mirror of
https://github.com/ZDoom/qzdoom-gpl.git
synced 2024-11-16 09:11:17 +00:00
fb50df2c63
surprised if this doesn't build in Linux right now. The CMakeLists.txt were checked with MinGW and NMake, but how they fair under Linux is an unknown to me at this time. - Converted most sprintf (and all wsprintf) calls to either mysnprintf or FStrings, depending on the situation. - Changed the strings in the wbstartstruct to be FStrings. - Changed myvsnprintf() to output nothing if count is greater than INT_MAX. This is so that I can use a series of mysnprintf() calls and advance the pointer for each one. Once the pointer goes beyond the end of the buffer, the count will go negative, but since it's an unsigned type it will be seen as excessively huge instead. This should not be a problem, as there's no reason for ZDoom to be using text buffers larger than 2 GB anywhere. - Ripped out the disabled bit from FGameConfigFile::MigrateOldConfig(). - Changed CalcMapName() to return an FString instead of a pointer to a static buffer. - Changed startmap in d_main.cpp into an FString. - Changed CheckWarpTransMap() to take an FString& as the first argument. - Changed d_mapname in g_level.cpp into an FString. - Changed DoSubstitution() in ct_chat.cpp to place the substitutions in an FString. - Fixed: The MAPINFO parser wrote into the string buffer to construct a map name when given a Hexen map number. This was fine with the old scanner code, but only a happy coincidence prevents it from crashing with the new code - Added the 'B' conversion specifier to StringFormat::VWorker() for printing binary numbers. - Added CMake support for building with MinGW, MSYS, and NMake. Linux support is probably broken until I get around to booting into Linux again. Niceties provided over the existing Makefiles they're replacing: * All command-line builds can use the same build system, rather than having a separate one for MinGW and another for Linux. * Microsoft's NMake tool is supported as a target. * Progress meters. * Parallel makes work from a fresh checkout without needing to be primed first with a single-threaded make. * Porting to other architectures should be simplified, whenever that day comes. - Replaced the makewad tool with zipdir. This handles the dependency tracking itself instead of generating an external makefile to do it, since I couldn't figure out how to generate a makefile with an external tool and include it with a CMake-generated makefile. Where makewad used a master list of files to generate the package file, zipdir just zips the entire contents of one or more directories. - Added the gdtoa package from netlib's fp library so that ZDoom's printf-style formatting can be entirely independant of the CRT. SVN r1082 (trunk)
754 lines
9.5 KiB
Text
754 lines
9.5 KiB
Text
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// Tech lamp ---------------------------------------------------------------
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ACTOR TechLamp 85
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{
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Game Doom
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Radius 16
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Height 80
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+SOLID
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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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ACTOR TechLamp2 86
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{
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Game Doom
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Radius 16
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Height 60
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+SOLID
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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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ACTOR Column 2028
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{
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Game Doom
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Radius 16
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Height 48
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+SOLID
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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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ACTOR TallGreenColumn 30
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{
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Game Doom
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Radius 16
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Height 52
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+SOLID
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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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ACTOR ShortGreenColumn 31
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{
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Game Doom
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Radius 16
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Height 40
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+SOLID
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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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ACTOR TallRedColumn 32
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{
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Game Doom
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Radius 16
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Height 52
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+SOLID
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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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ACTOR ShortRedColumn 33
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{
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Game Doom
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Radius 16
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Height 40
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+SOLID
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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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ACTOR SkullColumn 37
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{
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Game Doom
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Radius 16
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Height 40
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+SOLID
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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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ACTOR HeartColumn 36
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{
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Game Doom
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Radius 16
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Height 40
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+SOLID
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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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ACTOR EvilEye 41
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{
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Game Doom
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Radius 16
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Height 54
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+SOLID
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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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ACTOR FloatingSkull 42
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{
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Game Doom
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Radius 16
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Height 26
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+SOLID
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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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ACTOR TorchTree 43
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{
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Game Doom
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Radius 16
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Height 56
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+SOLID
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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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ACTOR BlueTorch 44
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{
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Game Doom
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Radius 16
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Height 68
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+SOLID
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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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ACTOR GreenTorch 45
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{
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Game Doom
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Radius 16
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Height 68
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+SOLID
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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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ACTOR RedTorch 46
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{
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Game Doom
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Radius 16
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Height 68
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+SOLID
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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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ACTOR ShortBlueTorch 55
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{
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Game Doom
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Radius 16
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Height 37
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+SOLID
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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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ACTOR ShortGreenTorch 56
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{
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Game Doom
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Radius 16
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Height 37
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+SOLID
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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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ACTOR ShortRedTorch 57
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{
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Game Doom
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Radius 16
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Height 37
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+SOLID
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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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ACTOR Stalagtite 47
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{
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Game Doom
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Radius 16
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Height 40
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+SOLID
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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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ACTOR TechPillar 48
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{
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Game Doom
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Radius 16
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Height 128
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+SOLID
