mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-12-11 13:11:48 +00:00
3af9232fca
- Changed the glass shards so that they do not have to override FloorBounceMissile. It was the only place where this was virtually overridden and provided little usefulness. - made 'out' variables work. - fixed virtual call handling for HandlePickup.
374 lines
3.4 KiB
Text
374 lines
3.4 KiB
Text
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// Rocks --------------------------------------------------------------------
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class Rock1 : Actor
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{
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Default
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{
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+NOBLOCKMAP
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+DROPOFF
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+MISSILE
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+NOTELEPORT
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}
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States
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{
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Spawn:
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ROKK A 20;
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Loop;
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Death:
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ROKK A 10;
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Stop;
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}
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}
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class Rock2 : Actor
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{
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Default
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{
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+NOBLOCKMAP
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+DROPOFF
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+MISSILE
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+NOTELEPORT
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}
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States
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{
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Spawn:
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ROKK B 20;
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Loop;
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Death:
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ROKK B 10;
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Stop;
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}
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}
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class Rock3 : Actor
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{
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Default
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{
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+NOBLOCKMAP
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+DROPOFF
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+MISSILE
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+NOTELEPORT
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}
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States
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{
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Spawn:
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ROKK C 20;
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Loop;
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Death:
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ROKK C 10;
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Stop;
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}
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}
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// Dirt --------------------------------------------------------------------
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class Dirt1 : Actor
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{
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Default
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{
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+NOBLOCKMAP
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+DROPOFF
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+MISSILE
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+NOTELEPORT
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}
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States
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{
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Spawn:
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ROKK D 20;
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Loop;
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Death:
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ROKK D 10;
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Stop;
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}
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}
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class Dirt2 : Actor
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{
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Default
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{
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+NOBLOCKMAP
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+DROPOFF
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+MISSILE
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+NOTELEPORT
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}
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States
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{
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Spawn:
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ROKK E 20;
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Loop;
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Death:
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ROKK E 10;
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Stop;
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}
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}
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class Dirt3 : Actor
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{
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Default
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{
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+NOBLOCKMAP
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+DROPOFF
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+MISSILE
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+NOTELEPORT
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}
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States
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{
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Spawn:
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ROKK F 20;
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Loop;
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Death:
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ROKK F 10;
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Stop;
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}
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}
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class Dirt4 : Actor
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{
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Default
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{
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+NOBLOCKMAP
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+DROPOFF
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+MISSILE
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+NOTELEPORT
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}
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States
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{
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Spawn:
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ROKK G 20;
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Loop;
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Death:
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ROKK G 10;
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Stop;
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}
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}
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class Dirt5 : Actor
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{
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Default
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{
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+NOBLOCKMAP
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+DROPOFF
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+MISSILE
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+NOTELEPORT
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}
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States
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{
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Spawn:
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ROKK H 20;
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Loop;
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Death:
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ROKK H 10;
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Stop;
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}
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}
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class Dirt6 : Actor
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{
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Default
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{
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+NOBLOCKMAP
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+DROPOFF
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+MISSILE
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+NOTELEPORT
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}
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States
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{
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Spawn:
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ROKK I 20;
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Loop;
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Death:
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ROKK I 10;
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Stop;
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}
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}
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// Stained glass ------------------------------------------------------------
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class GlassShard : Actor
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{
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Default
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{
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Radius 5;
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Mass 5;
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Projectile;
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-ACTIVATEPCROSS
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-ACTIVATEIMPACT
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BounceType "HexenCompat";
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BounceFactor 0.3;
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}
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override void Tick()
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{
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Super.Tick();
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if (Vel.Z > 0 && Vel.Z < 0.5 && pos.z < floorz + 1)
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{
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Destroy ();
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}
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}
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}
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class SGShard1 : GlassShard
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{
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States
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{
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Spawn:
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SGSA ABCDE 4;
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Loop;
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Death:
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SGSA E 30;
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Stop;
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}
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}
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class SGShard2 : GlassShard
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{
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States
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{
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Spawn:
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SGSA FGHIJ 4;
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Loop;
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Death:
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SGSA J 30;
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Stop;
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}
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}
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class SGShard3 : GlassShard
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{
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States
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{
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Spawn:
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SGSA KLMNO 4;
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Loop;
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Death:
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SGSA O 30;
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Stop;
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}
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}
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class SGShard4 : GlassShard
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{
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States
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{
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Spawn:
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SGSA PQRST 4;
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Loop;
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Death:
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SGSA T 30;
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Stop;
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}
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}
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class SGShard5 : GlassShard
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{
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States
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{
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Spawn:
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SGSA UVWXY 4;
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Loop;
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Death:
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SGSA Y 30;
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Stop;
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}
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}
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class SGShard6 : GlassShard
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{
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States
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{
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Spawn:
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SGSB A 4;
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Loop;
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Death:
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SGSB A 30;
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Stop;
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}
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}
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class SGShard7 : GlassShard
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{
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States
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{
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Spawn:
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SGSB B 4;
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Loop;
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Death:
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SGSB B 30;
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Stop;
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}
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}
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class SGShard8 : GlassShard
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{
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States
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{
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Spawn:
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SGSB C 4;
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Loop;
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Death:
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SGSB C 30;
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Stop;
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}
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}
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class SGShard9 : GlassShard
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{
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States
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{
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Spawn:
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SGSB D 4;
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Loop;
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Death:
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SGSB D 30;
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Stop;
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}
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}
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class SGShard0 : GlassShard
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{
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States
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{
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Spawn:
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SGSB E 4;
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Loop;
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Death:
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SGSB E 30;
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Stop;
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}
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}
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class GlassJunk : Actor
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{
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Default
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{
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+NOCLIP
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+NOBLOCKMAP
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RenderStyle "Translucent";
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Alpha 0.4;
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Health 3; // Number of different shards
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}
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States
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{
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// Are the first three frames used anywhere?
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SHAR A 128;
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Goto Death;
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SHAR B 128;
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Goto Death;
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SHAR C 128;
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Goto Death;
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Spawn:
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SHAR D 128;
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Goto Death;
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SHAR E 128;
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Goto Death;
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SHAR F 128;
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Goto Death;
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Death:
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"----" A 1 A_FadeOut(0.03);
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Wait;
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}
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}
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