mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-28 15:02:01 +00:00
371712c53a
- fixed emission of the self pointer in FxVMFunctionCall. I did not realize that the self expression only sets up a register for the value, not pushing it onto the stack.
236 lines
3.6 KiB
Text
236 lines
3.6 KiB
Text
class Minotaur : Actor native
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{
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Default
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{
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Health 3000;
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Radius 28;
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Height 100;
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Mass 800;
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Speed 16;
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Damage 7;
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Painchance 25;
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Monster;
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+DROPOFF
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+FLOORCLIP
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+BOSS
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+NORADIUSDMG
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+DONTMORPH
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+NOTARGET
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+BOSSDEATH
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SeeSound "minotaur/sight";
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AttackSound "minotaur/attack1";
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PainSound "minotaur/pain";
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DeathSound "minotaur/death";
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ActiveSound "minotaur/active";
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DropItem "ArtiSuperHealth", 51;
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DropItem "PhoenixRodAmmo", 84, 10;
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}
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native void A_MinotaurDecide();
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native void A_MinotaurAtk1();
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native void A_MinotaurAtk2();
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native void A_MinotaurAtk3();
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native void A_MinotaurCharge();
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native void A_MinotaurLook();
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native void A_MinotaurRoam();
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native void A_MinotaurChase();
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native void A_MinotaurDeath();
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States
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{
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Spawn:
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MNTR AB 10 A_MinotaurLook;
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Loop;
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Roam:
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MNTR ABCD 5 A_MinotaurRoam;
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Loop;
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See:
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MNTR ABCD 5 A_MinotaurChase;
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Loop;
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Melee:
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MNTR V 10 A_FaceTarget;
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MNTR W 7 A_FaceTarget;
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MNTR X 12 A_MinotaurAtk1;
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Goto See;
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Missile:
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MNTR V 10 A_MinotaurDecide;
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MNTR Y 4 A_FaceTarget;
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MNTR Z 9 A_MinotaurAtk2;
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Goto See;
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Hammer:
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MNTR V 10 A_FaceTarget;
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MNTR W 7 A_FaceTarget;
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MNTR X 12 A_MinotaurAtk3;
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Goto See;
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HammerLoop:
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MNTR X 12;
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Goto Hammer;
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Charge:
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MNTR U 2 A_MinotaurCharge;
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Loop;
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Pain:
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MNTR E 3;
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MNTR E 6 A_Pain;
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Goto See;
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Death:
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MNTR F 6 A_MinotaurDeath;
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MNTR G 5;
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MNTR H 6 A_Scream;
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MNTR I 5;
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MNTR J 6;
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MNTR K 5;
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MNTR L 6;
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MNTR M 5 A_NoBlocking;
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MNTR N 6;
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MNTR O 5;
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MNTR P 6;
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MNTR Q 5;
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MNTR R 6;
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MNTR S 5;
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MNTR T -1 A_BossDeath;
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Stop;
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FadeOut:
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MNTR E 6;
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MNTR E 2 A_Scream;
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MNTR E 5 A_SpawnItemEx("MinotaurSmokeExit");
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MNTR E 5;
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MNTR E 5 A_NoBlocking;
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MNTR E 5;
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MNTR E 5 A_SetTranslucent(0.66, 0);
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MNTR E 5 A_SetTranslucent(0.33, 0);
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MNTR E 10 A_BossDeath;
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Stop;
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}
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}
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class MinotaurFriend : Minotaur native
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{
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Default
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{
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Health 2500;
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-DROPOFF
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-BOSS
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-DONTMORPH
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+FRIENDLY
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+NOTARGETSWITCH
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+STAYMORPHED
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+TELESTOMP
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+SUMMONEDMONSTER
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RenderStyle "Translucent";
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Alpha 0.3333;
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DropItem "None";
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}
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States
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{
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Spawn:
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MNTR A 15;
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MNTR A 15 A_SetTranslucent(0.66, 0);
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MNTR A 3 A_SetTranslucent(1, 0);
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Goto Super::Spawn;
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Idle:
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Goto Super::Spawn;
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Death:
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Goto FadeOut;
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}
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}
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// Minotaur FX 1 ------------------------------------------------------------
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class MinotaurFX1 : 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 6;
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Speed 20;
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FastSpeed 26;
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Damage 3;
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DamageType "Fire";
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Projectile;
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-ACTIVATEIMPACT
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-ACTIVATEPCROSS
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RenderStyle "Add";
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}
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States
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{
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Spawn:
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FX12 AB 6 Bright;
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Loop;
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Death:
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FX12 CDEFGH 5 Bright;
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Stop;
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}
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}
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// Minotaur FX 2 ------------------------------------------------------------
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class MinotaurFX2 : MinotaurFX1
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{
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Default
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{
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Radius 5;
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Height 12;
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Speed 14;
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FastSpeed 20;
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Damage 4;
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+FLOORHUGGER
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ExplosionDamage 24;
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DeathSound "minotaur/fx2hit";
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}
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native void A_MntrFloorFire();
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states
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{
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Spawn:
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FX13 A 2 Bright A_MntrFloorFire;
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Loop;
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Death:
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FX13 I 4 Bright A_Explode;
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FX13 JKLM 4 Bright;
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Stop;
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}
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}
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// Minotaur FX 3 ------------------------------------------------------------
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class MinotaurFX3 : MinotaurFX2
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{
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Default
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{
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Radius 8;
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Height 16;
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Speed 0;
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DeathSound "minotaur/fx3hit";
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ExplosionDamage 128;
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}
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States
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{
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Spawn:
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FX13 DC 4 Bright;
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FX13 BCDE 5 Bright;
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FX13 FGH 4 Bright;
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Stop;
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}
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}
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// Minotaur Smoke Exit ------------------------------------------------------
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class MinotaurSmokeExit : Actor
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{
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Default
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{
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+NOBLOCKMAP
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+NOTELEPORT
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RenderStyle "Translucent";
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Alpha 0.4;
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}
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States
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{
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Spawn:
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MNSM ABCDEFGHIJIHGFEDCBA 3;
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Stop;
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}
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}
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