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- Fixed: P_LookForTid should abort its search when it discovers that it has
cycled through the entire list of actors. - Reverted AActor::FindState to its R407 version because the change in R408 doesn't compile properly with VC++. - Changed FIXMAPTHINGPOS further so that it also affects objects that are not directly on a wall but closer than its radius. - Changed FIXEDMAPTHINGPOS to move objects completely out of the wall and adjusted the radii of all affected objects to actually represent half the sprite's width. SVN r409 (trunk)
This commit is contained in:
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41de448add
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88812ed0f5
9 changed files with 88 additions and 12 deletions
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@ -1,3 +1,14 @@
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December 9, 2006 (Changes by Graf Zahl)
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- Fixed: P_LookForTid should abort its search when it discovers that it has
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cycled through the entire list of actors.
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- Reverted AActor::FindState to its R407 version because the change in R408
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doesn't compile properly with VC++.
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- Changed FIXMAPTHINGPOS further so that it also affects objects that are
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not directly on a wall but closer than its radius.
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- Changed FIXEDMAPTHINGPOS to move objects completely out of the wall and
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adjusted the radii of all affected objects to actually represent half
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the sprite's width.
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December 8, 2006 (Changes by Graf Zahl)
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- Fixed: The Acolyte's obituary wasn't printed.
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- Fixed: The fighter player's attack state used the Cleric's sprite.
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@ -749,7 +749,7 @@ public:
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bool UpdateWaterLevel (fixed_t oldz);
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FState *FindState (FName label) const;
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FState *FindState (int numnames, ...) const;
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FState *FindState (int numnames, int first, ...) const;
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FState *FindState (int numnames, va_list arglist) const;
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bool HasSpecialDeathStates () const;
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@ -578,6 +578,7 @@ IMPLEMENT_ACTOR (AKlaxonWarningLight, Strife, 24, 0)
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PROP_SpawnState (0)
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PROP_SeeState (1)
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PROP_ReactionTime (60)
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PROP_RadiusFixed(5)
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PROP_Flags (MF_NOBLOCKMAP|MF_AMBUSH|MF_SPAWNCEILING|MF_NOGRAVITY)
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PROP_Flags4 (MF4_FIXMAPTHINGPOS|MF4_NOSPLASHALERT|MF4_SYNCHRONIZED)
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PROP_StrifeType (121)
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@ -509,7 +509,10 @@ bool AActor::HasSpecialDeathStates () const
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//
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//===========================================================================
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FState *AActor::FindState (int numnames, ...) const
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FState *AActor::FindState (int numnames, int first, ...) const // The 'first' parameter is only here to
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// disambiguate from the single parameter version
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// Please note that this code does *NOT* compile
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// properly with VC++ when 'first' is removed!
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{
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va_list arglist;
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va_start (arglist, numnames);
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@ -1123,6 +1123,7 @@ AActor *LookForTIDinBlock (AActor *lookee, int index)
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bool P_LookForTID (AActor *actor, INTBOOL allaround)
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{
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AActor *other;
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bool reachedend = false;
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other = P_BlockmapSearch (actor, 0, LookForTIDinBlock);
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@ -1150,7 +1151,17 @@ bool P_LookForTID (AActor *actor, INTBOOL allaround)
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while ((other = iterator.Next()) != actor->LastLook.Actor)
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{
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if (other == NULL)
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{
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if (reachedend)
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{
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// we have cycled through the entire list at least once
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// so let's abort because even if we continue nothing can
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// be found.
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break;
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}
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reachedend = true;
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continue;
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}
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if (!(other->flags & MF_SHOOTABLE))
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continue; // not shootable (observer or dead)
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@ -38,6 +38,7 @@
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// State.
