mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-24 21:11:39 +00:00
5ce5466e18
- made '->' a single token. Although ZScript does not use it, the parser tends to get confused and fatally chokes on leftover arrows so this ensures more robust error handling.
1009 lines
16 KiB
Text
1009 lines
16 KiB
Text
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// Winged Statue (no skull) -------------------------------------------------
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class ZWingedStatueNoSkull : SwitchingDecoration
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{
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Default
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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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}
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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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class ZGemPedestal : SwitchingDecoration
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{
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Default
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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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}
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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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class TreeDestructible : Actor
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{
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Default
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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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}
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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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class Pottery1 : Actor
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{
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Default
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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 +SMASHABLE
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+SLIDESONWALLS +PUSHABLE +TELESTOMP +CANPASS
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+NOICEDEATH
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}
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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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//
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// A_PotteryExplode
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//
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//============================================================================
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void A_PotteryExplode()
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{
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Actor mo = null;
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int i;
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for(i = (random[Pottery]()&3)+3; i; i--)
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{
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mo = Spawn ("PotteryBit", Pos, ALLOW_REPLACE);
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if (mo)
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{
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mo.SetState (mo.SpawnState + (random[Pottery]()%5));
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mo.Vel.X = random2[Pottery]() / 64.;
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mo.Vel.Y = random2[Pottery]() / 64.;
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mo.Vel.Z = ((random[Pottery]() & 7) + 5) * 0.75;
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}
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}
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mo.A_PlaySound ("PotteryExplode", CHAN_BODY);
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// Spawn an item?
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Class<Actor> type = GetSpawnableType(args[0]);
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if (type != null)
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{
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if (!(level.nomonsters || sv_nomonsters) || !(GetDefaultByType (type).bIsMonster))
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{ // Only spawn monsters if not -nomonsters
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Spawn (type, Pos, ALLOW_REPLACE);
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}
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}
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}
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}
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// Pottery2 -----------------------------------------------------------------
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class Pottery2 : Pottery1
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{
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Default
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{
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Height 25;
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}
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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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class Pottery3 : Pottery1
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{
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Default
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{
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Height 25;
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}
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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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class PotteryBit : Actor
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{
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State LoopState;
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Default
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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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}
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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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//
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// A_PotteryChooseBit
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//
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//============================================================================
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void A_PotteryChooseBit()
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{
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static const statelabel bits[] = { "Pottery1", "Pottery2", "Pottery3", "Pottery4", "Pottery5" };
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LoopState = FindState(bits[random[PotteryBit]() % 5]); // Save the state for jumping back to.
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SetState (LoopState);
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tics = 256 + (random[PotteryBit]() << 1);
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}
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//============================================================================
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//
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// A_PotteryCheck
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//
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//============================================================================
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void A_PotteryCheck()
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{
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for(int i = 0; i < MAXPLAYERS; i++)
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{
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if (playeringame[i])
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{
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Actor pmo = players[i].mo;
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if (CheckSight (pmo) && (absangle(pmo.AngleTo(self), pmo.Angle) <= 45))
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{ // jump back to previpusly set state.
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SetState (LoopState);
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return;
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}
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}
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}
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}
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}
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// Blood pool ---------------------------------------------------------------
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class BloodPool : Actor
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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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class ZCorpseLynchedNoHeart : Actor
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{
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Default
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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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}
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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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override void PostBeginPlay ()
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{
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Super.PostBeginPlay ();
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Spawn ("BloodPool", (pos.xy, floorz), ALLOW_REPLACE);
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}
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//============================================================================
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//
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// A_CorpseBloodDrip
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//
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//============================================================================
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void A_CorpseBloodDrip()
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{
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if (random[CorpseDrip]() <= 128)
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{
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Spawn ("CorpseBloodDrip", pos + (0, 0, Height / 2), ALLOW_REPLACE);
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}
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}
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}
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// CorpseBloodDrip ----------------------------------------------------------
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class CorpseBloodDrip : Actor
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{
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Default
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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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}
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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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class CorpseBit : Actor
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{
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Default
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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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}
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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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class ZCorpseSitting : Actor
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{
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Default
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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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}
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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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//
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// A_CorpseExplode
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//
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//============================================================================
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void A_CorpseExplode()
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{
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Actor mo;
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for (int i = (random[CorpseExplode]() & 3) + 3; i; i--)
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{
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mo = Spawn ("CorpseBit", Pos, ALLOW_REPLACE);
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if (mo)
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{
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mo.SetState (mo.SpawnState + (random[CorpseExplode]() % 3));
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mo.Vel.X = random2[CorpseExplode]() / 64.;
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mo.Vel.Y = random2[CorpseExplode]() / 64.;
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mo.Vel.Z = ((random[CorpseExplode]() & 7) + 5) * 0.75;
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}
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}
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// Spawn a skull
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mo = Spawn ("CorpseBit", Pos, ALLOW_REPLACE);
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if (mo)
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{
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mo.SetState (mo.SpawnState + 3);
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mo.Vel.X = random2[CorpseExplode]() / 64.;
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mo.Vel.Y = random2[CorpseExplode]() / 64.;
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mo.Vel.Z = ((random[CorpseExplode]() & 7) + 5) * 0.75;
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}
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A_PlaySound (DeathSound, CHAN_BODY);
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Destroy ();
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}
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}
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// Leaf Spawner -------------------------------------------------------------
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class LeafSpawner : Actor
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{
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Default
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{
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+NOBLOCKMAP +NOSECTOR
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+INVISIBLE
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}
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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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//
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// A_LeafSpawn
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//
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//============================================================================
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void A_LeafSpawn()
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{
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static const class<Actor> leaves[] = { "Leaf1", "Leaf2" };
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for (int i = (random[LeafSpawn]() & 3) + 1; i; i--)
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{
