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Nothing should ever assume that spawning an actor is unconditionally successful. There can always be some edge cases where this is not the case.
248 lines
4.3 KiB
Text
248 lines
4.3 KiB
Text
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// Inquisitor ---------------------------------------------------------------
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class Inquisitor : Actor
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{
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Default
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{
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Health 1000;
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Speed 12;
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Radius 40;
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Height 110;
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Mass 0x7fffffff;
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Monster;
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+DROPOFF
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+NOBLOOD
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+BOSS
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+FLOORCLIP
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+DONTMORPH
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+NORADIUSDMG
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MaxDropOffHeight 32;
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MinMissileChance 150;
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SeeSound "inquisitor/sight";
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DeathSound "inquisitor/death";
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ActiveSound "inquisitor/active";
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Obituary "$OB_INQUISITOR";
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}
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States
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{
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Spawn:
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ROB3 AB 10 A_Look;
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Loop;
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See:
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ROB3 B 3 A_InquisitorWalk;
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ROB3 B 3 A_Chase;
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ROB3 CCDD 4 A_Chase;
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ROB3 E 3 A_InquisitorWalk;
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ROB3 E 3 A_InquisitorDecide;
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Loop;
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Missile:
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ROB3 A 2 A_InquisitorDecide;
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ROB3 F 6 A_FaceTarget;
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ROB3 G 8 Bright A_ReaverRanged;
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ROB3 G 8 A_ReaverRanged;
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Goto See;
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Grenade:
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ROB3 K 12 A_FaceTarget;
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ROB3 J 6 Bright A_InquisitorAttack;
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ROB3 K 12;
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Goto See;
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Jump:
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ROB3 H 8 Bright A_InquisitorJump;
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ROB3 I 4 Bright A_InquisitorCheckLand;
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ROB3 H 4 Bright A_InquisitorCheckLand;
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Goto Jump+1;
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Death:
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ROB3 L 0 A_StopSound(CHAN_ITEM);
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ROB3 L 4 A_TossGib;
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ROB3 M 4 A_Scream;
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ROB3 N 4 A_TossGib;
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ROB3 O 4 Bright A_Explode(128, 128, alert:true);
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ROB3 P 4 Bright A_TossGib;
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ROB3 Q 4 Bright A_NoBlocking;
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ROB3 RSTUV 4 A_TossGib;
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ROB3 W 4 Bright A_Explode(128, 128, alert:true);
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ROB3 XY 4 Bright A_TossGib;
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ROB3 Z 4 A_TossGib;
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ROB3 [ 4 A_TossGib;
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ROB3 \ 3 A_TossGib;
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ROB3 ] 3 Bright A_Explode(128, 128, alert:true);
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RBB3 A 3 Bright A_TossArm;
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RBB3 B 3 Bright A_TossGib;
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RBB3 CD 3 A_TossGib;
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RBB3 E -1;
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Stop;
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}
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// Inquisitor ---------------------------------------------------------------
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void A_InquisitorWalk ()
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{
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A_PlaySound ("inquisitor/walk", CHAN_BODY);
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A_Chase ();
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}
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private bool InquisitorCheckDistance ()
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{
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if (reactiontime == 0 && CheckSight (target))
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{
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return Distance2D (target) < 264.;
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}
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return false;
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}
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void A_InquisitorDecide ()
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{
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if (target == null)
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return;
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A_FaceTarget ();
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if (!InquisitorCheckDistance ())
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{
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SetStateLabel("Grenade");
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}
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if (target.pos.z != pos.z)
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{
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if (pos.z + height + 54 < ceilingz)
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{
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SetStateLabel("Jump");
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}
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}
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}
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void A_InquisitorAttack ()
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{
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if (target == null)
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return;
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A_FaceTarget ();
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AddZ(32);
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angle -= 45./32;
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Actor proj = SpawnMissileZAimed (pos.z, target, "InquisitorShot");
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if (proj != null)
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{
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proj.Vel.Z += 9;
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}
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angle += 45./16;
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proj = SpawnMissileZAimed (pos.z, target, "InquisitorShot");
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if (proj != null)
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{
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proj.Vel.Z += 16;
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}
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AddZ(-32);
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}
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void A_InquisitorJump ()
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{
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if (target == null)
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return;
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A_PlaySound ("inquisitor/jump", CHAN_ITEM, 1, true);
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AddZ(64);
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A_FaceTarget ();
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speed = Speed * (2./3);
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VelFromAngle(speed);
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double dist = DistanceBySpeed(target, speed);
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Vel.Z = (target.pos.z - pos.z) / dist;
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reactiontime = 60;
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bNoGravity = true;
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}
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void A_InquisitorCheckLand ()
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{
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reactiontime--;
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if (reactiontime < 0 ||
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Vel.X == 0 ||
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Vel.Y == 0 ||
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pos.z <= floorz)
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{
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SetState (SeeState);
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reactiontime = 0;
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bNoGravity = false;
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A_StopSound (CHAN_ITEM);
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return;
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}
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A_PlaySound ("inquisitor/jump", CHAN_ITEM, 1, true);
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}
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void A_TossArm ()
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{
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Actor foo = Spawn("InquisitorArm", Pos + (0,0,24), ALLOW_REPLACE);
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if (foo != null)
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{
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foo.angle = angle - 90. + Random2[Inquisitor]() * (360./1024.);
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foo.VelFromAngle(foo.Speed / 8);
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foo.Vel.Z = random[Inquisitor]() / 64.;
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}
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}
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}
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// Inquisitor Shot ----------------------------------------------------------
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class InquisitorShot : Actor
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{
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Default
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{
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ReactionTime 15;
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Speed 25;
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Radius 13;
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Height 13;
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Mass 15;
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Projectile;
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-ACTIVATEIMPACT
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-ACTIVATEPCROSS
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-NOGRAVITY
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+STRIFEDAMAGE
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MaxStepHeight 4;
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SeeSound "inquisitor/attack";
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DeathSound "inquisitor/atkexplode";
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}
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States
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{
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Spawn:
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UBAM AB 3 A_Countdown;
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Loop;
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Death:
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BNG2 A 0 Bright A_SetRenderStyle(1, STYLE_Normal);
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BNG2 A 4 Bright A_Explode(192, 192, alert:true);
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BNG2 B 4 Bright;
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BNG2 C 4 Bright;
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BNG2 D 4 Bright;
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BNG2 E 4 Bright;
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BNG2 F 4 Bright;
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BNG2 G 4 Bright;
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BNG2 H 4 Bright;
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BNG2 I 4 Bright;
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Stop;
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}
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}
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// The Dead Inquisitor's Detached Arm ---------------------------------------
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class InquisitorArm : Actor
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{
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Default
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{
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Speed 25;
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+NOBLOCKMAP
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+NOCLIP
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+NOBLOOD
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}
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States
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{
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Spawn:
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RBB3 FG 5 Bright;
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RBB3 H -1;
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Stop;
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}
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}
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