mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-11 23:32:02 +00:00
bf4e17703d
- Changed the definition of several typedef'd structs so that they are properly named. - Limited DEHSUPP lump lookup to search zdoom.pk3 only. It will no longer be possible to load DEHSUPP lumps from user WADs. - Brought back the text-based DEHSUPP parser and changed it to be able to reference states by label. Also changed label names of DoomUnusedStates and added proper labels to all states that were previously forced to be the first state of an actor so that the old (limited) method could access them. This was done to address the following bug: - Fixed: The player's death states calling A_PlayerSkinCheck should not be part of the state set that is accessible by Dehacked. These will produce error messages when mapped to non-players. SVN r1512 (trunk)
800 lines
10 KiB
Text
800 lines
10 KiB
Text
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// Tech lamp ---------------------------------------------------------------
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ACTOR TechLamp 85
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{
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Game Doom
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Radius 16
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Height 80
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ProjectilePassHeight -16
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+SOLID
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States
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{
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Spawn:
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TLMP ABCD 4 BRIGHT
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Loop
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}
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}
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// Tech lamp 2 -------------------------------------------------------------
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ACTOR TechLamp2 86
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{
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Game Doom
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Radius 16
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Height 60
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ProjectilePassHeight -16
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+SOLID
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States
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{
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Spawn:
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TLP2 ABCD 4 BRIGHT
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Loop
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}
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}
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// Column ------------------------------------------------------------------
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ACTOR Column 2028
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{
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Game Doom
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Radius 16
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Height 48
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ProjectilePassHeight -16
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+SOLID
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States
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{
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Spawn:
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COLU A -1 BRIGHT
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Stop
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}
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}
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// Tall green column -------------------------------------------------------
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ACTOR TallGreenColumn 30
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{
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Game Doom
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Radius 16
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Height 52
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ProjectilePassHeight -16
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+SOLID
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States
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{
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Spawn:
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COL1 A -1
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Stop
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}
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}
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// Short green column ------------------------------------------------------
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ACTOR ShortGreenColumn 31
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{
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Game Doom
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Radius 16
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Height 40
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ProjectilePassHeight -16
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+SOLID
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States
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{
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Spawn:
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COL2 A -1
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Stop
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}
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}
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// Tall red column ---------------------------------------------------------
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ACTOR TallRedColumn 32
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{
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Game Doom
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Radius 16
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Height 52
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ProjectilePassHeight -16
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+SOLID
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States
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{
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Spawn:
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COL3 A -1
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Stop
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}
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}
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// Short red column --------------------------------------------------------
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ACTOR ShortRedColumn 33
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{
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Game Doom
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Radius 16
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Height 40
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ProjectilePassHeight -16
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+SOLID
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States
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{
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Spawn:
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COL4 A -1
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Stop
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}
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}
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// Skull column ------------------------------------------------------------
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ACTOR SkullColumn 37
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{
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Game Doom
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Radius 16
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Height 40
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ProjectilePassHeight -16
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+SOLID
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States
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{
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Spawn:
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COL6 A -1
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Stop
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}
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}
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// Heart column ------------------------------------------------------------
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ACTOR HeartColumn 36
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{
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Game Doom
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Radius 16
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Height 40
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ProjectilePassHeight -16
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+SOLID
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States
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{
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Spawn:
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COL5 AB 14
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Loop
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}
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}
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// Evil eye ----------------------------------------------------------------
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ACTOR EvilEye 41
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{
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Game Doom
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Radius 16
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Height 54
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ProjectilePassHeight -16
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+SOLID
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States
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{
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Spawn:
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CEYE ABCB 6 BRIGHT
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Loop
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}
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}
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// Floating skull ----------------------------------------------------------
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ACTOR FloatingSkull 42
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{
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Game Doom
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Radius 16
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Height 26
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ProjectilePassHeight -16
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+SOLID
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States
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{
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Spawn:
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FSKU ABC 6 BRIGHT
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Loop
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}
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}
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// Torch tree --------------------------------------------------------------
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ACTOR TorchTree 43
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{
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Game Doom
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Radius 16
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Height 56
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ProjectilePassHeight -16
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+SOLID
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States
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{
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Spawn:
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TRE1 A -1
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Stop
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}
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}
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// Blue torch --------------------------------------------------------------
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ACTOR BlueTorch 44
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{
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Game Doom
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Radius 16
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Height 68
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ProjectilePassHeight -16
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+SOLID
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States
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{
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Spawn:
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TBLU ABCD 4 BRIGHT
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Loop
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}
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}
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// Green torch -------------------------------------------------------------
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ACTOR GreenTorch 45
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{
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Game Doom
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Radius 16
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Height 68
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ProjectilePassHeight -16
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+SOLID
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States
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{
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Spawn:
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TGRN ABCD 4 BRIGHT
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Loop
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}
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}
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// Red torch ---------------------------------------------------------------
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ACTOR RedTorch 46
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{
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Game Doom
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Radius 16
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Height 68
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ProjectilePassHeight -16
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+SOLID
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States
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{
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Spawn:
