mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-28 15:02:01 +00:00
753 lines
9.8 KiB
Text
753 lines
9.8 KiB
Text
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// Tech lamp ---------------------------------------------------------------
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ACTOR TechLamp
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{
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Radius 16
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Height 80
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ProjectilePassHeight -16
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+SOLID
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States
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{
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Spawn:
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TLMP ABCD 4 BRIGHT
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Loop
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}
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}
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// Tech lamp 2 -------------------------------------------------------------
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ACTOR TechLamp2
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{
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Radius 16
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Height 60
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ProjectilePassHeight -16
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+SOLID
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States
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{
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Spawn:
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TLP2 ABCD 4 BRIGHT
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Loop
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}
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}
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// Column ------------------------------------------------------------------
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ACTOR Column
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{
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Radius 16
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Height 48
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ProjectilePassHeight -16
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+SOLID
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States
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{
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Spawn:
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COLU A -1 BRIGHT
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Stop
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}
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}
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// Tall green column -------------------------------------------------------
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ACTOR TallGreenColumn
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{
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Radius 16
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Height 52
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ProjectilePassHeight -16
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+SOLID
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States
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{
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Spawn:
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COL1 A -1
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Stop
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}
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}
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// Short green column ------------------------------------------------------
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ACTOR ShortGreenColumn
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{
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Radius 16
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Height 40
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ProjectilePassHeight -16
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+SOLID
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States
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{
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Spawn:
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COL2 A -1
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Stop
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}
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}
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// Tall red column ---------------------------------------------------------
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ACTOR TallRedColumn
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{
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Radius 16
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Height 52
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ProjectilePassHeight -16
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+SOLID
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States
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{
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Spawn:
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COL3 A -1
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Stop
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}
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}
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// Short red column --------------------------------------------------------
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ACTOR ShortRedColumn
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{
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Radius 16
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Height 40
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ProjectilePassHeight -16
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+SOLID
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States
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{
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Spawn:
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COL4 A -1
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Stop
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}
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}
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// Skull column ------------------------------------------------------------
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ACTOR SkullColumn
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{
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Radius 16
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Height 40
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ProjectilePassHeight -16
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+SOLID
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States
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{
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Spawn:
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COL6 A -1
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Stop
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}
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}
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// Heart column ------------------------------------------------------------
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ACTOR HeartColumn
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{
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Radius 16
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Height 40
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ProjectilePassHeight -16
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+SOLID
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States
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{
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Spawn:
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COL5 AB 14
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Loop
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}
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}
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// Evil eye ----------------------------------------------------------------
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ACTOR EvilEye
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{
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Radius 16
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Height 54
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ProjectilePassHeight -16
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+SOLID
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States
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{
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Spawn:
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CEYE ABCB 6 BRIGHT
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Loop
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}
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}
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// Floating skull ----------------------------------------------------------
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ACTOR FloatingSkull
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{
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Radius 16
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Height 26
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ProjectilePassHeight -16
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+SOLID
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States
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{
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Spawn:
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FSKU ABC 6 BRIGHT
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Loop
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}
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}
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// Torch tree --------------------------------------------------------------
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ACTOR TorchTree
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{
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Radius 16
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Height 56
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ProjectilePassHeight -16
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+SOLID
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States
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{
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Spawn:
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TRE1 A -1
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Stop
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}
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}
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// Blue torch --------------------------------------------------------------
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ACTOR BlueTorch
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{
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Radius 16
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Height 68
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ProjectilePassHeight -16
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+SOLID
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States
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{
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Spawn:
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TBLU ABCD 4 BRIGHT
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Loop
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}
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}
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// Green torch -------------------------------------------------------------
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ACTOR GreenTorch
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{
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Radius 16
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Height 68
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ProjectilePassHeight -16
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+SOLID
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States
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{
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Spawn:
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TGRN ABCD 4 BRIGHT
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Loop
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}
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}
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// Red torch ---------------------------------------------------------------
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ACTOR RedTorch
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{
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Radius 16
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Height 68
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ProjectilePassHeight -16
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+SOLID
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States
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{
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Spawn:
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TRED ABCD 4 BRIGHT
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Loop
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}
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}
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// Short blue torch --------------------------------------------------------
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ACTOR ShortBlueTorch
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{
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Radius 16
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Height 37
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ProjectilePassHeight -16
