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a2f4cd7cda
With the stricter type checks of the self pointer that were now implemented these all produced errors.
267 lines
4.2 KiB
Text
267 lines
4.2 KiB
Text
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// Cleric Weapon Piece ------------------------------------------------------
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class ClericWeaponPiece : WeaponPiece
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{
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Default
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{
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Inventory.PickupSound "misc/w_pkup";
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Inventory.PickupMessage "$TXT_WRAITHVERGE_PIECE";
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Inventory.ForbiddenTo "FighterPlayer", "MagePlayer";
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WeaponPiece.Weapon "CWeapWraithverge";
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+FLOATBOB
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}
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}
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// Cleric Weapon Piece 1 ----------------------------------------------------
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class CWeaponPiece1 : ClericWeaponPiece
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{
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Default
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{
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WeaponPiece.Number 1;
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}
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States
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{
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Spawn:
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WCH1 A -1;
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Stop;
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}
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}
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// Cleric Weapon Piece 2 ----------------------------------------------------
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class CWeaponPiece2 : ClericWeaponPiece
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{
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Default
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{
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WeaponPiece.Number 2;
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}
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States
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{
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Spawn:
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WCH2 A -1;
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Stop;
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}
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}
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// Cleric Weapon Piece 3 ----------------------------------------------------
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class CWeaponPiece3 : ClericWeaponPiece
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{
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Default
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{
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WeaponPiece.Number 3;
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}
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States
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{
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Spawn:
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WCH3 A -1;
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Stop;
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}
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}
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// Wraithverge Drop ---------------------------------------------------------
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class WraithvergeDrop : Actor
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{
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States
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{
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Spawn:
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TNT1 A 1;
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TNT1 A 1 A_DropWeaponPieces("CWeaponPiece1", "CWeaponPiece2", "CWeaponPiece3");
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Stop;
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}
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}
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// Cleric's Wraithverge (Holy Symbol?) --------------------------------------
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class CWeapWraithverge : ClericWeapon native
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{
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Default
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{
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Health 3;
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Weapon.SelectionOrder 3000;
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+WEAPON.PRIMARY_USES_BOTH;
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+Inventory.NoAttenPickupSound
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Weapon.AmmoUse1 18;
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Weapon.AmmoUse2 18;
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Weapon.AmmoGive1 20;
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Weapon.AmmoGive2 20;
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Weapon.KickBack 150;
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Weapon.AmmoType1 "Mana1";
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Weapon.AmmoType2 "Mana2";
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Inventory.PickupMessage "$TXT_WEAPON_C4";
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Tag "$TAG_CWEAPWRAITHVERGE";
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Inventory.PickupSound "WeaponBuild";
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}
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action native void A_CHolyAttack();
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action native void A_CHolyPalette();
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States
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{
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Spawn:
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TNT1 A -1;
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Stop;
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Ready:
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CHLY A 1 A_WeaponReady;
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Loop;
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Select:
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CHLY A 1 A_Raise;
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Loop;
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Deselect:
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CHLY A 1 A_Lower;
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Loop;
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Fire:
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CHLY AB 1 Bright Offset (0, 40);
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CHLY CD 2 Bright Offset (0, 43);
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CHLY E 2 Bright Offset (0, 45);
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CHLY F 6 Bright Offset (0, 48) A_CHolyAttack;
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CHLY GG 2 Bright Offset (0, 40) A_CHolyPalette;
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CHLY G 2 Offset (0, 36) A_CHolyPalette;
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Goto Ready;
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}
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}
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// Holy Missile -------------------------------------------------------------
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class HolyMissile : Actor
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{
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Default
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{
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Speed 30;
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Radius 15;
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Height 8;
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Damage 4;
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Projectile;
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-ACTIVATEIMPACT -ACTIVATEPCROSS
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+EXTREMEDEATH
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}
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native void A_CHolyAttack2();
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States
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{
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Spawn:
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SPIR PPPP 3 Bright A_SpawnItemEx("HolyMissilePuff");
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Death:
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SPIR P 1 Bright A_CHolyAttack2;
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Stop;
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}
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}
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// Holy Missile Puff --------------------------------------------------------
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class HolyMissilePuff : Actor
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{
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Default
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{
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Radius 4;
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Height 8;
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+NOBLOCKMAP +NOGRAVITY +DROPOFF
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+NOTELEPORT
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RenderStyle "Translucent";
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Alpha 0.4;
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}
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States
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{
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Spawn:
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SPIR QRSTU 3;
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Stop;
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}
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}
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// Holy Puff ----------------------------------------------------------------
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class HolyPuff : Actor
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{
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Default
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{
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+NOBLOCKMAP +NOGRAVITY
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RenderStyle "Translucent";
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Alpha 0.6;
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}
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States
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{
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Spawn:
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SPIR KLMNO 3;
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Stop;
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}
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}
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// Holy Spirit --------------------------------------------------------------
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class HolySpirit : Actor native
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{
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Default
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{
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Health 105;
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Speed 12;
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Radius 10;
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Height 6;
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Damage 3;
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Projectile;
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+RIPPER +SEEKERMISSILE
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+FOILINVUL +SKYEXPLODE +NOEXPLODEFLOOR +CANBLAST
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+EXTREMEDEATH
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RenderStyle "Translucent";
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Alpha 0.4;
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DeathSound "SpiritDie";
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Obituary "$OB_MPCWEAPWRAITHVERGE";
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}
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native void A_CHolySeek();
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native void A_CHolyCheckScream();
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States
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{
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Spawn:
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SPIR AAB 2 A_CHolySeek;
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SPIR B 2 A_CHolyCheckScream;
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Loop;
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Death:
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SPIR D 4;
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SPIR E 4 A_Scream;
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SPIR FGHI 4;
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Stop;
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}
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}
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// Holy Tail ----------------------------------------------------------------
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class HolyTail : Actor
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{
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Default
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{
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Radius 1;
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Height 1;
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+NOBLOCKMAP +NOGRAVITY +DROPOFF +NOCLIP
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+NOTELEPORT
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RenderStyle "Translucent";
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Alpha 0.6;
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}
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native void A_CHolyTail();
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States
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{
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Spawn:
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SPIR C 1 A_CHolyTail;
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Loop;
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TailTrail:
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SPIR D -1;
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Stop;
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}
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}
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// Holy Tail Trail ---------------------------------------------------------
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class HolyTailTrail : HolyTail
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{
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States
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{
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Spawn:
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Goto TailTrail;
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}
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}
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