mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-12 07:34:50 +00:00
477 lines
7.3 KiB
Text
477 lines
7.3 KiB
Text
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/*
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ACTOR HereticWeapon : Weapon
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{
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Weapon.Kickback 150
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}
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*/
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// Staff --------------------------------------------------------------------
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ACTOR Staff : HereticWeapon
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{
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Weapon.SelectionOrder 3800
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+THRUGHOST
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+WIMPY_WEAPON
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+MELEEWEAPON
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Weapon.sisterweapon "StaffPowered"
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action native A_StaffAttack (eval int damage, class<Actor> puff);
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States
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{
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Ready:
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STFF A 1 A_WeaponReady
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Loop
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Deselect:
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STFF A 1 A_Lower
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Loop
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Select:
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STFF A 1 A_Raise
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Loop
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Fire:
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STFF B 6
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STFF C 8 A_StaffAttack(random[StaffAttack](5, 20), "StaffPuff")
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STFF B 8 A_ReFire
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Goto Ready
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}
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}
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ACTOR StaffPowered : Staff
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{
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Weapon.sisterweapon "Staff"
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Weapon.ReadySound "weapons/staffcrackle"
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+WEAPON.POWERED_UP
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+WEAPON.READYSNDHALF
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+WEAPON.STAFF2_KICKBACK
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States
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{
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Ready:
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STFF DEF 4 A_WeaponReady
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Loop
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Deselect:
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STFF D 1 A_Lower
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Loop
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Select:
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STFF D 1 A_Raise
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Loop
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Fire:
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STFF G 6
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STFF H 8 A_StaffAttack(random[StaffAttack](18, 81), "StaffPuff2")
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STFF G 8 A_ReFire
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Goto Ready
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}
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}
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// Staff puff ---------------------------------------------------------------
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ACTOR StaffPuff
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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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+NOGRAVITY
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+PUFFONACTORS
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AttackSound "weapons/staffhit"
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States
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{
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Spawn:
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PUF3 A 3 BRIGHT
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PUF3 BCD 3
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Stop
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}
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}
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// Staff puff 2 -------------------------------------------------------------
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ACTOR StaffPuff2
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{
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RenderStyle Add
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+NOBLOCKMAP
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+NOGRAVITY
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+PUFFONACTORS
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AttackSound "weapons/staffpowerhit"
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States
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{
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Spawn:
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PUF4 ABCDEF 4 BRIGHT
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Stop
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}
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}
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// Gold wand ----------------------------------------------------------------
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ACTOR GoldWand : HereticWeapon
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{
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+BLOODSPLATTER
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Weapon.SelectionOrder 2000
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Weapon.AmmoGive 25
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Weapon.AmmoUse 1
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Weapon.AmmoType "GoldWandAmmo"
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Weapon.SisterWeapon "GoldWandPowered"
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Weapon.YAdjust 5
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action native A_FireGoldWandPL1 ();
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States
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{
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Ready:
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GWND A 1 A_WeaponReady
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Loop
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Deselect:
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GWND A 1 A_Lower
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Loop
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Select:
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GWND A 1 A_Raise
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Loop
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Fire:
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GWND B 3
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GWND C 5 A_FireGoldWandPL1
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GWND D 3
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GWND D 0 A_ReFire
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Goto Ready
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}
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}
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ACTOR GoldWandPowered : GoldWand
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{
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+WEAPON.POWERED_UP
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Weapon.AmmoGive 0
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Weapon.SisterWeapon "GoldWand"
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action native A_FireGoldWandPL2 ();
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States
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{
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Fire:
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GWND B 3
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GWND C 4 A_FireGoldWandPL2
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GWND D 3
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GWND D 0 A_ReFire
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Goto Ready
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}
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}
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// Gold wand FX1 ------------------------------------------------------------
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ACTOR GoldWandFX1
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{
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Game Heretic
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SpawnID 151
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Radius 10
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Height 6
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Speed 22
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Damage 2
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Projectile
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RenderStyle Add
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DeathSound "weapons/wandhit"
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States
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{
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Spawn:
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FX01 AB 6 BRIGHT
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Loop
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Death:
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FX01 EFGH 3 BRIGHT
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Stop
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}
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}
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// Gold wand FX2 ------------------------------------------------------------
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ACTOR GoldWandFX2 : GoldWandFX1
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{
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Game Heretic
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SpawnID 152
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Speed 18
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Damage 1
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DeathSound ""
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States
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{
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Spawn:
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FX01 CD 6 BRIGHT
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Loop
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}
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}
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// Gold wand puff 1 ---------------------------------------------------------
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ACTOR GoldWandPuff1
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{
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+NOBLOCKMAP
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+NOGRAVITY
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+PUFFONACTORS
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RenderStyle Add
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States {
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Spawn:
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PUF2 ABCDE 3 BRIGHT
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Stop
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}
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}
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// Gold wand puff 2 ---------------------------------------------------------
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ACTOR GoldWandPuff2 : GoldWandFX1
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{
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Skip_Super
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+NOBLOCKMAP
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+NOGRAVITY
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States
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{
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Spawn:
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Goto Super::Death
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}
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}
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// Crossbow -----------------------------------------------------------------
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ACTOR Crossbow : HereticWeapon 2001
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{
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Game Heretic
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SpawnID 27
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Weapon.SelectionOrder 800
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Weapon.AmmoUse 1
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Weapon.AmmoGive 10