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+SOLID
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States
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{
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Spawn:
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SMBT ABCD 4 BRIGHT
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Loop
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}
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}
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// Short green torch -------------------------------------------------------
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ACTOR ShortGreenTorch
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{
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Radius 16
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Height 37
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ProjectilePassHeight -16
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+SOLID
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States
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{
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Spawn:
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SMGT ABCD 4 BRIGHT
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Loop
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}
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}
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// Short red torch ---------------------------------------------------------
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ACTOR ShortRedTorch
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{
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Radius 16
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Height 37
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ProjectilePassHeight -16
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+SOLID
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States
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{
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Spawn:
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SMRT ABCD 4 BRIGHT
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Loop
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}
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}
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// Stalagtite --------------------------------------------------------------
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ACTOR Stalagtite
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{
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Radius 16
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Height 40
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ProjectilePassHeight -16
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+SOLID
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States
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{
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Spawn:
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SMIT A -1
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Stop
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}
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}
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// Tech pillar -------------------------------------------------------------
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ACTOR TechPillar
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{
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Radius 16
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Height 128
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ProjectilePassHeight -16
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+SOLID
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States
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{
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Spawn:
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ELEC A -1
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Stop
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}
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}
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// Candle stick ------------------------------------------------------------
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ACTOR Candlestick
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{
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Radius 20
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Height 14
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ProjectilePassHeight -16
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States
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{
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Spawn:
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CAND A -1 BRIGHT
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Stop
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}
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}
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// Candelabra --------------------------------------------------------------
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ACTOR Candelabra
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{
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Radius 16
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Height 60
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ProjectilePassHeight -16
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+SOLID
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States
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{
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Spawn:
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CBRA A -1 BRIGHT
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Stop
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}
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}
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// Bloody twitch -----------------------------------------------------------
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ACTOR BloodyTwitch
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{
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Radius 16
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Height 68
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+SOLID
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+NOGRAVITY
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+SPAWNCEILING
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States
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{
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Spawn:
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GOR1 A 10
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GOR1 B 15
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GOR1 C 8
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GOR1 B 6
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Loop
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}
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}
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// Meat 2 ------------------------------------------------------------------
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ACTOR Meat2
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{
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Radius 16
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Height 84
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+SOLID
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+NOGRAVITY
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+SPAWNCEILING
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States
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{
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Spawn:
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GOR2 A -1
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Stop
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}
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}
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// Meat 3 ------------------------------------------------------------------
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ACTOR Meat3
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{
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Radius 16
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Height 84
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+SOLID
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+NOGRAVITY
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+SPAWNCEILING
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States
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{
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Spawn:
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GOR3 A -1
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Stop
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}
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}
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// Meat 4 ------------------------------------------------------------------
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ACTOR Meat4
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{
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Radius 16
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Height 68
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+SOLID
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+NOGRAVITY
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+SPAWNCEILING
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States
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{
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Spawn:
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GOR4 A -1
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Stop
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}
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}
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// Meat 5 ------------------------------------------------------------------
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ACTOR Meat5
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{
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Radius 16
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Height 52
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+SOLID
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+NOGRAVITY
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+SPAWNCEILING
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States
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{
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Spawn:
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GOR5 A -1
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Stop
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}
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}
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// Nonsolid meat -----------------------------------------------------------
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ACTOR NonsolidMeat2 : Meat2
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{
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-SOLID
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Radius 20
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}
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ACTOR NonsolidMeat3 : Meat3
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{
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-SOLID
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Radius 20
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}
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ACTOR NonsolidMeat4 : Meat4
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{
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-SOLID
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Radius 20
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}
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ACTOR NonsolidMeat5 : Meat5
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{
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-SOLID
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Radius 20
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}
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// Nonsolid bloody twitch --------------------------------------------------
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ACTOR NonsolidTwitch : BloodyTwitch
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{
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-SOLID
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Radius 20
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}
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// Head on a stick ---------------------------------------------------------
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ACTOR HeadOnAStick
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{
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Radius 16
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Height 56
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ProjectilePassHeight -16
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+SOLID
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States
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{
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Spawn:
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POL4 A -1
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Stop
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}
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}
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// Heads (plural!) on a stick ----------------------------------------------
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ACTOR HeadsOnAStick
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{
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Radius 16
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Height 64
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ProjectilePassHeight -16
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+SOLID
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States
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{
