mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-25 05:21:02 +00:00
684 lines
9.4 KiB
Text
684 lines
9.4 KiB
Text
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// Winged Statue (no skull) -------------------------------------------------
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ACTOR ZWingedStatueNoSkull : SwitchingDecoration
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{
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Radius 10
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Height 62
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+SOLID
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States
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{
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Spawn:
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STWN A -1
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Stop
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Active:
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STWN B -1
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Stop
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}
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}
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// Gem pedestal -------------------------------------------------------------
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ACTOR ZGemPedestal : SwitchingDecoration
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{
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Radius 10
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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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GMPD A -1
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Stop
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Active:
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GMPD B -1
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Stop
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}
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}
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// Tree (destructible) ------------------------------------------------------
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ACTOR TreeDestructible
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{
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Health 70
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Radius 15
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Height 180
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DeathHeight 24
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Mass 0x7fffffff
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PainSound "TreeExplode"
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DeathSound "TreeBreak"
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+SOLID +SHOOTABLE +NOBLOOD +NOICEDEATH
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States
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{
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Spawn:
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TRDT A -1
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Stop
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Death:
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TRDT B 5
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TRDT C 5 A_Scream
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TRDT DEF 5
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TRDT G -1
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Stop
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Burn:
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TRDT H 5 Bright A_Pain
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TRDT IJKL 5 Bright
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TRDT M 5 Bright A_Explode(10, 128)
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TRDT N 5 Bright
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TRDT OP 5
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TRDT Q -1
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Stop
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}
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}
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// Pottery1 ------------------------------------------------------------------
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ACTOR Pottery1 native
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{
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Health 15
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Speed 10
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Height 32
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+SOLID +SHOOTABLE +NOBLOOD +DROPOFF
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+SLIDESONWALLS +PUSHABLE +TELESTOMP +CANPASS
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+NOICEDEATH
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action native A_PotteryExplode();
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States
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{
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Spawn:
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POT1 A -1
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Loop
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Death:
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POT1 A 0 A_PotteryExplode
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Stop
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}
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}
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// Pottery2 -----------------------------------------------------------------
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ACTOR Pottery2 : Pottery1
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{
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Height 25
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States
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{
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Spawn:
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POT2 A -1
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Stop
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}
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}
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// Pottery3 -----------------------------------------------------------------
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ACTOR Pottery3 : Pottery1
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{
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Height 25
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States
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{
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Spawn:
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POT3 A -1
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Stop
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}
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}
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// Pottery Bit --------------------------------------------------------------
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ACTOR PotteryBit
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{
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Radius 5
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Height 5
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+MISSILE
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+NOTELEPORT
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+NOICEDEATH
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action native A_PotteryChooseBit();
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action native A_PotteryCheck();
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States
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{
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Spawn:
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PBIT ABCDE -1
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Stop
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Death:
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PBIT F 0 A_PotteryChooseBit
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Stop
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Pottery1:
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PBIT F 140
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PBIT F 1 A_PotteryCheck
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Stop
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Pottery2:
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PBIT G 140
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PBIT G 1 A_PotteryCheck
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Stop
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Pottery3:
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PBIT H 140
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PBIT H 1 A_PotteryCheck
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Stop
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Pottery4:
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PBIT I 140
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PBIT I 1 A_PotteryCheck
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Stop
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Pottery5:
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PBIT J 140
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PBIT J 1 A_PotteryCheck
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Stop
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}
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}
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// Blood pool ---------------------------------------------------------------
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ACTOR BloodPool
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{
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States
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{
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Spawn:
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BDPL A -1
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Stop
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}
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}
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// Lynched corpse (no heart) ------------------------------------------------
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ACTOR ZCorpseLynchedNoHeart native
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{
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Radius 10
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Height 100
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+SOLID +SPAWNCEILING +NOGRAVITY
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action native A_CorpseBloodDrip();
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States
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{
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Spawn:
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CPS5 A 140 A_CorpseBloodDrip
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Loop
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}
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}
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// CorpseBloodDrip ----------------------------------------------------------
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ACTOR CorpseBloodDrip
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{
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Radius 1
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Height 4
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Gravity 0.125
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+MISSILE
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+NOICEDEATH
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DeathSound "Drip"
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States
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{
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Spawn:
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BDRP A -1
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Stop
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Death:
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BDSH AB 3
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BDSH CD 2
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Stop
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}
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}
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// Corpse bit ---------------------------------------------------------------
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ACTOR CorpseBit
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{
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Radius 5
