mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-12-21 10:01:31 +00:00
371712c53a
- fixed emission of the self pointer in FxVMFunctionCall. I did not realize that the self expression only sets up a register for the value, not pushing it onto the stack.
756 lines
9.6 KiB
Text
756 lines
9.6 KiB
Text
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// Winged Statue (no skull) -------------------------------------------------
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class ZWingedStatueNoSkull : SwitchingDecoration
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{
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Default
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{
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Radius 10;
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Height 62;
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+SOLID
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}
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States
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{
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Spawn:
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STWN A -1;
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Stop;
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Active:
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STWN B -1;
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Stop;
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}
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}
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// Gem pedestal -------------------------------------------------------------
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class ZGemPedestal : SwitchingDecoration
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{
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Default
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{
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Radius 10;
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Height 40;
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+SOLID
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}
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States
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{
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Spawn:
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GMPD A -1;
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Stop;
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Active:
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GMPD B -1;
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Stop;
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}
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}
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// Tree (destructible) ------------------------------------------------------
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class TreeDestructible : Actor
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{
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Default
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{
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Health 70;
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Radius 15;
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Height 180;
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DeathHeight 24;
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Mass 0x7fffffff;
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PainSound "TreeExplode";
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DeathSound "TreeBreak";
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+SOLID +SHOOTABLE +NOBLOOD +NOICEDEATH
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}
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States
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{
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Spawn:
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TRDT A -1;
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Stop;
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Death:
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TRDT B 5;
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TRDT C 5 A_Scream;
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TRDT DEF 5;
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TRDT G -1;
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Stop;
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Burn:
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TRDT H 5 Bright A_Pain;
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TRDT IJKL 5 Bright;
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TRDT M 5 Bright A_Explode(10, 128);
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TRDT N 5 Bright;
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TRDT OP 5;
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TRDT Q -1;
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Stop;
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}
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}
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// Pottery1 ------------------------------------------------------------------
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class Pottery1 : Actor native
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{
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Default
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{
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Health 15;
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Speed 10;
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Height 32;
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+SOLID +SHOOTABLE +NOBLOOD +DROPOFF
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+SLIDESONWALLS +PUSHABLE +TELESTOMP +CANPASS
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+NOICEDEATH
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}
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native void A_PotteryExplode();
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States
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{
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Spawn:
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POT1 A -1;
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Loop;
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Death:
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POT1 A 0 A_PotteryExplode;
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Stop;
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}
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}
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// Pottery2 -----------------------------------------------------------------
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class Pottery2 : Pottery1
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{
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Default
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{
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Height 25;
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}
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States
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{
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Spawn:
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POT2 A -1;
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Stop;
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}
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}
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// Pottery3 -----------------------------------------------------------------
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class Pottery3 : Pottery1
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{
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Default
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{
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Height 25;
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}
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States
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{
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Spawn:
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POT3 A -1;
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Stop;
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}
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}
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// Pottery Bit --------------------------------------------------------------
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class PotteryBit : Actor
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{
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Default
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{
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Radius 5;
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Height 5;
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+MISSILE
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+NOTELEPORT
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+NOICEDEATH
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}
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native void A_PotteryChooseBit();
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native void A_PotteryCheck();
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States
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{
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Spawn:
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PBIT ABCDE -1;
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Stop;
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Death:
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PBIT F 0 A_PotteryChooseBit;
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Stop;
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Pottery1:
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PBIT F 140;
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PBIT F 1 A_PotteryCheck;
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Stop;
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Pottery2:
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PBIT G 140;
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PBIT G 1 A_PotteryCheck;
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Stop;
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Pottery3:
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PBIT H 140;
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PBIT H 1 A_PotteryCheck;
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Stop;
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Pottery4:
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PBIT I 140;
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PBIT I 1 A_PotteryCheck;
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Stop;
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Pottery5:
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PBIT J 140;
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PBIT J 1 A_PotteryCheck;
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Stop;
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}
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}
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// Blood pool ---------------------------------------------------------------
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class BloodPool : Actor
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{
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States
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{
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Spawn:
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BDPL A -1;
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Stop;
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}
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}
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// Lynched corpse (no heart) ------------------------------------------------
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class ZCorpseLynchedNoHeart : Actor native
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{
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Default
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{
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Radius 10;
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Height 100;
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+SOLID +SPAWNCEILING +NOGRAVITY
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}
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native void A_CorpseBloodDrip();
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States
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{
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Spawn:
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CPS5 A 140 A_CorpseBloodDrip;
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Loop;
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}
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}
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// CorpseBloodDrip ----------------------------------------------------------
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class CorpseBloodDrip : Actor
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{
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Default
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{
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Radius 1;
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Height 4;
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Gravity 0.125;
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+MISSILE
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+NOICEDEATH
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DeathSound "Drip";
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}
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States
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{
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Spawn:
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BDRP A -1;
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Stop;
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Death:
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BDSH AB 3;
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BDSH CD 2;
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Stop;
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}
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}