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Spawn:
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POL2 A -1
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Stop
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}
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}
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// Head candles ------------------------------------------------------------
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ACTOR HeadCandles
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{
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Radius 16
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Height 42
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ProjectilePassHeight -16
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+SOLID
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States
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{
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Spawn:
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POL3 AB 6 BRIGHT
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Loop
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}
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}
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// Dead on a stick ---------------------------------------------------------
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ACTOR DeadStick
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{
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Radius 16
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Height 64
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ProjectilePassHeight -16
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+SOLID
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States
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{
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Spawn:
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POL1 A -1
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Stop
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}
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}
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// Still alive on a stick --------------------------------------------------
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ACTOR LiveStick
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{
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Radius 16
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Height 64
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ProjectilePassHeight -16
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+SOLID
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States
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{
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Spawn:
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POL6 A 6
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POL6 B 8
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Loop
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}
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}
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// Big tree ----------------------------------------------------------------
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ACTOR BigTree
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{
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Radius 32
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Height 108
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ProjectilePassHeight -16
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+SOLID
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States
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{
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Spawn:
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TRE2 A -1
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Stop
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}
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}
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// Burning barrel ----------------------------------------------------------
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ACTOR BurningBarrel
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{
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Radius 16
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Height 32
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ProjectilePassHeight -16
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+SOLID
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States
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{
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Spawn:
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FCAN ABC 4 BRIGHT
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Loop
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}
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}
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// Hanging with no guts ----------------------------------------------------
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ACTOR HangNoGuts
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{
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Radius 16
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Height 88
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+SOLID
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+NOGRAVITY
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+SPAWNCEILING
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States
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{
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Spawn:
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HDB1 A -1
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Stop
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}
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}
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// Hanging from bottom with no brain ---------------------------------------
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ACTOR HangBNoBrain
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{
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Radius 16
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Height 88
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+SOLID
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+NOGRAVITY
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+SPAWNCEILING
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States
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{
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Spawn:
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HDB2 A -1
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Stop
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}
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}
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// Hanging from top, looking down ------------------------------------------
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ACTOR HangTLookingDown
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{
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Radius 16
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Height 64
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+SOLID
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+NOGRAVITY
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+SPAWNCEILING
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States
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{
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Spawn:
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HDB3 A -1
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Stop
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}
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}
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// Hanging from top, looking up --------------------------------------------
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ACTOR HangTLookingUp
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{
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Radius 16
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Height 64
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+SOLID
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+NOGRAVITY
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+SPAWNCEILING
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States
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{
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Spawn:
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HDB5 A -1
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Stop
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}
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}
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// Hanging from top, skully ------------------------------------------------
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ACTOR HangTSkull
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{
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Radius 16
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Height 64
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+SOLID
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+NOGRAVITY
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+SPAWNCEILING
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States
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{
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Spawn:
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HDB4 A -1
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Stop
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}
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}
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// Hanging from top without a brain ----------------------------------------
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ACTOR HangTNoBrain
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{
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Radius 16
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Height 64
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+SOLID
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+NOGRAVITY
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+SPAWNCEILING
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States
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{
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Spawn:
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HDB6 A -1
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Stop
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}
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}
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// Colon gibs --------------------------------------------------------------
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ACTOR ColonGibs
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{
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Radius 20
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Height 4
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+NOBLOCKMAP
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+MOVEWITHSECTOR
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States
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{
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Spawn:
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POB1 A -1
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Stop
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}
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}
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// Small pool o' blood -----------------------------------------------------
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ACTOR SmallBloodPool
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{
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Radius 20
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Height 1
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+NOBLOCKMAP
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+MOVEWITHSECTOR
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States
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{
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Spawn:
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POB2 A -1
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Stop
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}
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}
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// brain stem lying on the ground ------------------------------------------
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ACTOR BrainStem
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{
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Radius 20
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Height 4
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+NOBLOCKMAP
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+MOVEWITHSECTOR
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States
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{
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Spawn:
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BRS1 A -1
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Stop
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}
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}
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// Grey stalagmite (unused Doom sprite, definition taken from Skulltag -----
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ACTOR Stalagmite
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{
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Radius 16
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Height 48
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+SOLID
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States
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{
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Spawn:
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SMT2 A -1
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Stop
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}
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}
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