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double xo = random2[LeafSpawn]() / 4.;
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double yo = random2[LeafSpawn]() / 4.;
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double zo = random[LeafSpawn]() / 4.;
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Actor mo = Spawn (leaves[random[LeafSpawn]()&1], Vec3Offset(xo, yo, zo), ALLOW_REPLACE);
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if (mo)
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{
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mo.Thrust(random[LeafSpawn]() / 128. + 3);
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mo.target = self;
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mo.special1 = 0;
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}
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}
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}
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}
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// Leaf 1 -------------------------------------------------------------------
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class Leaf1 : Actor
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{
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Default
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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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}
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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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Looping:
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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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//
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// A_LeafThrust
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//
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//============================================================================
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void A_LeafThrust()
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{
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if (random[LeafThrust]() <= 96)
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{
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Vel.Z += random[LeafThrust]() / 128. + 1;
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}
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}
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//============================================================================
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//
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// A_LeafCheck
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//
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//============================================================================
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void A_LeafCheck()
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{
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special1++;
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if (special1 >= 20)
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{
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Destroy();
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return;
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}
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double ang = target ? target.angle : angle;
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if (random[LeafCheck]() > 64)
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{
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if (Vel.X == 0 && Vel.Y == 0)
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{
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Thrust(random[LeafCheck]() / 128. + 1, ang);
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}
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return;
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}
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SetStateLabel ("Looping");
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Vel.Z = random[LeafCheck]() / 128. + 1;
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Thrust(random[LeafCheck]() / 128. + 2, ang);
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bMissile = true;
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}
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}
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// Leaf 2 -------------------------------------------------------------------
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class 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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class ZTwinedTorch : SwitchableDecoration
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{
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Default
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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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}
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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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class 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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class ZWallTorch : SwitchableDecoration
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{
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Default
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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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}
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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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class 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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|
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// Shrub1 -------------------------------------------------------------------
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|
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class ZShrub1 : Actor
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|
{
|
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Default
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|
{
|
|
Radius 8;
|
|
Height 24;
|
|
Health 20;
|
|
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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class ZShrub2 : Actor
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{
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Default
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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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}
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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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class ZFireBull : SwitchableDecoration
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{
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Default
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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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}
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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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class 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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class ZSuitOfArmor : Actor
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{
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Default
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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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}
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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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//
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// A_SoAExplode - Suit of Armor Explode
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//
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//===========================================================================
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void A_SoAExplode()
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{
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for (int i = 0; i < 10; i++)
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{
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double xo = (random[SoAExplode]() - 128) / 16.;
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double yo = (random[SoAExplode]() - 128) / 16.;
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double zo = random[SoAExplode]() * Height / 256.;
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Actor mo = Spawn ("ZArmorChunk", Vec3Offset(xo, yo, zo), ALLOW_REPLACE);
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if (mo)
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{
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mo.SetState (mo.SpawnState + i);
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mo.Vel.X = random2[SoAExplode]() / 64.;
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mo.Vel.Y = random2[SoAExplode]() / 64.;
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mo.Vel.Z = (random[SoAExplode]() & 7) + 5;
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}
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}
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// Spawn an item?
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Class<Actor> type = GetSpawnableType(args[0]);
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if (type != null)
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{
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if (!(level.nomonsters || sv_nomonsters) || !(GetDefaultByType (type).bIsMonster))
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{ // Only spawn monsters if not -nomonsters
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Spawn (type, Pos, ALLOW_REPLACE);
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}
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}
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A_PlaySound (DeathSound, CHAN_BODY);
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Destroy ();
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}
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}
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// Armor chunk --------------------------------------------------------------
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class ZArmorChunk : Actor
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{
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Default
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{
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Radius 4;
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Height 8;
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}
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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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class ZBell : Actor
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{
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Default
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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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}
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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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override void Activate (Actor activator)
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{
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if (health > 0) A_Die();
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{
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DamageMobj (activator, activator, 10, 'Melee', DMG_THRUSTLESS); // 'ring' the bell
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}
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}
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//===========================================================================
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//
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// A_BellReset1
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//
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//===========================================================================
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void A_BellReset1()
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{
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bNoGravity = true;
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Height = Default.Height;
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if (special)
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{ // Initiate death action
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A_CallSpecial(special, args[0], args[1], args[2], args[3], args[4]);
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special = 0;
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}
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}
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//===========================================================================
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//
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// A_BellReset2
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//
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//===========================================================================
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void A_BellReset2()
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{
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bShootable = true;
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bCorpse = false;
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bKilled = false;
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health = 5;
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}
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}
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// "Christmas" Tree ---------------------------------------------------------
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class ZXmasTree : Actor
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{
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Default
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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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}
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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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class ZCauldron : SwitchableDecoration
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{
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Default
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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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}
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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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class 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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|
|
class HWaterDrip : Actor
|
|
{
|
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Default
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{
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+MISSILE
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+NOTELEPORT
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Gravity 0.125;
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Mass 1;
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DeathSound "Drip";
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}
|
|
States
|
|
{
|
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Spawn:
|
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HWAT A -1;
|
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Stop;
|
|
}
|
|
}
|
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