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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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ACTOR Candlestick 34
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{
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Game Doom
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Radius 20
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Height 14
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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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ACTOR Candelabra 35
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{
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Game Doom
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Radius 16
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Height 60
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+SOLID
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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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ACTOR BloodyTwitch 49
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{
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Game Doom
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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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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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ACTOR Meat2 50
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{
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Game Doom
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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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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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ACTOR Meat3 51
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{
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Game Doom
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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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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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ACTOR Meat4 52
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{
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Game Doom
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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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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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ACTOR Meat5 53
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{
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Game Doom
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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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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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ACTOR NonsolidMeat2 : Meat2 59
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{
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Game Doom
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-SOLID
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Radius 20
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}
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ACTOR NonsolidMeat3 : Meat3 61
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{
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Game Doom
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-SOLID
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Radius 20
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}
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ACTOR NonsolidMeat4 : Meat4 60
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{
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Game Doom
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-SOLID
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Radius 20
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}
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ACTOR NonsolidMeat5 : Meat5 62
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{
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Game Doom
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-SOLID
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Radius 20
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}
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// Nonsolid bloody twitch --------------------------------------------------
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ACTOR NonsolidTwitch : BloodyTwitch 63
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{
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Game Doom
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-SOLID
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Radius 20
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}
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// Head on a stick ---------------------------------------------------------
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ACTOR HeadOnAStick 27
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{
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Game Doom
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Radius 16
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Height 56
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+SOLID
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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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ACTOR HeadsOnAStick 28
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{
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Game Doom
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Radius 16
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Height 64
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+SOLID
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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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ACTOR HeadCandles 29
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{
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Game Doom
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Radius 16
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Height 42
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+SOLID
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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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ACTOR DeadStick 25
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{
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Game Doom
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Radius 16
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Height 64
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+SOLID
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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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ACTOR LiveStick 26
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{
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Game Doom
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Radius 16
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Height 64
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+SOLID
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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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ACTOR BigTree 54
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{
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Game Doom
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Radius 32
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Height 108
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+SOLID
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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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ACTOR BurningBarrel 70
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{
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Game Doom
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SpawnID 149
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Radius 16
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Height 32
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+SOLID
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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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ACTOR HangNoGuts 73
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{
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Game Doom
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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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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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ACTOR HangBNoBrain 74
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{
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Game Doom
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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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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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ACTOR HangTLookingDown 75
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{
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Game Doom
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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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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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ACTOR HangTLookingUp 77
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{
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Game Doom
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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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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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ACTOR HangTSkull 76
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{
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Game Doom
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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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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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ACTOR HangTNoBrain 78
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{
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Game Doom
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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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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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ACTOR ColonGibs 79
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{
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Game Doom
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SpawnID 147
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Radius 20
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Height 4
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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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ACTOR SmallBloodPool 80
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{
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Game Doom
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SpawnID 148
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Radius 20
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Height 1
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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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ACTOR BrainStem 81
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{
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Game Doom
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SpawnID 150
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Radius 20
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Height 4
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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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