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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)
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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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