mirror of
https://github.com/ZDoom/gzdoom.git
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547 lines
7.5 KiB
Text
547 lines
7.5 KiB
Text
class StrifeKey : Key
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{
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Default
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{
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Radius 20;
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Height 16;
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+NOTDMATCH
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+FLOORCLIP
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}
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}
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// Base Key -----------------------------------------------------------------
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class BaseKey : StrifeKey
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{
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Default
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{
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Inventory.Icon "I_FUSL";
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Tag "$TAG_BASEKEY";
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Inventory.PickupMessage "$TXT_BASEKEY";
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}
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States
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{
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Spawn:
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FUSL A -1;
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Stop;
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}
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}
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// Govs Key -----------------------------------------------------------------
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class GovsKey : StrifeKey
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{
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Default
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{
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Inventory.Icon "I_REBL";
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Tag "$TAG_GOVSKEY";
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Inventory.PickupMessage "$TXT_GOVSKEY";
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}
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States
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{
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Spawn:
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REBL A -1;
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Stop;
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}
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}
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// Passcard -----------------------------------------------------------------
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class Passcard : StrifeKey
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{
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Default
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{
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Inventory.Icon "I_TPAS";
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Tag "$TAG_PASSCARD";
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Inventory.PickupMessage "$TXT_PASSCARD";
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}
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States
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{
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Spawn:
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TPAS A -1;
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Stop;
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}
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}
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// ID Badge -----------------------------------------------------------------
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class IDBadge : StrifeKey
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{
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Default
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{
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Inventory.Icon "I_CRD1";
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Tag "$TAG_IDBADGE";
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Inventory.PickupMessage "$TXT_IDBADGE";
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}
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States
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{
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Spawn:
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CRD1 A -1;
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Stop;
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}
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}
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// Prison Key ---------------------------------------------------------------
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class PrisonKey : StrifeKey
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{
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Default
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{
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Inventory.Icon "I_PRIS";
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Tag "$TAG_PRISONKEY";
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Inventory.GiveQuest 11;
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Inventory.PickupMessage "$TXT_PRISONKEY";
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}
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States
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{
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Spawn:
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PRIS A -1;
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Stop;
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}
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}
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// Severed Hand -------------------------------------------------------------
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class SeveredHand : StrifeKey
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{
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Default
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{
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Inventory.Icon "I_HAND";
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Tag "$TAG_SEVEREDHAND";
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Inventory.GiveQuest 12;
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Inventory.PickupMessage "$TXT_SEVEREDHAND";
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}
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States
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{
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Spawn:
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HAND A -1;
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Stop;
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}
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}
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// Power1 Key ---------------------------------------------------------------
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class Power1Key : StrifeKey
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{
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Default
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{
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Inventory.Icon "I_PWR1";
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Tag "$TAG_POWER1KEY";
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Inventory.PickupMessage "$TXT_POWER1KEY";
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}
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States
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{
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Spawn:
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PWR1 A -1;
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Stop;
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}
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}
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// Power2 Key ---------------------------------------------------------------
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class Power2Key : StrifeKey
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{
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Default
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{
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Inventory.Icon "I_PWR2";
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Tag "$TAG_POWER2KEY";
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Inventory.PickupMessage "$TXT_POWER2KEY";
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}
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States
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{
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Spawn:
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PWR2 A -1;
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Stop;
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}
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}
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// Power3 Key ---------------------------------------------------------------
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class Power3Key : StrifeKey
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{
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Default
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{
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Inventory.Icon "I_PWR3";
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Tag "$TAG_POWER3KEY";
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Inventory.PickupMessage "$TXT_POWER3KEY";
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}
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States
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{
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Spawn:
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PWR3 A -1;
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Stop;
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}
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}
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// Gold Key -----------------------------------------------------------------
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class GoldKey : StrifeKey
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{
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Default
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{
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Inventory.Icon "I_KY1G";
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Tag "$TAG_GOLDKEY";
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Inventory.PickupMessage "$TXT_GOLDKEY";
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}
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States
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{
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Spawn:
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KY1G A -1;
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Stop;
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}
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}
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// ID Card ------------------------------------------------------------------
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class IDCard : StrifeKey
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{
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Default
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{
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Inventory.Icon "I_CRD2";
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Tag "$TAG_IDCARD";
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Inventory.PickupMessage "$TXT_IDCARD";
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}
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States
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{
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Spawn:
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CRD2 A -1;
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Stop;
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}
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}
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// Silver Key ---------------------------------------------------------------
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class SilverKey : StrifeKey
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{
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Default
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{
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Inventory.Icon "I_KY2S";
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Tag "$TAG_SILVERKEY";
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Inventory.PickupMessage "$TXT_SILVERKEY";
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}
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States
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{
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Spawn:
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KY2S A -1;
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Stop;
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}
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}
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// Oracle Key ---------------------------------------------------------------
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class OracleKey : StrifeKey
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{
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Default
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{
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Inventory.Icon "I_ORAC";
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Tag "$TAG_ORACLEKEY";
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Inventory.PickupMessage "$TXT_ORACLEKEY";
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}
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States
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{
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Spawn:
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ORAC A -1;
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Stop;
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}
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}
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// Military ID --------------------------------------------------------------
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class MilitaryID : StrifeKey
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{
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Default
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{
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Inventory.Icon "I_GYID";
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Tag "$TAG_MILITARYID";
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Inventory.PickupMessage "$TXT_MILITARYID";
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}
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States
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{
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Spawn:
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GYID A -1;
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Stop;
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}
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}
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// Order Key ----------------------------------------------------------------
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class OrderKey : StrifeKey
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{
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Default
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{
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Inventory.Icon "I_FUBR";
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Tag "$TAG_ORDERKEY";
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Inventory.PickupMessage "$TXT_ORDERKEY";
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}
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States
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{
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Spawn:
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FUBR A -1;
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Stop;
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}
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}
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// Warehouse Key ------------------------------------------------------------
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class WarehouseKey : StrifeKey
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{
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Default
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{
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Inventory.Icon "I_WARE";
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Tag "$TAG_WAREHOUSEKEY";
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Inventory.PickupMessage "$TXT_WAREHOUSEKEY";
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}
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States
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{
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Spawn:
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WARE A -1;
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Stop;
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}
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}
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// Brass Key ----------------------------------------------------------------
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class BrassKey : StrifeKey
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{
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Default
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{
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Inventory.Icon "I_KY3B";
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Tag "$TAG_BRASSKEY";
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Inventory.PickupMessage "$TXT_BRASSKEY";
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}
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States
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{
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Spawn:
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KY3B A -1;
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Stop;
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}
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}
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// Red Crystal Key ----------------------------------------------------------
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class RedCrystalKey : StrifeKey
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{
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Default
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{
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Inventory.Icon "I_RCRY";
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Tag "$TAG_REDCRYSTALKEY";
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Inventory.PickupMessage "$TXT_REDCRYSTAL";
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}
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States
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{
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Spawn:
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RCRY A -1 Bright;
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Stop;
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}
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}
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// Blue Crystal Key ---------------------------------------------------------
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class BlueCrystalKey : StrifeKey
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{
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Default
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{
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Inventory.Icon "I_BCRY";
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Tag "$TAG_BLUECRYSTALKEY";
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Inventory.PickupMessage "$TXT_BLUECRYSTAL";
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}
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States
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{
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Spawn:
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BCRY A -1 Bright;
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Stop;
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}
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}
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// Chapel Key ---------------------------------------------------------------
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class ChapelKey : StrifeKey
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{
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Default
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{
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Inventory.Icon "I_CHAP";
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Tag "$TAG_CHAPELKEY";
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Inventory.PickupMessage "$TXT_CHAPELKEY";
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}
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States
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{
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Spawn:
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CHAP A -1;
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Stop;
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}
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}
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// Catacomb Key -------------------------------------------------------------
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class CatacombKey : StrifeKey
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{
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Default
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{
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Inventory.Icon "I_TUNL";
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Tag "$TAG_CATACOMBKEY";
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Inventory.GiveQuest 28;
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Inventory.PickupMessage "$TXT_CATACOMBKEY";
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}
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States
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{
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Spawn:
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TUNL A -1;
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Stop;
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}
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}
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// Security Key -------------------------------------------------------------
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class SecurityKey : StrifeKey
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{
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Default
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{
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Inventory.Icon "I_SECK";
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Tag "$TAG_SECURITYKEY";
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Inventory.PickupMessage "$TXT_SECURITYKEY";
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}
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States
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{
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Spawn:
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SECK A -1;
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Stop;
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}
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}
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// Core Key -----------------------------------------------------------------
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class CoreKey : StrifeKey
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{
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Default
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{
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Inventory.Icon "I_GOID";
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Tag "$TAG_COREKEY";
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Inventory.PickupMessage "$TXT_COREKEY";
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}
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States
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{
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Spawn:
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GOID A -1;
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Stop;
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}
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}
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// Mauler Key ---------------------------------------------------------------
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class MaulerKey : StrifeKey
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{
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Default
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{
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Inventory.Icon "I_BLTK";
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Tag "$TAG_MAULERKEY";
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Inventory.PickupMessage "$TXT_MAULERKEY";
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}
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States
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{
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Spawn:
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BLTK A -1;
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Stop;
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}
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}
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// Factory Key --------------------------------------------------------------
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class FactoryKey : StrifeKey
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{
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Default
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{
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Inventory.Icon "I_PROC";
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Tag "$TAG_FACTORYKEY";
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Inventory.PickupMessage "$TXT_FACTORYKEY";
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}
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States
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{
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Spawn:
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PROC A -1;
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Stop;
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}
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}
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// Mine Key -----------------------------------------------------------------
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class MineKey : StrifeKey
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{
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Default
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{
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Inventory.Icon "I_MINE";
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Tag "$TAG_MINEKEY";
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Inventory.PickupMessage "$TXT_MINEKEY";
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}
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States
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{
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Spawn:
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MINE A -1;
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Stop;
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}
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}
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// New Key5 -----------------------------------------------------------------
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class NewKey5 : StrifeKey
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{
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Default
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{
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Inventory.Icon "I_BLTK";
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Tag "$TAG_NEWKEY5";
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Inventory.PickupMessage "$TXT_NEWKEY5";
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}
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States
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{
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Spawn:
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BLTK A -1;
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Stop;
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}
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}
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// Oracle Pass --------------------------------------------------------------
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class OraclePass : Inventory
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{
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Default
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{
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+INVENTORY.INVBAR
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Inventory.Icon "I_OTOK";
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Inventory.GiveQuest 18;
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Inventory.PickupMessage "$TXT_ORACLEPASS";
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Tag "$TAG_ORACLEPASS";
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}
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States
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{
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Spawn:
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OTOK A -1;
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Stop;
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}
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}
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