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TRED ABCD 4 BRIGHT
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Loop
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}
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}
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// Short blue torch --------------------------------------------------------
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ACTOR ShortBlueTorch 55
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{
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Game Doom
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Radius 16
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Height 37
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ProjectilePassHeight -16
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+SOLID
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States
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{
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Spawn:
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SMBT ABCD 4 BRIGHT
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Loop
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}
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}
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// Short green torch -------------------------------------------------------
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ACTOR ShortGreenTorch 56
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{
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Game Doom
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Radius 16
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Height 37
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ProjectilePassHeight -16
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+SOLID
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States
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{
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Spawn:
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SMGT ABCD 4 BRIGHT
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Loop
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}
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}
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// Short red torch ---------------------------------------------------------
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ACTOR ShortRedTorch 57
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{
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Game Doom
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Radius 16
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Height 37
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ProjectilePassHeight -16
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+SOLID
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States
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{
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Spawn:
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SMRT ABCD 4 BRIGHT
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Loop
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}
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}
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// Stalagtite --------------------------------------------------------------
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ACTOR Stalagtite 47
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{
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Game Doom
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Radius 16
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Height 40
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ProjectilePassHeight -16
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+SOLID
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States
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{
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Spawn:
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SMIT A -1
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Stop
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}
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}
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// Tech pillar -------------------------------------------------------------
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ACTOR TechPillar 48
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{
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Game Doom
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Radius 16
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Height 128
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ProjectilePassHeight -16
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+SOLID
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States
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{
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Spawn:
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ELEC A -1
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Stop
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}
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}
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// Candle stick ------------------------------------------------------------
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ACTOR Candlestick 34
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{
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Game Doom
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Radius 20
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Height 14
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ProjectilePassHeight -16
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States
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{
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Spawn:
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CAND A -1 BRIGHT
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Stop
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}
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}
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// Candelabra --------------------------------------------------------------
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ACTOR Candelabra 35
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{
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Game Doom
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Radius 16
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Height 60
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ProjectilePassHeight -16
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+SOLID
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States
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{
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Spawn:
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CBRA A -1 BRIGHT
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Stop
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}
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}
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// Bloody twitch -----------------------------------------------------------
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ACTOR BloodyTwitch 49
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{
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Game Doom
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Radius 16
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Height 68
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+SOLID
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+NOGRAVITY
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+SPAWNCEILING
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States
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{
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Spawn:
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GOR1 A 10
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GOR1 B 15
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GOR1 C 8
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GOR1 B 6
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Loop
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}
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}
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// Meat 2 ------------------------------------------------------------------
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ACTOR Meat2 50
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{
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Game Doom
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Radius 16
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Height 84
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+SOLID
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+NOGRAVITY
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+SPAWNCEILING
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States
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{
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Spawn:
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GOR2 A -1
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Stop
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}
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}
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// Meat 3 ------------------------------------------------------------------
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ACTOR Meat3 51
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{
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Game Doom
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Radius 16
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Height 84
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+SOLID
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+NOGRAVITY
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+SPAWNCEILING
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States
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{
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Spawn:
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GOR3 A -1
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Stop
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}
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}
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// Meat 4 ------------------------------------------------------------------
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ACTOR Meat4 52
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{
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Game Doom
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Radius 16
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Height 68
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+SOLID
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+NOGRAVITY
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+SPAWNCEILING
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States
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{
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Spawn:
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GOR4 A -1
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Stop
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}
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}
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// Meat 5 ------------------------------------------------------------------
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ACTOR Meat5 53
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{
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Game Doom
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Radius 16
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Height 52
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+SOLID
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+NOGRAVITY
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+SPAWNCEILING
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States
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{
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Spawn:
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GOR5 A -1
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Stop
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}
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}
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// Nonsolid meat -----------------------------------------------------------
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ACTOR NonsolidMeat2 : Meat2 59
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{
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Game Doom
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-SOLID
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Radius 20
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}
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ACTOR NonsolidMeat3 : Meat3 61
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{
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Game Doom
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-SOLID
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Radius 20
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}
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ACTOR NonsolidMeat4 : Meat4 60
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{
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Game Doom
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-SOLID
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Radius 20
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}
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ACTOR NonsolidMeat5 : Meat5 62
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{
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Game Doom
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-SOLID
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Radius 20
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}
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// Nonsolid bloody twitch --------------------------------------------------
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ACTOR NonsolidTwitch : BloodyTwitch 63
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{
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Game Doom
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-SOLID
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Radius 20
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}
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// Head on a stick ---------------------------------------------------------
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ACTOR HeadOnAStick 27
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{
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Game Doom
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Radius 16
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Height 56
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ProjectilePassHeight -16
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+SOLID
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States
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{
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Spawn:
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POL4 A -1
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Stop
