mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-06 04:50:26 +00:00
784f7ed671
- fixed a few problems that were encountered during conversion: * action specials as action functions were not recognized by the parser. * Player.StartItem could not be parsed. * disabled the naming hack for PowerupType. ZScript, unlike DECORATE will never prepend 'Power' to the power's name, it always needs to specified by its full name. * states and defaults were not checked for empty bodies. * the scope qualifier for goto labels was not properly converted to a string, because it is an ENamedName, not an FName.
900 lines
10 KiB
Text
900 lines
10 KiB
Text
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// Tech lamp ---------------------------------------------------------------
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class TechLamp : 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 80;
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ProjectilePassHeight -16;
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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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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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class TechLamp2 : 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 60;
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ProjectilePassHeight -16;
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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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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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class Column : 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 48;
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ProjectilePassHeight -16;
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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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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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class TallGreenColumn : 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 52;
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ProjectilePassHeight -16;
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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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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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class ShortGreenColumn : 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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ProjectilePassHeight -16;
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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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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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class TallRedColumn : 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 52;
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ProjectilePassHeight -16;
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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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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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class ShortRedColumn : 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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ProjectilePassHeight -16;
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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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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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class SkullColumn : 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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ProjectilePassHeight -16;
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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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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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class HeartColumn : 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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ProjectilePassHeight -16;
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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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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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class EvilEye : 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 54;
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ProjectilePassHeight -16;
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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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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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class FloatingSkull : 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 26;
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ProjectilePassHeight -16;
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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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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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class TorchTree : 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 56;
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ProjectilePassHeight -16;
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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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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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class BlueTorch : 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 68;;
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ProjectilePassHeight -16;
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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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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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class GreenTorch : 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 68;
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ProjectilePassHeight -16;
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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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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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class RedTorch : 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 68;
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ProjectilePassHeight -16;
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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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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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class ShortBlueTorch : 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 37;
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ProjectilePassHeight -16;
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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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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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class ShortGreenTorch : 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 37;
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ProjectilePassHeight -16;
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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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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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class ShortRedTorch : 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 37;
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ProjectilePassHeight -16;
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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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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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class Stalagtite : 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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ProjectilePassHeight -16;
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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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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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class TechPillar : 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 128;
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ProjectilePassHeight -16;
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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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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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class Candlestick : Actor
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{
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Default
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{
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Radius 20;
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Height 14;
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ProjectilePassHeight -16;
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}
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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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class Candelabra : 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 60;
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ProjectilePassHeight -16;
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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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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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class BloodyTwitch : 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 68;
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+SOLID
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+NOGRAVITY
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+SPAWNCEILING
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}
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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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class Meat2 : 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 84;
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+SOLID
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+NOGRAVITY
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+SPAWNCEILING
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}
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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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class Meat3 : 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 84;
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+SOLID
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+NOGRAVITY
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+SPAWNCEILING
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}
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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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class Meat4 : 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 68;
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+SOLID
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+NOGRAVITY
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+SPAWNCEILING
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}
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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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class Meat5 : 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 52;
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+SOLID
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+NOGRAVITY
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+SPAWNCEILING
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}
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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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class NonsolidMeat2 : Meat2
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{
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Default
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{
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-SOLID
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Radius 20;
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}
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}
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class NonsolidMeat3 : Meat3
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{
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Default
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{
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-SOLID
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Radius 20;
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}
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}
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class NonsolidMeat4 : Meat4
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{
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Default
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{
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-SOLID
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Radius 20;
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}
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}
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class NonsolidMeat5 : Meat5
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{
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Default
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{
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-SOLID
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Radius 20;
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}
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}
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// Nonsolid bloody twitch --------------------------------------------------
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class NonsolidTwitch : BloodyTwitch
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{
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Default
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{
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-SOLID
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Radius 20;
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}
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}
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// Head on a stick ---------------------------------------------------------
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class HeadOnAStick : 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 56;
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ProjectilePassHeight -16;
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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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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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class HeadsOnAStick : 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 64;;
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ProjectilePassHeight -16;
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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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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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class HeadCandles : 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 42;
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ProjectilePassHeight -16;
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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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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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class DeadStick : 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 64;
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ProjectilePassHeight -16;
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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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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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class LiveStick : 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 64;
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ProjectilePassHeight -16;
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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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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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class BigTree : Actor
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{
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Default
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{
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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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}
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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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class BurningBarrel : 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 32;
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ProjectilePassHeight -16;
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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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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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class HangNoGuts : 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 88;
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+SOLID
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+NOGRAVITY
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+SPAWNCEILING
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}
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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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class HangBNoBrain : 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 88;
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+SOLID
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+NOGRAVITY
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+SPAWNCEILING
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}
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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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class HangTLookingDown : 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 64;
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+SOLID
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+NOGRAVITY
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+SPAWNCEILING
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}
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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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class HangTLookingUp : 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 64;
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+SOLID
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+NOGRAVITY
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+SPAWNCEILING
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}
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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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class HangTSkull : 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 64;
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+SOLID
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+NOGRAVITY
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+SPAWNCEILING
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}
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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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class HangTNoBrain : 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 64;
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+SOLID
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+NOGRAVITY
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+SPAWNCEILING
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}
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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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class ColonGibs : Actor
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{
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Default
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{
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Radius 20;
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Height 4;
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+NOBLOCKMAP
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+MOVEWITHSECTOR
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}
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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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class SmallBloodPool : Actor
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{
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Default
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{
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Radius 20;
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Height 1;
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+NOBLOCKMAP
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+MOVEWITHSECTOR
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}
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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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// brain stem lying on the ground ------------------------------------------
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class BrainStem : Actor
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{
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Default
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{
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Radius 20;
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Height 4;
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+NOBLOCKMAP
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+MOVEWITHSECTOR
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}
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States
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{
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Spawn:
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BRS1 A -1;
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Stop;
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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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class Stalagmite : 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 48;
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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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SMT2 A -1;
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Stop;
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}
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}
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