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Height 5
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+NOBLOCKMAP
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+TELESTOMP
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States
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{
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Spawn:
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CPB1 A -1
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Stop
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CPB2 A -1
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Stop
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CPB3 A -1
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Stop
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CPB4 A -1
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Stop
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}
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}
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// Corpse (sitting, splatterable) -------------------------------------------
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ACTOR ZCorpseSitting
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{
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Health 30
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Radius 15
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Height 35
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+SOLID +SHOOTABLE +NOBLOOD
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+NOICEDEATH
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DeathSound "FireDemonDeath"
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action native A_CorpseExplode();
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States
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{
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Spawn:
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CPS6 A -1
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Stop
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Death:
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CPS6 A 1 A_CorpseExplode
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Stop
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}
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}
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// Leaf Spawner -------------------------------------------------------------
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ACTOR LeafSpawner
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{
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+NOBLOCKMAP +NOSECTOR
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+INVISIBLE
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action native A_LeafSpawn();
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States
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{
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Spawn:
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TNT1 A 20 A_LeafSpawn
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Loop
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}
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}
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// Leaf 1 -------------------------------------------------------------------
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ACTOR Leaf1
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{
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Radius 2
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Height 4
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Gravity 0.125
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+NOBLOCKMAP +MISSILE
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+NOTELEPORT +DONTSPLASH
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+NOICEDEATH
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action native A_LeafThrust();
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action native A_LeafCheck();
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States
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{
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Spawn:
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LEF1 ABC 4
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LEF1 D 4 A_LeafThrust
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LEF1 EFG 4
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LEF1 H 4 A_LeafThrust
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LEF1 I 4
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LEF1 AB 4
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LEF1 C 4 A_LeafThrust
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LEF1 DEF 4
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LEF1 G 4 A_LeafThrust
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LEF1 HI 4
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Stop
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Death:
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LEF3 D 10 A_LeafCheck
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Wait
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}
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}
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// Leaf 2 -------------------------------------------------------------------
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ACTOR Leaf2 : Leaf1
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{
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States
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{
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Spawn:
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LEF2 ABC 4
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LEF2 D 4 A_LeafThrust
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LEF2 EFG 4
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LEF2 H 4 A_LeafThrust
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LEF2 I 4
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LEF2 AB 4
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LEF2 C 4 A_LeafThrust
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LEF2 DEF 4
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LEF2 G 4 A_LeafThrust
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LEF2 HI 4
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Stop
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}
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}
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// Twined torch -------------------------------------------------------------
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ACTOR ZTwinedTorch : SwitchableDecoration
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{
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Radius 10
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Height 64
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+SOLID
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States
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{
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Active:
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TWTR A 0 Bright A_PlaySound("Ignite")
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Spawn:
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TWTR ABCDEFGH 4 Bright
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Loop
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Inactive:
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TWTR I -1
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Stop
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}
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}
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ACTOR ZTwinedTorchUnlit : ZTwinedTorch
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{
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States
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{
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Spawn:
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Goto Super::Inactive
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}
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}
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// Wall torch ---------------------------------------------------------------
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ACTOR ZWallTorch : SwitchableDecoration
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{
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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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WLTR A 0 Bright A_PlaySound("Ignite")
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Spawn:
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WLTR ABCDEFGH 5 Bright
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Loop
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Inactive:
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WLTR I -1
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Stop
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}
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}
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ACTOR ZWallTorchUnlit : ZWallTorch
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{
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States
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{
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Spawn:
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Goto Super::Inactive
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}
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}
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// Shrub1 -------------------------------------------------------------------
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ACTOR ZShrub1
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{
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Radius 8
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Height 24
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Health 20
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Mass 0x7fffffff
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+SOLID +SHOOTABLE +NOBLOOD +NOICEDEATH
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DeathSound "TreeExplode"
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States
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{
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Spawn:
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SHB1 A -1
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Stop
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Burn:
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SHB1 B 7 Bright
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SHB1 C 6 Bright A_Scream
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SHB1 D 5 Bright
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Stop
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}
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}
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// Shrub2 -------------------------------------------------------------------
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ACTOR ZShrub2
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{
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Radius 16
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Height 40
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Health 20
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Mass 0x7fffffff
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+SOLID +SHOOTABLE +NOBLOOD +NOICEDEATH
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DeathSound "TreeExplode"
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States
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{
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Spawn:
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SHB2 A -1
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Stop
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Burn:
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SHB2 B 7 Bright
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SHB2 C 6 Bright A_Scream
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SHB2 D 5 Bright A_Explode(30, 64)
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SHB2 E 5 Bright
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Stop
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}
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}
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// Fire Bull ----------------------------------------------------------------
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ACTOR ZFireBull : SwitchableDecoration
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{
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Radius 20
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Height 80
