2016-03-01 15:47:10 +00:00
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// base for all spectral monsters which hurt when being touched--------------
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ACTOR SpectralMonster native
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{
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Monster
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+SPECIAL
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+SPECTRAL
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+NOICEDEATH
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action native A_SpectreChunkSmall ();
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action native A_SpectreChunkLarge ();
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action native A_Spectre3Attack ();
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action native A_SpotLightning ();
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}
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// Container for all spectral lightning deaths ------------------------------
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ACTOR SpectralLightningBase
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{
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+NOTELEPORT
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+ACTIVATEIMPACT
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+ACTIVATEPCROSS
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+STRIFEDAMAGE
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MaxStepHeight 4
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RenderStyle Add
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SeeSound "weapons/sigil"
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DeathSound "weapons/sigilhit"
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States
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{
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Death:
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ZAP1 B 3 A_Explode(32,32)
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ZAP1 A 3 A_AlertMonsters
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ZAP1 BCDEFE 3
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ZAP1 DCB 2
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ZAP1 A 1
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Stop
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}
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}
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// Spectral Lightning death that does not explode ---------------------------
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ACTOR SpectralLightningDeath1 : SpectralLightningBase
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{
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States
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{
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Death:
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Goto Super::Death+1
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}
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}
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// Spectral Lightning death that does not alert monsters --------------------
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ACTOR SpectralLightningDeath2 : SpectralLightningBase
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{
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States
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{
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Death:
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Goto Super::Death+2
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}
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}
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// Spectral Lightning death that is shorter than the rest -------------------
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ACTOR SpectralLightningDeathShort : SpectralLightningBase
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{
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States
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{
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Death:
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Goto Super::Death+6
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}
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}
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// Spectral Lightning (Ball Shaped #1) --------------------------------------
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ACTOR SpectralLightningBall1 : SpectralLightningBase
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{
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Speed 30
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Radius 8
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Height 16
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Damage 70
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Projectile
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+SPECTRAL
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States
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{
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Spawn:
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ZOT3 ABCDE 4 Bright
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Loop
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}
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}
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// Spectral Lightning (Ball Shaped #2) --------------------------------------
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ACTOR SpectralLightningBall2 : SpectralLightningBall1
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{
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Damage 20
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}
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// Spectral Lightning (Horizontal #1) ---------------------------------------
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ACTOR SpectralLightningH1 : SpectralLightningBase
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{
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Speed 30
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Radius 8
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Height 16
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Damage 70
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Projectile
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+SPECTRAL
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action native A_SpectralLightningTail ();
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States
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{
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Spawn:
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ZAP6 A 4 Bright
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ZAP6 BC 4 Bright A_SpectralLightningTail
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Loop
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}
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}
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// Spectral Lightning (Horizontal #2) -------------------------------------
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ACTOR SpectralLightningH2 : SpectralLightningH1
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{
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Damage 20
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}
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// Spectral Lightning (Horizontal #3) -------------------------------------
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ACTOR SpectralLightningH3 : SpectralLightningH1
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{
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Damage 10
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}
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// ASpectralLightningHTail --------------------------------------------------
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ACTOR SpectralLightningHTail
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{
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+NOBLOCKMAP
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+NOGRAVITY
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+DROPOFF
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RenderStyle Add
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States
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{
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Spawn:
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ZAP6 ABC 5 Bright
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Stop
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}
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}
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// Spectral Lightning (Big Ball #1) -----------------------------------------
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ACTOR SpectralLightningBigBall1 : SpectralLightningDeath2
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{
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Speed 18
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Radius 20
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Height 40
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Damage 130
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Projectile
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+SPECTRAL
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action native A_SpectralBigBallLightning ();
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States
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{
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Spawn:
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ZAP7 AB 4 Bright A_SpectralBigBallLightning
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ZAP7 CDE 6 Bright A_SpectralBigBallLightning
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Loop
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}
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}
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// Spectral Lightning (Big Ball #2 - less damaging) -------------------------
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ACTOR SpectralLightningBigBall2 : SpectralLightningBigBall1
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{
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Damage 30
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}
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// Sigil Lightning (Vertical #1) --------------------------------------------
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ACTOR SpectralLightningV1 : SpectralLightningDeathShort
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{
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Speed 22
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Radius 8
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Height 24
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Damage 100
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Projectile
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DamageType "SpectralLow"
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+SPECTRAL
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States
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{
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Spawn:
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ZOT1 AB 4 Bright
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ZOT1 CDE 6 Bright
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Loop
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}
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}
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// Sigil Lightning (Vertical #2 - less damaging) ----------------------------
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ACTOR SpectralLightningV2 : SpectralLightningV1
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{
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Damage 50
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}
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// Sigil Lightning Spot (roams around dropping lightning from above) --------
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ACTOR SpectralLightningSpot : SpectralLightningDeath1
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{
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Speed 18
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ReactionTime 70
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+NOBLOCKMAP
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+NOBLOCKMONST
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+NODROPOFF
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RenderStyle Translucent
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Alpha 0.6
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action native A_SpectralLightning ();
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States
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{
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Spawn:
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ZAP5 A 4 Bright A_Countdown
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ZAP5 B 4 Bright A_SpectralLightning
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ZAP5 CD 4 Bright A_Countdown
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Loop
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}
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}
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// Sigil Lightning (Big Vertical #1) ----------------------------------------
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ACTOR SpectralLightningBigV1 : SpectralLightningDeath1
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{
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Speed 28
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Radius 8
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Height 16
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Damage 120
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Projectile
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+SPECTRAL
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States
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{
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Spawn:
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ZOT2 ABCDE 4 Bright A_Tracer2
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Loop
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}
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}
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// Actor 90 -----------------------------------------------------------------
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ACTOR SpectralLightningBigV2 : SpectralLightningBigV1
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{
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Damage 60
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}
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