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- Added support for automatically loading ACS objects (even for Doom-format
maps). To use it, compile the ACS files as ordinary libraries placed between A_START/A_END markers. Then outside the markers, create a lump called LOADACS. This is just a plain text lump that lists all the libraries you want to autoload with every map. You can do this with as many libraries as you want, and LOADACS lumps are also cummulative. SVN r123 (trunk)
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3e9fbf5616
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6 changed files with 50 additions and 23 deletions
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@ -1,4 +1,10 @@
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May 16, 2006
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-May 16, 2006
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- Added support for automatically loading ACS objects (even for Doom-format
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maps). To use it, compile the ACS files as ordinary libraries placed
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between A_START/A_END markers. Then outside the markers, create a lump
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called LOADACS. This is just a plain text lump that lists all the libraries
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you want to autoload with every map. You can do this with as many libraries
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as you want, and LOADACS lumps are also cummulative.
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- Fixed: ApplyActorDefault() must ensure that dataint is non-negative before
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- Fixed: ApplyActorDefault() must ensure that dataint is non-negative before
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calculating a non-NULL state. When compiling with Visual C++, states are
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calculating a non-NULL state. When compiling with Visual C++, states are
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stored in the defaults list as byte values, but when compiling with GCC,
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stored in the defaults list as byte values, but when compiling with GCC,
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@ -107,7 +107,6 @@
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#define LEVEL_CROUCH_YES UCONST64(0x100000000000)
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#define LEVEL_CROUCH_YES UCONST64(0x100000000000)
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struct acsdefered_s;
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struct acsdefered_s;
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class FBehavior;
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struct FSpecialAction
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struct FSpecialAction
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{
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{
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@ -221,8 +220,6 @@ struct level_locals_s
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fixed_t airfriction;
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fixed_t airfriction;
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int airsupply;
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int airsupply;
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FBehavior *behavior;
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FSectorScrollValues *Scrolls; // NULL if no DScrollers in this level
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FSectorScrollValues *Scrolls; // NULL if no DScrollers in this level
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SBYTE WallVertLight; // Light diffs for vert/horiz walls
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SBYTE WallVertLight; // Light diffs for vert/horiz walls
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@ -62,6 +62,8 @@
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#include "w_wad.h"
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#include "w_wad.h"
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#include "r_sky.h"
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#include "r_sky.h"
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#include "gstrings.h"
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#include "gstrings.h"
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#include "gi.h"
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#include "sc_man.h"
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extern FILE *Logfile;
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extern FILE *Logfile;
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@ -456,6 +458,38 @@ void DPlaneWatcher::Tick ()
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//---- ACS lump manager ----//
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//---- ACS lump manager ----//
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// Load user-specified default modules. This must be called after the level's
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// own behavior is loaded (if it has one).
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void FBehavior::StaticLoadDefaultModules ()
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{
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// When playing Strife, STRFHELP is always loaded.