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}
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}
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// Heads (plural!) on a stick ----------------------------------------------
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ACTOR HeadsOnAStick 28
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{
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Game Doom
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Radius 16
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Height 64
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ProjectilePassHeight -16
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+SOLID
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States
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{
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Spawn:
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POL2 A -1
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Stop
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}
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}
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// Head candles ------------------------------------------------------------
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ACTOR HeadCandles 29
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{
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Game Doom
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Radius 16
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Height 42
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ProjectilePassHeight -16
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+SOLID
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States
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{
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Spawn:
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POL3 AB 6 BRIGHT
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Loop
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}
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}
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// Dead on a stick ---------------------------------------------------------
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ACTOR DeadStick 25
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{
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Game Doom
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Radius 16
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Height 64
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ProjectilePassHeight -16
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+SOLID
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States
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{
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Spawn:
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POL1 A -1
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Stop
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}
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}
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// Still alive on a stick --------------------------------------------------
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ACTOR LiveStick 26
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{
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Game Doom
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Radius 16
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Height 64
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ProjectilePassHeight -16
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+SOLID
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States
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{
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Spawn:
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POL6 A 6
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POL6 B 8
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Loop
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}
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}
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// Big tree ----------------------------------------------------------------
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ACTOR BigTree 54
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{
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Game Doom
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Radius 32
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Height 108
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ProjectilePassHeight -16
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+SOLID
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States
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{
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Spawn:
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TRE2 A -1
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Stop
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}
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}
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// Burning barrel ----------------------------------------------------------
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ACTOR BurningBarrel 70
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{
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Game Doom
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SpawnID 149
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Radius 16
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Height 32
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ProjectilePassHeight -16
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+SOLID
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States
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{
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Spawn:
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FCAN ABC 4 BRIGHT
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Loop
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}
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}
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// Hanging with no guts ----------------------------------------------------
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ACTOR HangNoGuts 73
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{
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Game Doom
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Radius 16
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Height 88
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+SOLID
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+NOGRAVITY
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+SPAWNCEILING
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States
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{
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Spawn:
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HDB1 A -1
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Stop
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}
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}
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// Hanging from bottom with no brain ---------------------------------------
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ACTOR HangBNoBrain 74
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{
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Game Doom
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Radius 16
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Height 88
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+SOLID
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+NOGRAVITY
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+SPAWNCEILING
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States
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{
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Spawn:
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HDB2 A -1
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Stop
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}
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}
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// Hanging from top, looking down ------------------------------------------
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ACTOR HangTLookingDown 75
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{
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Game Doom
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Radius 16
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Height 64
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+SOLID
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+NOGRAVITY
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+SPAWNCEILING
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States
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{
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Spawn:
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HDB3 A -1
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Stop
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}
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}
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// Hanging from top, looking up --------------------------------------------
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ACTOR HangTLookingUp 77
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{
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Game Doom
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Radius 16
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Height 64
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+SOLID
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+NOGRAVITY
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+SPAWNCEILING
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States
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{
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Spawn:
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HDB5 A -1
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Stop
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}
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}
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// Hanging from top, skully ------------------------------------------------
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ACTOR HangTSkull 76
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{
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Game Doom
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Radius 16
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Height 64
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+SOLID
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+NOGRAVITY
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+SPAWNCEILING
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States
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{
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Spawn:
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HDB4 A -1
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Stop
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}
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}
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// Hanging from top without a brain ----------------------------------------
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ACTOR HangTNoBrain 78
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{
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Game Doom
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Radius 16
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Height 64
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+SOLID
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+NOGRAVITY
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+SPAWNCEILING
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States
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{
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Spawn:
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HDB6 A -1
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Stop
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}
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}
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// Colon gibs --------------------------------------------------------------
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ACTOR ColonGibs 79
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|
{
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Game Doom
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SpawnID 147
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Radius 20
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Height 4
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|
States
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{
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Spawn:
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POB1 A -1
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Stop
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}
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}
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// Small pool o' blood -----------------------------------------------------
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ACTOR SmallBloodPool 80
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|
{
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Game Doom
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SpawnID 148
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Radius 20
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Height 1
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States
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|
{
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|
Spawn:
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|
POB2 A -1
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|
Stop
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|
}
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|
}
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|
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// brain stem lying on the ground ------------------------------------------
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ACTOR BrainStem 81
|
|
{
|
|
Game Doom
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|
SpawnID 150
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|
Radius 20
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|
Height 4
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|
States
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|
{
|
|
Spawn:
|
|
BRS1 A -1
|
|
Stop
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|
}
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|
}
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|
|
|
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|
// Grey stalagmite (unused Doom sprite, definition taken from Skulltag -----
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|
|
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ACTOR Stalagmite 5050
|
|
{
|
|
Game Doom
|
|
Radius 16
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|
Height 48
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|
+SOLID
|
|
States
|
|
{
|
|
Spawn:
|
|
SMT2 A -1
|
|
Stop
|
|
}
|
|
}
|
|
|