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// Corpse bit ---------------------------------------------------------------
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class CorpseBit : Actor
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{
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Default
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{
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Radius 5;
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Height 5;
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+NOBLOCKMAP
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+TELESTOMP
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}
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States
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{
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Spawn:
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CPB1 A -1;
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Stop;
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CPB2 A -1;
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Stop;
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CPB3 A -1;
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Stop;
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CPB4 A -1;
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Stop;
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}
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}
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// Corpse (sitting, splatterable) -------------------------------------------
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class ZCorpseSitting : Actor
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{
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Default
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{
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Health 30;
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Radius 15;
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Height 35;
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+SOLID +SHOOTABLE +NOBLOOD
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+NOICEDEATH
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DeathSound "FireDemonDeath";
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}
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native void A_CorpseExplode();
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States
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{
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Spawn:
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CPS6 A -1;
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Stop;
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Death:
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CPS6 A 1 A_CorpseExplode;
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Stop;
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}
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}
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// Leaf Spawner -------------------------------------------------------------
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class LeafSpawner : Actor
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{
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Default
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{
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+NOBLOCKMAP +NOSECTOR
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+INVISIBLE
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}
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native void A_LeafSpawn();
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States
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{
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Spawn:
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TNT1 A 20 A_LeafSpawn;
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Loop;
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}
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}
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// Leaf 1 -------------------------------------------------------------------
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class Leaf1 : Actor
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{
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Default
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{
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Radius 2;
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Height 4;
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Gravity 0.125;
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+NOBLOCKMAP +MISSILE
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+NOTELEPORT +DONTSPLASH
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+NOICEDEATH
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}
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native void A_LeafThrust();
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native void A_LeafCheck();
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States
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{
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Spawn:
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LEF1 ABC 4;
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LEF1 D 4 A_LeafThrust;
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LEF1 EFG 4;
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LEF1 H 4 A_LeafThrust;
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LEF1 I 4;
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LEF1 AB 4;
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LEF1 C 4 A_LeafThrust;
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LEF1 DEF 4;
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LEF1 G 4 A_LeafThrust;
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LEF1 HI 4;
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Stop;
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Death:
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LEF3 D 10 A_LeafCheck;
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Wait;
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}
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}
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// Leaf 2 -------------------------------------------------------------------
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class Leaf2 : Leaf1
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{
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States
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{
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Spawn:
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LEF2 ABC 4;
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LEF2 D 4 A_LeafThrust;
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LEF2 EFG 4;
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LEF2 H 4 A_LeafThrust;
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LEF2 I 4;
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LEF2 AB 4;
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LEF2 C 4 A_LeafThrust;
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LEF2 DEF 4;
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LEF2 G 4 A_LeafThrust;
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LEF2 HI 4;
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Stop;
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}
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}
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// Twined torch -------------------------------------------------------------
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class ZTwinedTorch : SwitchableDecoration
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{
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Default
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{
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Radius 10;
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Height 64;
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+SOLID
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}
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States
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{
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Active:
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TWTR A 0 Bright A_PlaySound("Ignite");
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Spawn:
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TWTR ABCDEFGH 4 Bright;
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Loop;
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Inactive:
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TWTR I -1;
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Stop;
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}
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}
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class ZTwinedTorchUnlit : ZTwinedTorch
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{
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States
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{
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Spawn:
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Goto Super::Inactive;
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}
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}
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// Wall torch ---------------------------------------------------------------
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class ZWallTorch : SwitchableDecoration
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{
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Default
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{
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+NOBLOCKMAP
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+NOGRAVITY
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+FIXMAPTHINGPOS
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Radius 6.5;
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}
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States
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{
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Active:
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WLTR A 0 Bright A_PlaySound("Ignite");
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Spawn:
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WLTR ABCDEFGH 5 Bright;
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Loop;
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Inactive:
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WLTR I -1;
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Stop;
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}
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}
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class ZWallTorchUnlit : ZWallTorch
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{
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States
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{
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Spawn:
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Goto Super::Inactive;
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}
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}
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// Shrub1 -------------------------------------------------------------------
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class ZShrub1 : Actor
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{
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Default
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{
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Radius 8;
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Height 24;
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Health 20;
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Mass 0x7fffffff;
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+SOLID +SHOOTABLE +NOBLOOD +NOICEDEATH
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DeathSound "TreeExplode";
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}
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States
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{
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Spawn:
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SHB1 A -1;
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Stop;
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Burn:
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SHB1 B 7 Bright;
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SHB1 C 6 Bright A_Scream;
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SHB1 D 5 Bright;
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Stop;
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}
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}
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// Shrub2 -------------------------------------------------------------------
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class ZShrub2 : Actor
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{
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Default
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{
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Radius 16;
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Height 40;
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Health 20;
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Mass 0x7fffffff;
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+SOLID +SHOOTABLE +NOBLOOD +NOICEDEATH
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DeathSound "TreeExplode";
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}
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States
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{
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Spawn:
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SHB2 A -1;
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Stop;
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Burn:
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SHB2 B 7 Bright;
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SHB2 C 6 Bright A_Scream;
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SHB2 D 5 Bright A_Explode(30, 64);
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SHB2 E 5 Bright;
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Stop;
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}
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}
