mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-11 15:21:51 +00:00
Merge branch 'master' of https://github.com/raa-eruanna/qzdoom into qzdoom
This commit is contained in:
commit
548aec01ec
13 changed files with 1973 additions and 1994 deletions
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@ -544,7 +544,6 @@ void FullGC()
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void Barrier(DObject *pointing, DObject *pointed)
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{
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assert(pointed->GetClass() != nullptr);
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assert(pointing == NULL || (pointing->IsBlack() && !pointing->IsDead()));
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assert(pointed->IsWhite() && !pointed->IsDead());
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assert(State != GCS_Finalize && State != GCS_Pause);
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@ -53,6 +53,9 @@ DEFINE_FIELD_X(GameInfoStruct, gameinfo_t, gametype)
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DEFINE_FIELD_X(GameInfoStruct, gameinfo_t, norandomplayerclass)
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DEFINE_FIELD_X(GameInfoStruct, gameinfo_t, infoPages)
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DEFINE_FIELD_X(GameInfoStruct, gameinfo_t, mBackButton)
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DEFINE_FIELD_X(GameInfoStruct, gameinfo_t, mStatscreenMapNameFont)
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DEFINE_FIELD_X(GameInfoStruct, gameinfo_t, mStatscreenEnteringFont)
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DEFINE_FIELD_X(GameInfoStruct, gameinfo_t, mStatscreenFinishedFont)
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const char *GameNames[17] =
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@ -411,7 +411,7 @@ static void ParseListMenuBody(FScanner &sc, DListMenuDescriptor *desc)
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else if (args[i] == TypeTextureID)
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{
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auto f = TexMan.CheckForTexture(sc.String, FTexture::TEX_MiscPatch);
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if (!f.isValid())
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if (!f.Exists())
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{
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sc.ScriptError("Unknown texture %s", sc.String);
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}
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@ -2821,6 +2821,8 @@ void FBehavior::StaticStartTypedScripts (WORD type, AActor *activator, bool alwa
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"Unloading",
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"Disconnect",
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"Return",
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"Event",
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"Kill",
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"Reopen"
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};
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DPrintf(DMSG_NOTIFY, "Starting all scripts of type %d (%s)\n", type,
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@ -568,16 +568,6 @@ FStrifeDialogueNode::~FStrifeDialogueNode ()
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}
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}
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//============================================================================
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//
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// FStrifeDialogueReply :: ~FStrifeDialogueReply
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//
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//============================================================================
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FStrifeDialogueReply::~FStrifeDialogueReply ()
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{
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}
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//============================================================================
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//
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// FindNode
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@ -20,19 +20,19 @@ struct FStrifeDialogueItemCheck
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struct FStrifeDialogueNode
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{
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~FStrifeDialogueNode ();
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PClassActor *DropType;
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PClassActor *DropType = nullptr;
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TArray<FStrifeDialogueItemCheck> ItemCheck;
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int ThisNodeNum; // location of this node in StrifeDialogues
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int ItemCheckNode; // index into StrifeDialogues
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int ThisNodeNum = 0; // location of this node in StrifeDialogues
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int ItemCheckNode = 0; // index into StrifeDialogues
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PClassActor *SpeakerType;
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PClassActor *SpeakerType = nullptr;
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FString SpeakerName;
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FSoundID SpeakerVoice;
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FString Backdrop;
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FString Dialogue;
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FString Goodbye; // must init to null for binary scripts to work as intended
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FStrifeDialogueReply *Children;
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FStrifeDialogueReply *Children = nullptr;
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FName MenuClassName;
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FString UserData;
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};
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@ -40,13 +40,11 @@ struct FStrifeDialogueNode
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// FStrifeDialogueReply holds responses the player can give to the NPC
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struct FStrifeDialogueReply
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{
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~FStrifeDialogueReply ();
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FStrifeDialogueReply *Next;
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PClassActor *GiveType;
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int ActionSpecial;
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int Args[5];
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int PrintAmount;
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FStrifeDialogueReply *Next = nullptr;
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PClassActor *GiveType = nullptr;
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int ActionSpecial = 0;
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int Args[5] = {};
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int PrintAmount = 0;
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TArray<FStrifeDialogueItemCheck> ItemCheck;
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TArray<FStrifeDialogueItemCheck> ItemCheckRequire;
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TArray<FStrifeDialogueItemCheck> ItemCheckExclude;
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@ -54,9 +52,9 @@ struct FStrifeDialogueReply
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FString QuickYes;
