
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};
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IMPLEMENT_ACTOR (ABridgeBall, Any, -1, 0)
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PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY)
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PROP_Flags2 (MF2_NOTELEPORT)
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PROP_SpawnState (0)
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END_DEFAULTS
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// The bridge itself -------------------------------------------------------
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class ABridge : public AActor
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{
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DECLARE_ACTOR (ABridge, AActor)
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};
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FState ABridge::States[] =
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{
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#define S_DBRIDGE 0
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S_BRIGHT (TLGL, 'A', 4, NULL , &States[S_DBRIDGE+1]),
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S_BRIGHT (TLGL, 'B', 4, NULL , &States[S_DBRIDGE+2]),
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S_BRIGHT (TLGL, 'C', 4, NULL , &States[S_DBRIDGE+3]),
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S_BRIGHT (TLGL, 'D', 4, NULL , &States[S_DBRIDGE+4]),
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S_BRIGHT (TLGL, 'E', 4, NULL , &States[S_DBRIDGE+0]),
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#define S_BRIDGE (S_DBRIDGE+5)
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S_NORMAL (TLGL, 'A', 2, NULL , &States[S_BRIDGE+1]),
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S_NORMAL (TLGL, 'A', 2, A_BridgeInit , &States[S_BRIDGE+2]),
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S_NORMAL (TLGL, 'A', -1, NULL , NULL),
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#define S_FREE_BRIDGE (S_BRIDGE+3)
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S_NORMAL (TLGL, 'A', 2, NULL , &States[S_FREE_BRIDGE+1]),
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S_NORMAL (TLGL, 'A', 300, NULL , NULL)
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};
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IMPLEMENT_ACTOR (ABridge, Any, 118, 21)
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PROP_Flags (MF_SOLID|MF_NOGRAVITY|MF_NOLIFTDROP)
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END_DEFAULTS
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AT_GAME_SET (Bridge)
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{
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ABridge *def = GetDefault<ABridge> ();
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if (gameinfo.gametype == GAME_Doom)
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{
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def->SpawnState = &ABridge::States[S_DBRIDGE];
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def->radius = 36 * FRACUNIT;
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def->height = 4 * FRACUNIT;
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def->RenderStyle = STYLE_Normal;
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}
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else
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{
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def->SpawnState = &ABridge::States[S_BRIDGE];
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def->radius = 32 * FRACUNIT;
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def->height = 2 * FRACUNIT;
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def->RenderStyle = STYLE_None;
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}
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}
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// Action functions for the non-Doom bridge --------------------------------
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#define ORBIT_RADIUS 15
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// New bridge stuff
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// Parent
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// special1 true == removing from world
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//
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// Child
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// target pointer to center mobj
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// angle angle of ball
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void A_BridgeOrbit (AActor *self)
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{
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if (self->target == NULL)
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{ // Don't crash if somebody spawned this into the world
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// independantly of a Bridge actor.
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return;
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}
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if (self->target->special1)
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{
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self->SetState (NULL);
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}
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// Every five tics, Hexen moved the ball 3/256th of a revolution.
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self->angle += ANGLE_45/32*3/5;
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self->x = self->target->x + ORBIT_RADIUS * finecosine[self->angle >> ANGLETOFINESHIFT];
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self->y = self->target->y + ORBIT_RADIUS * finesine[self->angle >> ANGLETOFINESHIFT];
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self->z = self->target->z;
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}
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void A_BridgeInit (AActor *self)
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{
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angle_t startangle;
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AActor *ball1, *ball2, *ball3;
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fixed_t cx, cy, cz;
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cx = self->x;
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cy = self->y;
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cz = self->z;
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startangle = pr_orbit() << 24;
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self->special1 = 0;
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// Spawn triad into world
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2006-07-16 09:10:45 +00:00
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ball1 = Spawn<ABridgeBall> (cx, cy, cz, ALLOW_REPLACE);
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2006-02-24 04:48:15 +00:00
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ball1->angle = startangle;
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ball1->target = self;
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2006-07-16 09:10:45 +00:00
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ball2 = Spawn<ABridgeBall> (cx, cy, cz, ALLOW_REPLACE);
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2006-02-24 04:48:15 +00:00
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ball2->angle = startangle + ANGLE_45/32*85;
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ball2->target = self;
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2006-07-16 09:10:45 +00:00
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ball3 = Spawn<ABridgeBall> (cx, cy, cz, ALLOW_REPLACE);
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2006-02-24 04:48:15 +00:00
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ball3->angle = startangle + (angle_t)ANGLE_45/32*170;
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ball3->target = self;
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A_BridgeOrbit (ball1);
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A_BridgeOrbit (ball2);
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A_BridgeOrbit (ball3);
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}
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void A_BridgeRemove (AActor *self)
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{
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self->special1 = true; // Removing the bridge
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self->flags &= ~MF_SOLID;
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self->SetState (&ABridge::States[S_FREE_BRIDGE]);
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}
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// Invisible bridge --------------------------------------------------------
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class AInvisibleBridge : public ABridge
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{
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DECLARE_ACTOR (AInvisibleBridge, ABridge)
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public:
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void BeginPlay ();
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void Tick ()
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{
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Super::Tick ();
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}
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};
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FState AInvisibleBridge::States[] =
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{
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S_NORMAL (TNT1, 'A', -1, NULL, NULL)
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};
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IMPLEMENT_ACTOR (AInvisibleBridge, Any, 9990, 0)
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PROP_RenderStyle (STYLE_None)
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PROP_SpawnState (0)
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PROP_RadiusFixed (32)
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PROP_HeightFixed (4)
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PROP_Flags4 (MF4_ACTLIKEBRIDGE)
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END_DEFAULTS
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void AInvisibleBridge::BeginPlay ()
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{
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Super::BeginPlay ();
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if (args[0])
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radius = args[0] << FRACBITS;
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if (args[1])
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height = args[1] << FRACBITS;
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}
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// And some invisible bridges from Skull Tag -------------------------------
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class AInvisibleBridge32 : public AInvisibleBridge
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{
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DECLARE_STATELESS_ACTOR (AInvisibleBridge32, AInvisibleBridge)
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};
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IMPLEMENT_STATELESS_ACTOR (AInvisibleBridge32, Any, 5061, 0)
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PROP_RadiusFixed (32)
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PROP_HeightFixed (8)
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END_DEFAULTS
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class AInvisibleBridge16 : public AInvisibleBridge
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{
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DECLARE_STATELESS_ACTOR (AInvisibleBridge16, AInvisibleBridge)
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};
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IMPLEMENT_STATELESS_ACTOR (AInvisibleBridge16, Any, 5064, 0)
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PROP_RadiusFixed (16)
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PROP_HeightFixed (8)
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END_DEFAULTS
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class AInvisibleBridge8 : public AInvisibleBridge
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{
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DECLARE_STATELESS_ACTOR (AInvisibleBridge8, AInvisibleBridge)
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};
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IMPLEMENT_STATELESS_ACTOR (AInvisibleBridge8, Any, 5065, 0)
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PROP_RadiusFixed (8)
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PROP_HeightFixed (8)
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END_DEFAULTS
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