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+SOLID
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States
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{
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Active:
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FBUL I 4 Bright A_PlaySound("Ignite")
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FBUL J 4 Bright
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Spawn:
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FBUL ABCDEFG 4 Bright
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Loop
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Inactive:
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FBUL JI 4 Bright
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FBUL H -1
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Stop
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}
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}
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ACTOR ZFireBullUnlit : ZFireBull
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{
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States
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{
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Spawn:
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Goto Super::Inactive+2
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}
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}
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// Suit of armor ------------------------------------------------------------
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ACTOR ZSuitOfArmor
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{
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Health 60
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Radius 16
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Height 72
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Mass 0x7fffffff
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+SOLID +SHOOTABLE +NOBLOOD
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+NOICEDEATH
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DeathSound "SuitofArmorBreak"
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action native A_SoAExplode();
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States
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{
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Spawn:
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ZSUI A -1
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Stop
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Death:
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ZSUI A 1 A_SoAExplode
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Stop
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}
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}
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// Armor chunk --------------------------------------------------------------
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ACTOR ZArmorChunk
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{
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Radius 4
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Height 8
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States
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{
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Spawn:
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ZSUI B -1
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Stop
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ZSUI C -1
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Stop
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ZSUI D -1
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Stop
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ZSUI E -1
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Stop
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ZSUI F -1
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Stop
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ZSUI G -1
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Stop
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ZSUI H -1
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Stop
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ZSUI I -1
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Stop
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ZSUI J -1
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Stop
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ZSUI K -1
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Stop
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}
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}
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// Bell ---------------------------------------------------------------------
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ACTOR ZBell native
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{
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Health 5
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Radius 56
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Height 120
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Mass 0x7fffffff
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+SOLID +SHOOTABLE +NOBLOOD +NOGRAVITY +SPAWNCEILING
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+NOICEDEATH
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DeathSound "BellRing"
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action native A_BellReset1();
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action native A_BellReset2();
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States
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{
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Spawn:
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BBLL F -1
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Stop
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Death:
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BBLL A 4 A_BellReset1
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BBLL BC 4
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BBLL D 5 A_Scream
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BBLL CB 4
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BBLL A 3
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BBLL E 4
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BBLL F 5
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BBLL G 6 A_Scream
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BBLL F 5
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BBLL EA 4
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BBLL BC 5
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BBLL D 6 A_Scream
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BBLL CB 5
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BBLL A 4
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BBLL EF 5
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BBLL G 7 A_Scream
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BBLL FEA 5
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BBLL B 6
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BBLL C 6
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BBLL D 7 A_Scream
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BBLL CB 6
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BBLL A 5
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BBLL EF 6
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BBLL G 7 A_Scream
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BBLL FEABC 6
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BBLL B 7
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BBLL A 8
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BBLL E 12
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BBLL A 10
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BBLL B 12
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BBLL A 12
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BBLL E 14
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BBLL A 1 A_BellReset2
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Goto Spawn
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}
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}
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// "Christmas" Tree ---------------------------------------------------------
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ACTOR ZXmasTree
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{
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Radius 11
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Height 130
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Health 20
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Mass 0x7fffffff
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+SOLID +SHOOTABLE +NOBLOOD +NOICEDEATH
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DeathSound "TreeExplode"
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States
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{
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Spawn:
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XMAS A -1
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Stop
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Burn:
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XMAS B 6 Bright
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XMAS C 6 Bright A_Scream
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XMAS D 5 Bright
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XMAS E 5 Bright A_Explode(30, 64)
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XMAS F 5 Bright
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XMAS G 4 Bright
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XMAS H 5
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XMAS I 4 A_NoBlocking
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XMAS J 4
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XMAS K -1
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Stop
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}
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}
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// Cauldron -----------------------------------------------------------------
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ACTOR ZCauldron : SwitchableDecoration
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{
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Radius 12
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Height 26
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+SOLID
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States
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{
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Active:
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CDRN B 0 Bright A_PlaySound("Ignite")
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Spawn:
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CDRN BCDEFGH 4 Bright
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Loop
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Inactive:
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CDRN A -1
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Stop
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}
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}
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ACTOR ZCauldronUnlit : ZCauldron
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{
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States
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{
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Spawn:
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Goto Super::Inactive
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}
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}
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// Water Drip ---------------------------------------------------------------
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ACTOR HWaterDrip
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{
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+MISSILE
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+LOWGRAVITY
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+NOTELEPORT
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Mass 1
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DeathSound "Drip"
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States
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{
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Spawn:
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HWAT A -1
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Stop
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}
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}
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