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if (gameinfo.gametype == GAME_Strife)
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{
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StaticLoadModule (Wads.CheckNumForName ("STRFHELP", ns_acslibrary));
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}
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// Scan each LOADACS lump and load the specified modules in order
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int lump, lastlump = 0;
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while ((lump = Wads.FindLump ("LOADACS", &lastlump)) != -1)
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{
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SC_OpenLumpNum (lump, "LOADACS");
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while (SC_GetString())
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{
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int acslump = Wads.CheckNumForName (sc_String, ns_acslibrary);
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if (acslump >= 0)
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{
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StaticLoadModule (acslump);
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}
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else
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{
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Printf ("Could not find autoloaded ACS library %s\n", sc_String);
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}
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}
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SC_Close ();
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}
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}
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FBehavior *FBehavior::StaticLoadModule (int lumpnum)
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FBehavior *FBehavior::StaticLoadModule (int lumpnum)
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{
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{
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for (unsigned int i = 0; i < StaticModules.Size(); ++i)
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for (unsigned int i = 0; i < StaticModules.Size(); ++i)
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@ -146,6 +146,7 @@ public:
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SDWORD *MapVars[NUM_MAPVARS];
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SDWORD *MapVars[NUM_MAPVARS];
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static FBehavior *StaticLoadModule (int lumpnum);
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static FBehavior *StaticLoadModule (int lumpnum);
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static void StaticLoadDefaultModules ();
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static void StaticUnloadModules ();
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static void StaticUnloadModules ();
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static bool StaticCheckAllGood ();
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static bool StaticCheckAllGood ();
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static FBehavior *StaticGetModule (int lib);
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static FBehavior *StaticGetModule (int lib);
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@ -3471,16 +3471,13 @@ void P_SpawnPlayer (mapthing2_t *mthing)
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P_PlayerStartStomp (mobj);
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P_PlayerStartStomp (mobj);
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// [BC] Do script stuff
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// [BC] Do script stuff
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if (level.behavior != NULL)
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if (state == PST_ENTER || (state == PST_LIVE && !savegamerestore))
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{
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{
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if (state == PST_ENTER || (state == PST_LIVE && !savegamerestore))
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FBehavior::StaticStartTypedScripts (SCRIPT_Enter, p->mo, true);
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{
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}
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FBehavior::StaticStartTypedScripts (SCRIPT_Enter, p->mo, true);
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else if (state == PST_REBORN)
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}
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{
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else if (state == PST_REBORN)
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FBehavior::StaticStartTypedScripts (SCRIPT_Respawn, p->mo, true);
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{
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FBehavior::StaticStartTypedScripts (SCRIPT_Respawn, p->mo, true);
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}
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}
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}
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}
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}
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@ -2777,12 +2777,11 @@ void P_LoadReject (int lump, bool junk)
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//
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//
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void P_LoadBehavior (int lumpnum)
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void P_LoadBehavior (int lumpnum)
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{
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{
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level.behavior = FBehavior::StaticLoadModule (lumpnum);
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FBehavior::StaticLoadModule (lumpnum);
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if (!FBehavior::StaticCheckAllGood ())
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if (!FBehavior::StaticCheckAllGood ())
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{
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{
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Printf ("ACS scripts unloaded.\n");
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Printf ("ACS scripts unloaded.\n");
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FBehavior::StaticUnloadModules ();
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FBehavior::StaticUnloadModules ();
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level.behavior = NULL;
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}
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}
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}
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}
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@ -2866,7 +2865,6 @@ void P_FreeLevelData ()
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level.killed_monsters = level.found_items = level.found_secrets =
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level.killed_monsters = level.found_items = level.found_secrets =
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wminfo.maxfrags = 0;
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wminfo.maxfrags = 0;
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FBehavior::StaticUnloadModules ();
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FBehavior::StaticUnloadModules ();
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level.behavior = NULL;
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if (vertexes != NULL)
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if (vertexes != NULL)
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{
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{
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delete[] vertexes;
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delete[] vertexes;
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ForceNodeBuild = gennodes;
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ForceNodeBuild = gennodes;
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// [RH] Load in the BEHAVIOR lump
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// [RH] Load in the BEHAVIOR lump
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FBehavior::StaticUnloadModules ();
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FBehavior::StaticUnloadModules ();
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level.behavior = NULL;
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if (HasBehavior)
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if (HasBehavior)
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{
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{
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P_LoadBehavior (lumpnum+ML_BEHAVIOR);
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P_LoadBehavior (lumpnum+ML_BEHAVIOR);
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{
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{
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level.flags &= ~LEVEL_LAXMONSTERACTIVATION;
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level.flags &= ~LEVEL_LAXMONSTERACTIVATION;
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}
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}
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// FIXME: Also load STRFHELP for Strife maps with their own BEHAVIOR.
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// But since none exist right now, I'm not in a big hurry to do it.
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if (gameinfo.gametype == GAME_Strife)
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{
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P_LoadBehavior (Wads.CheckNumForName ("STRFHELP", ns_acslibrary));
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}
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}
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}
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FBehavior::StaticLoadDefaultModules ();
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P_LoadStrifeConversations (lumpname);
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P_LoadStrifeConversations (lumpname);
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