mirror of
https://github.com/ZDoom/qzdoom.git
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306 lines
5 KiB
Text
306 lines
5 KiB
Text
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// Scriptable marine -------------------------------------------------------
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ACTOR ScriptedMarine native
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{
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Health 100
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Radius 16
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Height 56
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Mass 100
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Speed 8
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Painchance 160
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MONSTER
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-COUNTKILL
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Translation 0
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Damage 100
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DeathSound "*death"
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PainSound "*pain50"
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action native A_M_Refire (bool ignoremissile=false);
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action native A_M_CheckAttack ();
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action native A_MarineChase ();
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action native A_MarineLook ();
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action native A_MarineNoise ();
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action native A_M_Punch (int force);
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action native A_M_SawRefire ();
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action native A_M_FirePistol (bool accurate);
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action native A_M_FireShotgun ();
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action native A_M_FireShotgun2 ();
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action native A_M_FireCGun(bool accurate);
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action native A_M_FireMissile ();
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action native A_M_FirePlasma ();
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action native A_M_FireRailgun ();
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action native A_M_BFGsound ();
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action native A_M_FireBFG ();
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States
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{
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Spawn:
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PLAY A 4 A_MarineLook
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PLAY A 4 A_MarineNoise
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Loop
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Idle:
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PLAY A 4 A_MarineLook
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PLAY A 4 A_MarineNoise
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PLAY A 4 A_MarineLook
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PLAY B 4 A_MarineNoise
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PLAY B 4 A_MarineLook
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PLAY B 4 A_MarineNoise
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Loop
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See:
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PLAY ABCD 4 A_MarineChase
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Loop
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Melee.Fist:
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PLAY E 4 A_FaceTarget
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PLAY E 4 A_M_Punch(1)
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PLAY A 9
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PLAY A 0 A_M_Refire(1)
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Loop
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PLAY A 5 A_FaceTarget
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Goto See
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Melee.Berserk:
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PLAY E 4 A_FaceTarget
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PLAY E 4 A_M_Punch(10)
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PLAY A 9
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PLAY A 0 A_M_Refire(1)
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Loop
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PLAY A 5 A_FaceTarget
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Goto See
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Melee.Chainsaw:
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PLAY E 4 A_MarineNoise
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PLAY E 4 A_M_Saw
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PLAY E 0 A_M_SawRefire
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goto Melee.Chainsaw+1
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PLAY A 0
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Goto See
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Missile:
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Missile.None:
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PLAY E 12 A_FaceTarget
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Goto Idle
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PLAY F 6 BRIGHT
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Loop
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Missile.Pistol:
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PLAY E 4 A_FaceTarget
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PLAY F 6 BRIGHT A_M_FirePistol(1)
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PLAY A 4 A_FaceTarget
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PLAY A 0 A_M_Refire
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PLAY A 5
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Goto See
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Fireloop.Pistol:
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PLAY F 6 BRIGHT A_M_FirePistol(0)
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PLAY A 4 A_FaceTarget
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PLAY A 0 A_M_Refire
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Goto Fireloop.Pistol
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PLAY A 5
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Goto See
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Missile.Shotgun:
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PLAY E 3 A_M_CheckAttack
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PLAY F 7 BRIGHT A_M_FireShotgun
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Goto See
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Missile.SSG:
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PLAY E 3 A_M_CheckAttack
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PLAY F 7 BRIGHT A_M_FireShotgun2
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Goto See
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Missile.Chaingun:
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PLAY E 4 A_FaceTarget
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PLAY FF 4 BRIGHT A_M_FireCGun(1)
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PLAY FF 4 BRIGHT A_M_FireCGun(0)
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PLAY A 0 A_M_Refire
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Goto Missile.Chaingun+3
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PLAY A 0
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Goto See
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Missile.Rocket:
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PLAY E 8
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PLAY F 6 BRIGHT A_M_FireMissile
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PLAY E 6
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PLAY A 0 A_M_Refire
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Loop
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PLAY A 0
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Goto See
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Missile.Plasma:
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PLAY E 2 A_FaceTarget
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PLAY E 0 A_FaceTarget
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PLAY F 3 BRIGHT A_M_FirePlasma
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PLAY A 0 A_M_Refire
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Goto Missile.Plasma+1
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PLAY A 0
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Goto See
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Missile.Railgun:
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PLAY E 4 A_M_CheckAttack
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PLAY F 6 BRIGHT A_M_FireRailgun
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Goto See
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Missile.BFG:
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PLAY E 5 A_M_BFGSound
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PLAY EEEEE 5 A_FaceTarget
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PLAY F 6 BRIGHT A_M_FireBFG
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PLAY A 4 A_FaceTarget
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PLAY A 0 A_M_Refire
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Loop
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PLAY A 0
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Goto See
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SkipAttack:
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PLAY A 1
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Goto See
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Pain:
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PLAY G 4
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PLAY G 4 A_Pain
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Goto Idle
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Death:
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PLAY H 10
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PLAY I 10 A_Scream
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PLAY J 10 A_NoBlocking
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PLAY KLM 10
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PLAY N -1
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Stop
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XDeath:
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PLAY O 5
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PLAY P 5 A_XScream
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PLAY Q 5 A_NoBlocking
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PLAY RSTUV 5
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PLAY W -1
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Stop
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Raise:
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PLAY MLKJIH 5
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Goto See
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}
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}
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//---------------------------------------------------------------------------
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ACTOR MarineFist : ScriptedMarine
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{
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States
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{
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Melee:
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Goto Super::Melee.Fist
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Missile:
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Stop
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}
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}
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//---------------------------------------------------------------------------
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ACTOR MarineBerserk : MarineFist
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{
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States
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{
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Melee:
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Goto Super::Melee.Berserk
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Missile:
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Stop
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}
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}
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//---------------------------------------------------------------------------
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ACTOR MarineChainsaw : ScriptedMarine
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{
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States
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{
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Melee:
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Goto Super::Melee.Chainsaw
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Missile:
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Stop
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}
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}
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//---------------------------------------------------------------------------
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ACTOR MarinePistol : ScriptedMarine
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{
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States
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{
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Missile:
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Goto Super::Missile.Pistol
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}
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}
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//---------------------------------------------------------------------------
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ACTOR MarineShotgun : ScriptedMarine
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{
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States
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{
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Missile:
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Goto Super::Missile.Shotgun
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}
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}
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//---------------------------------------------------------------------------
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ACTOR MarineSSG : ScriptedMarine
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{
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States
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{
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Missile:
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Goto Super::Missile.SSG
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}
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}
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//---------------------------------------------------------------------------
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ACTOR MarineChaingun : ScriptedMarine
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{
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States
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{
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Missile:
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Goto Super::Missile.Chaingun
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}
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}
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//---------------------------------------------------------------------------
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ACTOR MarineRocket : MarineFist
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{
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States
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{
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Missile:
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Goto Super::Missile.Rocket
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}
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}
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//---------------------------------------------------------------------------
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ACTOR MarinePlasma : ScriptedMarine
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{
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States
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{
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Missile:
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Goto Super::Missile.Plasma
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}
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}
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//---------------------------------------------------------------------------
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ACTOR MarineRailgun : ScriptedMarine
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{
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States
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{
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Missile:
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Goto Super::Missile.Railgun
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}
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}
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//---------------------------------------------------------------------------
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ACTOR MarineBFG : ScriptedMarine
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{
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States
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{
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Missile:
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Goto Super::Missile.BFG
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}
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}
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