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- add dynamic lights to editor number table and remove them from DECORATE definitions.
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commit
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2 changed files with 36 additions and 36 deletions
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@ -10,93 +10,93 @@ ACTOR DynamicLight native
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}
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ACTOR PointLight : DynamicLight 9800
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ACTOR PointLight : DynamicLight
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{
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DynamicLight.Type "Point"
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}
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ACTOR PointLightPulse : PointLight 9801
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ACTOR PointLightPulse : PointLight
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{
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DynamicLight.Type "Pulse"
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}
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ACTOR PointLightFlicker : PointLight 9802
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ACTOR PointLightFlicker : PointLight
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{
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DynamicLight.Type "Flicker"
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}
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ACTOR SectorPointLight : PointLight 9803
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ACTOR SectorPointLight : PointLight
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{
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DynamicLight.Type "Sector"
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}
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ACTOR PointLightFlickerRandom : PointLight 9804
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ACTOR PointLightFlickerRandom : PointLight
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{
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DynamicLight.Type "RandomFlicker"
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}
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// MISSILEMORE and MISSILEEVENMORE are used by the lights for additive and subtractive lights
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ACTOR PointLightAdditive : PointLight 9810
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ACTOR PointLightAdditive : PointLight
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{
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+MISSILEMORE
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}
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ACTOR PointLightPulseAdditive : PointLightPulse 9811
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ACTOR PointLightPulseAdditive : PointLightPulse
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{
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+MISSILEMORE
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}
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ACTOR PointLightFlickerAdditive : PointLightFlicker 9812
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ACTOR PointLightFlickerAdditive : PointLightFlicker
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{
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+MISSILEMORE
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}
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ACTOR SectorPointLightAdditive : SectorPointLight 9813
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ACTOR SectorPointLightAdditive : SectorPointLight
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{
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+MISSILEMORE
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}
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ACTOR PointLightFlickerRandomAdditive :PointLightFlickerRandom 9814
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ACTOR PointLightFlickerRandomAdditive :PointLightFlickerRandom
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{
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+MISSILEMORE
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}
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ACTOR PointLightSubtractive : PointLight 9820
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ACTOR PointLightSubtractive : PointLight
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{
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+MISSILEEVENMORE
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}
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ACTOR PointLightPulseSubtractive : PointLightPulse 9821
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ACTOR PointLightPulseSubtractive : PointLightPulse
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{
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+MISSILEEVENMORE
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}
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ACTOR PointLightFlickerSubtractive : PointLightFlicker 9822
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ACTOR PointLightFlickerSubtractive : PointLightFlicker
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{
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+MISSILEEVENMORE
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}
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ACTOR SectorPointLightSubtractive : SectorPointLight 9823
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ACTOR SectorPointLightSubtractive : SectorPointLight
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{
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+MISSILEEVENMORE
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}
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ACTOR PointLightFlickerRandomSubtractive : PointLightFlickerRandom 9824
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ACTOR PointLightFlickerRandomSubtractive : PointLightFlickerRandom
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{
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+MISSILEEVENMORE
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}
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ACTOR VavoomLight : DynamicLight 9825 native
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ACTOR VavoomLight : DynamicLight native
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{
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}
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ACTOR VavoomLightWhite : VavoomLight 1502 native
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ACTOR VavoomLightWhite : VavoomLight native
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{
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}
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ACTOR VavoomLightColor : VavoomLight 1503 native
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ACTOR VavoomLightColor : VavoomLight native
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{
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}
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@ -28,8 +28,8 @@ DoomEdNums
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1411 = "$SSeqOverride"
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1500 = "$VavoomFloor"
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1501 = "$VavoomCeiling"
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1502 = none
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1503 = none
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1502 = VavoomLightWhite
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1503 = VavoomLightColor
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1504 = "$VertexFloorZ"
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1505 = "$VertexCeilingZ"
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5001 = PointPusher
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@ -85,22 +85,22 @@ DoomEdNums
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9503 = "$SetCeilingSlope"
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9510 = "$CopyFloorPlane"
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9511 = "$CopyCeilingPlane"
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9800 = none
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9801 = none
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9802 = none
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9803 = none
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9804 = none
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9810 = none
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9811 = none
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9812 = none
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9813 = none
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9814 = none
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9820 = none
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9821 = none
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9822 = none
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9823 = none
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9824 = none
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9825 = none
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9800 = PointLight
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9801 = PointLightPulse
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9802 = PointLightFlicker
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9803 = SectorPointLight
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9804 = PointLightFlickerRandom
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9810 = PointLightAdditive
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9811 = PointLightPulseAdditive
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9812 = PointLightFlickerAdditive
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9813 = SectorPointLightAdditive
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9814 = PointLightFlickerRandomAdditive
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9820 = PointLightSubtractive
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9821 = PointLightPulseSubtractive
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9822 = PointLightFlickerSubtractive
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9823 = SectorPointLightSubtractive
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9824 = PointLightFlickerRandomSubtractive
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9825 = VavoomLight
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9982 = SecActEyesAboveC
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9983 = SecActEyesBelowC
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9988 = CustomSprite
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