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Weapon.AmmoType "CrossbowAmmo"
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Weapon.SisterWeapon "CrossbowPowered"
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Weapon.YAdjust 15
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Inventory.PickupMessage "$TxT_WPNCROSSBOW"
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action native A_FireCrossbowPL1 ();
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States
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{
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Spawn:
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WBOW A -1
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Stop
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Ready:
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CRBW AAAAAABBBBBBCCCCCC 1 A_WeaponReady
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Loop
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Deselect:
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CRBW A 1 A_Lower
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Loop
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Select:
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CRBW A 1 A_Raise
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Loop
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Fire:
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CRBW D 6 A_FireCrossbowPL1
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CRBW EFGH 3
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CRBW AB 4
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CRBW C 5 A_ReFire
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Goto Ready
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}
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}
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ACTOR CrossbowPowered : Crossbow
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{
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+WEAPON.POWERED_UP
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Weapon.AmmoGive 0
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Weapon.SisterWeapon "Crossbow"
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action native A_FireCrossbowPL2();
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States
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{
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Fire:
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CRBW D 5 A_FireCrossbowPL2
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CRBW E 3
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CRBW F 2
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CRBW G 3
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CRBW H 2
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CRBW A 3
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CRBW B 3
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CRBW C 4 A_ReFire
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Goto Ready
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}
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}
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// Crossbow FX1 -------------------------------------------------------------
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ACTOR CrossbowFX1
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{
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Game Heretic
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SpawnID 147
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Radius 11
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Height 8
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Speed 30
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Damage 10
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Projectile
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RenderStyle Add
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SeeSound "weapons/bowshoot"
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DeathSound "weapons/bowhit"
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States
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{
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Spawn:
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FX03 B 1 BRIGHT
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Loop
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Death:
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FX03 HIJ 8 BRIGHT
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Stop
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}
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}
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// Crossbow FX2 -------------------------------------------------------------
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ACTOR CrossbowFX2 : CrossbowFX1
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{
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Game Heretic
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SpawnID 148
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Speed 32
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Damage 6
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States
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{
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Spawn:
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FX03 B 1 BRIGHT A_SpawnItemEx("CrossbowFX4", random2[BoltSpark]()*0.015625, random2[BoltSpark]()*0.015625, 0, 0,0,0,0,SXF_ABSOLUTEPOSITION, 50)
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Loop
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}
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}
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// Crossbow FX3 -------------------------------------------------------------
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ACTOR CrossbowFX3 : CrossbowFX1
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{
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Game Heretic
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SpawnID 149
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Speed 20
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Damage 2
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SeeSound ""
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-NOBLOCKMAP
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+WINDTHRUST
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+THRUGHOST
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States
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{
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Spawn:
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FX03 A 1 BRIGHT
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Loop
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Death:
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FX03 CDE 8 BRIGHT
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Stop
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}
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}
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// Crossbow FX4 -------------------------------------------------------------
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ACTOR CrossbowFX4
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{
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+NOBLOCKMAP
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Gravity 0.125
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RenderStyle Add
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States
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{
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Spawn:
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FX03 FG 8 BRIGHT
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Stop
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}
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}
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// Gauntlets ----------------------------------------------------------------
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ACTOR Gauntlets : Weapon 2005
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{
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Game Heretic
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SpawnID 32
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+BLOODSPLATTER
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Weapon.SelectionOrder 2300
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+WEAPON.WIMPY_WEAPON
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+WEAPON.MELEEWEAPON
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Weapon.Kickback 0
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Weapon.YAdjust 15
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Weapon.UpSound "weapons/gauntletsactivate"
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Weapon.SisterWeapon "GauntletsPowered"
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Inventory.PickupMessage "$TxT_WPNGAUNTLETS"
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action native A_GauntletAttack (eval int power);
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States
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{
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Spawn:
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WGNT A -1
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Stop
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Ready:
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GAUN A 1 A_WeaponReady
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Loop
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Deselect:
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GAUN A 1 A_Lower
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Loop
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Select:
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GAUN A 1 A_Raise
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Loop
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Fire:
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GAUN B 4 A_PlayWeaponSound("weapons/gauntletsuse")
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GAUN C 4
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Hold:
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GAUN DEF 4 BRIGHT A_GauntletAttack(0)
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GAUN C 4 A_ReFire
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GAUN B 4 A_Light0
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Goto Ready
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}
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}
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ACTOR GauntletsPowered : Gauntlets
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{
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+POWERED_UP
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Weapon.SisterWeapon "Gauntlets"
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States
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{
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Ready:
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GAUN GHI 4 A_WeaponReady
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Loop
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Deselect:
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GAUN G 1 A_Lower
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Loop
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Select:
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GAUN G 1 A_Raise
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Loop
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Fire:
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GAUN J 4 A_PlayWeaponSound("weapons/gauntletsuse")
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GAUN K 4
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Hold:
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GAUN LMN 4 BRIGHT A_GauntletAttack(1)
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GAUN K 4 A_ReFire
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GAUN J 4 A_Light0
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Goto Ready
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}
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}
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// Gauntlet puff 1 ----------------------------------------------------------
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ACTOR GauntletPuff1
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{
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+NOBLOCKMAP
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+NOGRAVITY
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+PUFFONACTORS
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RenderStyle Translucent
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Alpha 0.4
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VSpeed 0.8
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States
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{
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PUF1 ABCD 4 BRIGHT
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Stop
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}
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}
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// Gauntlett puff 2 ---------------------------------------------------------
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ACTOR GauntletPuff2 : GauntletPuff1
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{
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States
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{
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PUF1 EFGH 4 BRIGHT
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Stop
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}
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}
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