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#include "r_state.h"
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#include "templates.h"
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#include "vectors.h"
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static AActor *RoughBlockCheck (AActor *mo, int index);
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@ -539,6 +540,51 @@ sector_t *AActor::LinkToWorldForMapThing ()
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}
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}
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#if 1
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// Not inside the line's bounding box
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if (x + radius <= ldef->bbox[BOXLEFT]
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|| x - radius >= ldef->bbox[BOXRIGHT]
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|| y + radius <= ldef->bbox[BOXBOTTOM]
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|| y - radius >= ldef->bbox[BOXTOP] )
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continue;
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// Get the exact distance to the line
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divline_t dll, dlv;
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fixed_t linelen = (fixed_t)sqrt((double)ldef->dx*ldef->dx + (double)ldef->dy*ldef->dy);
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P_MakeDivline (ldef, &dll);
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dlv.x = x;
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dlv.y = y;
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dlv.dx = FixedDiv(dll.dy, linelen);
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dlv.dy = -FixedDiv(dll.dx, linelen);
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fixed_t distance = abs(P_InterceptVector(&dlv, &dll));
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if (distance < radius)
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{
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DPrintf ("%s at (%d,%d) lies on %s line %d, distance = %f\n",
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this->GetClass()->TypeName.GetChars(), x>>FRACBITS, y>>FRACBITS,
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ldef->dx == 0? "vertical" : ldef->dy == 0? "horizontal" : "diagonal",
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ldef-lines, FIXED2FLOAT(distance));
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angle_t finean = R_PointToAngle2 (0, 0, ldef->dx, ldef->dy);
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if (ldef->backsector != NULL && ldef->backsector == ssec->sector)
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{
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finean += ANGLE_90;
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}
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else
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{
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finean -= ANGLE_90;
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}
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finean >>= ANGLETOFINESHIFT;
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// Get the distance we have to move the object away from the wall
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distance = radius - distance;
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x += FixedMul(distance, finecosine[finean]);
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y += FixedMul(distance, finesine[finean]);
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break;
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}
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#else
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if (DMulScale32 (y - ldef->v1->y, ldef->dx, ldef->v1->x - x, ldef->dy) == 0)
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{
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// It touches the infinite line; now make sure it touches the linedef
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@ -550,8 +596,10 @@ sector_t *AActor::LinkToWorldForMapThing ()
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num = (SQWORD)(x-ldef->v1->x)*ldef->dx+(SQWORD)(y-ldef->v1->y)*ldef->dy;
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if (num >= 0 && num <= den)
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{
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DPrintf ("%s at (%d,%d) lies directly on line %d\n",
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this->GetClass()->TypeName.GetChars(), x>>FRACBITS, y>>FRACBITS, ldef-lines);
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DPrintf ("%s at (%d,%d) lies directly on %s line %d\n",
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this->GetClass()->TypeName.GetChars(), x>>FRACBITS, y>>FRACBITS,
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ldef->dx == 0? "vertical" : ldef->dy == 0? "horizontal" : "diagonal",
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ldef-lines);
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angle_t finean = R_PointToAngle2 (0, 0, ldef->dx, ldef->dy);
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if (ldef->backsector != NULL && ldef->backsector == ssec->sector)
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{
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@ -562,12 +610,13 @@ sector_t *AActor::LinkToWorldForMapThing ()
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finean -= ANGLE_90;
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}
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finean >>= ANGLETOFINESHIFT;
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x += finecosine[finean] >> 2;
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y += finesine[finean] >> 2;
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x += finecosine[finean]) >> 2;
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y += finesine[finean]) >> 2;
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break;
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}
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}
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}
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#endif
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}
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}
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}
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@ -236,7 +236,7 @@ ACTOR Moss2 49
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ACTOR WallTorch 50
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{
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Game Heretic
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Radius 20
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Radius 6
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Height 16
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+NOGRAVITY
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+FIXMAPTHINGPOS
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@ -115,6 +115,7 @@ ACTOR ZWallTorch : SwitchableDecoration 54
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+NOBLOCKMAP
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+NOGRAVITY
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+FIXMAPTHINGPOS
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Radius 6.5
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States
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{
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Active:
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@ -201,7 +201,7 @@ ACTOR ExplosiveBarrel2 : ExplosiveBarrel 94
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ACTOR LightSilverFluorescent 95
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{
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Game Strife
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Radius 4
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Radius 2.5
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Height 16
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+NOBLOCKMAP
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+FIXMAPTHINGPOS
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@ -219,7 +219,7 @@ ACTOR LightSilverFluorescent 95
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ACTOR LightBrownFluorescent 96
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{
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Game Strife
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Radius 4
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Radius 2.5
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Height 16
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+NOBLOCKMAP
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+FIXMAPTHINGPOS
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@ -237,7 +237,7 @@ ACTOR LightBrownFluorescent 96
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ACTOR LightGoldFluorescent 97
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{
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Game Strife
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Radius 4
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Radius 2.5
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Height 16
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+NOBLOCKMAP
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+FIXMAPTHINGPOS
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@ -772,7 +772,7 @@ ACTOR BurningBrazier 106
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ACTOR SmallTorchLit 107
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{
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Game Strife
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Radius 0.00007
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Radius 2.5
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Height 16
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+NOBLOCKMAP
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+FIXMAPTHINGPOS
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@ -793,7 +793,7 @@ ACTOR SmallTorchLit 107
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ACTOR SmallTorchUnlit 108
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{
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Game Strife
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Radius 0.00007
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Radius 2.5
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Height 16
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+NOBLOCKMAP
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+FIXMAPTHINGPOS
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