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// Fire Bull ----------------------------------------------------------------
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class ZFireBull : SwitchableDecoration
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{
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Default
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{
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Radius 20;
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Height 80;
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+SOLID
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}
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States
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{
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Active:
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FBUL I 4 Bright A_PlaySound("Ignite");
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FBUL J 4 Bright;
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Spawn:
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FBUL ABCDEFG 4 Bright;
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Loop;
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Inactive:
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FBUL JI 4 Bright;
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FBUL H -1;
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Stop;
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}
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}
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class ZFireBullUnlit : ZFireBull
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{
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States
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{
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Spawn:
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Goto Super::Inactive+2;
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}
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}
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// Suit of armor ------------------------------------------------------------
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class ZSuitOfArmor : Actor
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{
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Default
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{
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Health 60;
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Radius 16;
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Height 72;
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Mass 0x7fffffff;
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+SOLID +SHOOTABLE +NOBLOOD
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+NOICEDEATH
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DeathSound "SuitofArmorBreak";
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}
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native void A_SoAExplode();
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States
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{
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Spawn:
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ZSUI A -1;
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Stop;
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Death:
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ZSUI A 1 A_SoAExplode;
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Stop;
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}
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}
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// Armor chunk --------------------------------------------------------------
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class ZArmorChunk : Actor
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{
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Default
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{
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Radius 4;
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Height 8;
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}
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States
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{
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Spawn:
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ZSUI B -1;
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Stop;
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ZSUI C -1;
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Stop;
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ZSUI D -1;
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Stop;
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ZSUI E -1;
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Stop;
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ZSUI F -1;
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Stop;
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ZSUI G -1;
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Stop;
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ZSUI H -1;
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Stop;
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ZSUI I -1;
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Stop;
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ZSUI J -1;
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Stop;
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ZSUI K -1;
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Stop;
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}
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}
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// Bell ---------------------------------------------------------------------
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class ZBell : Actor native
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{
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Default
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{
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Health 5;
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Radius 56;
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Height 120;
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Mass 0x7fffffff;
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+SOLID +SHOOTABLE +NOBLOOD +NOGRAVITY +SPAWNCEILING
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+NOICEDEATH
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DeathSound "BellRing";
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}
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native void A_BellReset1();
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native void A_BellReset2();
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States
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{
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Spawn:
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BBLL F -1;
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Stop;
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Death:
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BBLL A 4 A_BellReset1;
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BBLL BC 4;
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BBLL D 5 A_Scream;
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BBLL CB 4;
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BBLL A 3;
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BBLL E 4;
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BBLL F 5;
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BBLL G 6 A_Scream;
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BBLL F 5;
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BBLL EA 4;
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BBLL BC 5;
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BBLL D 6 A_Scream;
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BBLL CB 5;
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BBLL A 4;
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BBLL EF 5;
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BBLL G 7 A_Scream;
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BBLL FEA 5;
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BBLL B 6;
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BBLL C 6;
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BBLL D 7 A_Scream;
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BBLL CB 6;
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BBLL A 5;
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BBLL EF 6;
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BBLL G 7 A_Scream;
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BBLL FEABC 6;
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BBLL B 7;
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BBLL A 8;
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BBLL E 12;
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BBLL A 10;
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BBLL B 12;
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BBLL A 12;
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BBLL E 14;
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BBLL A 1 A_BellReset2;
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Goto Spawn;
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}
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}
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// "Christmas" Tree ---------------------------------------------------------
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class ZXmasTree : Actor
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{
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Default
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{
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Radius 11;
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Height 130;
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Health 20;
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Mass 0x7fffffff;
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+SOLID +SHOOTABLE +NOBLOOD +NOICEDEATH
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DeathSound "TreeExplode";
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}
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States
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{
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Spawn:
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XMAS A -1;
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Stop;
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Burn:
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XMAS B 6 Bright;
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XMAS C 6 Bright A_Scream;
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XMAS D 5 Bright;
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XMAS E 5 Bright A_Explode(30, 64);
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XMAS F 5 Bright;
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XMAS G 4 Bright;
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XMAS H 5;
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XMAS I 4 A_NoBlocking;
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XMAS J 4;
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XMAS K -1;
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Stop;
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}
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}
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// Cauldron -----------------------------------------------------------------
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class ZCauldron : SwitchableDecoration
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{
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Default
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{
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Radius 12;
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Height 26;
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+SOLID
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}
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States
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{
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Active:
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CDRN B 0 Bright A_PlaySound("Ignite");
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Spawn:
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CDRN BCDEFGH 4 Bright;
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Loop;
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Inactive:
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CDRN A -1;
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Stop;
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}
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}
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class ZCauldronUnlit : ZCauldron
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{
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States
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{
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Spawn:
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Goto Super::Inactive;
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}
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}
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// Water Drip ---------------------------------------------------------------
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class HWaterDrip : Actor
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{
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Default
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{
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+MISSILE
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+NOTELEPORT
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Gravity 0.125;
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Mass 1;
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DeathSound "Drip";
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}
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States
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{
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Spawn:
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HWAT A -1;
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Stop;
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}
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}
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