mirror of
https://github.com/ZDoom/gzdoom.git
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cb1bd7739e
line. - Fixed: P_SpawnPuff assumed that all melee attacks have the same range (MELEERANGE) and didn't set the puff to its melee state if the range was different. Even worse, it checked a global variable for this so the behavior was undefined when P_SpawnPuff was called from anywhere else but P_LineAttack. To reduce the amount of parameters I combined this information with the hitthing and temporary parameters into one flags parameter. Also changed P_LineAttack so that it gets passed an additional parameter that specifies whether the attack is a melee attack or not and set this to true in all calls that are to be considered melee attacks. I couldn't use the damage type because A_CustomPunch and A_CustomMeleeAttack allow passing any damage type they want. - Added a sprite option as an alternative of particles for FX_ROCKET and FX_GRENADE. SVN r879 (trunk)
237 lines
2.8 KiB
Text
237 lines
2.8 KiB
Text
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// Water --------------------------------------------------------------------
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ACTOR WaterSplash
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{
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Radius 2
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Height 4
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+NOBLOCKMAP
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+MISSILE
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+DROPOFF
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+NOTELEPORT
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+LOWGRAVITY
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+CANNOTPUSH
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+DONTSPLASH
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+DONTBLAST
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States
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{
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Spawn:
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SPSH ABC 8
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SPSH D 16
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Stop
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Death:
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SPSH D 10
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Stop
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}
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}
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ACTOR WaterSplashBase
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{
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+NOBLOCKMAP
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+NOCLIP
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+NOGRAVITY
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+DONTSPLASH
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+DONTBLAST
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States
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{
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Spawn:
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SPSH EFGHIJK 5
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Stop
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}
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}
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// Lava ---------------------------------------------------------------------
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ACTOR LavaSplash
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{
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+NOBLOCKMAP
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+NOCLIP
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+NOGRAVITY
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+DONTSPLASH
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+DONTBLAST
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States
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{
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Spawn:
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LVAS ABCDEF 5 Bright
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Stop
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}
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}
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ACTOR LavaSmoke
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{
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+NOBLOCKMAP
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+NOCLIP
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+NOGRAVITY
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+DONTSPLASH
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RenderStyle Translucent
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Alpha Default
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States
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{
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Spawn:
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LVAS GHIJK 5 Bright
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Stop
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}
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}
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// Sludge -------------------------------------------------------------------
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ACTOR SludgeChunk
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{
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Radius 2
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Height 4
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+NOBLOCKMAP
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+MISSILE
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+DROPOFF
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+NOTELEPORT
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+LOWGRAVITY
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+CANNOTPUSH
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+DONTSPLASH
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States
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{
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Spawn:
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SLDG ABCD 8
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Stop
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Death:
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SLDG D 6
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Stop
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}
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}
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ACTOR SludgeSplash
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{
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+NOBLOCKMAP
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+NOCLIP
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+NOGRAVITY
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+DONTSPLASH
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States
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{
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Spawn:
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SLDG EFGH 6
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Stop
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}
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}
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/*
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* These next four classes are not used by me anywhere.
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* They are for people who want to use them in a TERRAIN lump.
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*/
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// Blood (water with a different sprite) ------------------------------------
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ACTOR BloodSplash
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{
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Radius 2
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Height 4
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+NOBLOCKMAP
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+MISSILE
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+DROPOFF
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+NOTELEPORT
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+LOWGRAVITY
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+CANNOTPUSH
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+DONTSPLASH
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+DONTBLAST
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States
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{
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Spawn:
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BSPH ABC 8
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BSPH D 16
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Stop
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Death:
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BSPH D 10
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Stop
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}
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}
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ACTOR BloodSplashBase
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{
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+NOBLOCKMAP
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+NOCLIP
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+NOGRAVITY
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+DONTSPLASH
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+DONTBLAST
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States
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{
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Spawn:
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BSPH EFGHIJK 5
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Stop
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}
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}
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// Slime (sludge with a different sprite) -----------------------------------
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ACTOR SlimeChunk
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{
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Radius 2
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Height 4
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+NOBLOCKMAP
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+MISSILE
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+DROPOFF
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+NOTELEPORT
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+LOWGRAVITY
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+CANNOTPUSH
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+DONTSPLASH
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States
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{
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Spawn:
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SLIM ABCD 8
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Stop
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Death:
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SLIM D 6
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Stop
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}
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}
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ACTOR SlimeSplash
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{
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+NOBLOCKMAP
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+NOCLIP
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+NOGRAVITY
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+DONTSPLASH
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States
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{
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Spawn:
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SLIM EFGH 6
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Stop
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}
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}
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// Smoke trail for rocket -----------------------------------
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ACTOR RocketSmokeTrail
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{
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RenderStyle Translucent
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Alpha 0.4
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VSpeed 1
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+NOBLOCKMAP
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+NOCLIP
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+NOGRAVITY
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+DONTSPLASH
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+NOTELEPORT
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States
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{
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Spawn:
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RSMK ABCDE 5
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Stop
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}
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}
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ACTOR GrenadeSmokeTrail
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{
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RenderStyle Translucent
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Alpha 0.4
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+NOBLOCKMAP
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+NOCLIP
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+DONTSPLASH
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+NOTELEPORT
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Gravity 0.1
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VSpeed 0.5
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Scale 0.6
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States
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{
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Spawn:
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RSMK ABCDE 4
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Stop
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}
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}
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