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FString QuickNo;
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FString LogString;
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int NextNode; // index into StrifeDialogues
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int LogNumber;
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bool NeedsGold;
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int NextNode = 0; // index into StrifeDialogues
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int LogNumber = 0;
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bool NeedsGold = false;
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};
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extern TArray<FStrifeDialogueNode *> StrifeDialogues;
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@ -121,7 +121,6 @@ class USDFParser : public UDMFParserBase
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bool ParseChoice(FStrifeDialogueReply **&replyptr)
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{
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FStrifeDialogueReply *reply = new FStrifeDialogueReply;
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memset(reply, 0, sizeof(*reply));
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reply->Next = *replyptr;
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*replyptr = reply;
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@ -293,8 +292,6 @@ class USDFParser : public UDMFParserBase
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{
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FStrifeDialogueNode *node = new FStrifeDialogueNode;
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FStrifeDialogueReply **replyptr = &node->Children;
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memset(node, 0, sizeof(*node));
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//node->ItemCheckCount[0] = node->ItemCheckCount[1] = node->ItemCheckCount[2] = -1;
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node->ThisNodeNum = StrifeDialogues.Push(node);
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node->ItemCheckNode = -1;
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@ -315,9 +315,7 @@ do_stop:
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do
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{
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sc.MustGetString();
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#ifdef DYNLIGHT
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AddStateLight(&state, sc.String);
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#endif
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AddStateLight(&state, sc.String);
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}
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while (sc.CheckString(","));
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sc.MustGetStringName(")");
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@ -2562,7 +2562,7 @@ void ZCCCompiler::CompileStates()
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state.Misc1 = IntConstFromNode(sl->Offset, c->Type());
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state.Misc2 = IntConstFromNode(static_cast<ZCC_Expression *>(sl->Offset->SiblingNext), c->Type());
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}
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#ifdef DYNLIGHT
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if (sl->Lights != nullptr)
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{
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auto l = sl->Lights;
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@ -2572,7 +2572,6 @@ void ZCCCompiler::CompileStates()
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l = static_cast<decltype(l)>(l->SiblingNext);
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} while (l != sl->Lights);
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}
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#endif
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if (sl->Action != nullptr)
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{
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@ -87,8 +87,6 @@ const char *GetVersionString();
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// SVN revision ever got.
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#define SAVEVER 4550
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#define DYNLIGHT
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// This is so that derivates can use the same savegame versions without worrying about engine compatibility
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#define GAMESIG "QZDOOM"
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#define BASEWAD "qzdoom.pk3"
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3888
src/wi_stuff.cpp
3888
src/wi_stuff.cpp
File diff suppressed because it is too large
Load diff
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@ -290,6 +290,12 @@ struct CVar native
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native int ResetToDefault();
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}
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struct GIFont
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{
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Name fontname;
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Name color;
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};
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struct GameInfoStruct native
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{
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// will be extended as needed.
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@ -301,6 +307,9 @@ struct GameInfoStruct native
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native bool norandomplayerclass;
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native Array<Name> infoPages;
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native String mBackButton;
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native GIFont mStatscreenMapNameFont;
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native GIFont mStatscreenEnteringFont;
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native GIFont mStatscreenFinishedFont;
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}
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class Object native
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@ -2651,16 +2651,6 @@ flickerlight LGNTAIL
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chance 0.8
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}
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object StrifeZap1
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{
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frame ZAP1A { light ARROWZAP1 }
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frame ZAP1B { light ARROWZAP2 }
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frame ZAP1C { light ARROWZAP3 }
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frame ZAP1D { light ARROWZAP4 }
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frame ZAP1E { light ARROWZAP5 }
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frame ZAP1F { light ARROWZAP6 }
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}
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object SpectralLightningBase
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{
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frame ZAP1A { light ARROWZAP1 }
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@ -2871,4 +2861,4 @@ object TeleportFog
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frame TFOGD { light TFOG4 }
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frame TFOGE { light TFOG5 }
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frame TFOGF { light TFOG6 }
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}
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}
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