mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-12-28 13:20:48 +00:00
270 lines
4.3 KiB
Text
270 lines
4.3 KiB
Text
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// Boss spot ----------------------------------------------------------------
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ACTOR BossSpot : SpecialSpot
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{
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+INVISIBLE
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}
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// Sorcerer (D'Sparil on his serpent) ---------------------------------------
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ACTOR Sorcerer1
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{
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Health 2000
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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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PainChance 56
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Monster
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+BOSS
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+DONTMORPH
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+NORADIUSDMG
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+NOTARGET
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+NOICEDEATH
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+FLOORCLIP
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+DONTGIB
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SeeSound "dsparilserpent/sight"
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AttackSound "dsparilserpent/attack"
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PainSound "dsparilserpent/pain"
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DeathSound "dsparilserpent/death"
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ActiveSound "dsparilserpent/active"
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Obituary "$OB_DSPARIL1"
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HitObituary "$OB_DSPARIL1HIT"
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action native A_Sor1Pain ();
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action native A_Sor1Chase ();
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action native A_Srcr1Attack ();
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action native A_SorcererRise ();
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States
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{
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Spawn:
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SRCR AB 10 A_Look
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Loop
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See:
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SRCR ABCD 5 A_Sor1Chase
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Loop
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Pain:
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SRCR Q 6 A_Sor1Pain
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Goto See
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Missile:
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SRCR Q 7 A_FaceTarget
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SRCR R 6 A_FaceTarget
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SRCR S 10 A_Srcr1Attack
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Goto See
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Missile2:
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SRCR S 10 A_FaceTarget
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SRCR Q 7 A_FaceTarget
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SRCR R 6 A_FaceTarget
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SRCR S 10 A_Srcr1Attack
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Goto See
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Death:
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SRCR E 7
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SRCR F 7 A_Scream
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SRCR G 7
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SRCR HIJK 6
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SRCR L 25 A_PlaySound("dsparil/zap", CHAN_BODY, 1, false, ATTN_NONE)
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SRCR MN 5
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SRCR O 4
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SRCR L 20 A_PlaySound("dsparil/zap", CHAN_BODY, 1, false, ATTN_NONE)
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SRCR MN 5
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SRCR O 4
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SRCR L 12
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SRCR P -1 A_SorcererRise
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}
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}
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// Sorcerer FX 1 ------------------------------------------------------------
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ACTOR SorcererFX1
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{
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Radius 10
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Height 10
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Speed 20
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FastSpeed 28
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Damage 10
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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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States
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{
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Spawn:
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FX14 ABC 6 BRIGHT
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Loop
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Death:
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FX14 DEFGH 5 BRIGHT
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Stop
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}
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}
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// Sorcerer 2 (D'Sparil without his serpent) --------------------------------
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ACTOR Sorcerer2
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{
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Health 3500
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Radius 16
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Height 70
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Mass 300
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Speed 14
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Painchance 32
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Monster
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+DROPOFF
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+BOSS
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+DONTMORPH
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+FULLVOLACTIVE
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+NORADIUSDMG
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+NOTARGET
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+NOICEDEATH
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+FLOORCLIP
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+BOSSDEATH
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SeeSound "dsparil/sight"
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AttackSound "dsparil/attack"
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PainSound "dsparil/pain"
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ActiveSound "dsparil/active"
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Obituary "$OB_DSPARIL2"
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HitObituary "$OB_DSPARIL2HIT"
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action native A_Srcr2Decide ();
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action native A_Srcr2Attack ();
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action native A_Sor2DthInit ();
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action native A_Sor2DthLoop ();
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States
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{
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Spawn:
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SOR2 MN 10 A_Look
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Loop
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See:
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SOR2 MNOP 4 A_Chase
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Loop
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Rise:
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SOR2 AB 4
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SOR2 C 4 A_PlaySound("dsparil/rise", CHAN_BODY, 1, false, ATTN_NONE)
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SOR2 DEF 4
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SOR2 G 12 A_PlaySound("dsparil/sight", CHAN_BODY, 1, false, ATTN_NONE)
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Goto See
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Pain:
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SOR2 Q 3
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SOR2 Q 6 A_Pain
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Goto See
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Missile:
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SOR2 R 9 A_Srcr2Decide
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SOR2 S 9 A_FaceTarget
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SOR2 T 20 A_Srcr2Attack
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Goto See
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Teleport:
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SOR2 LKJIHG 6
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Goto See
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Death:
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SDTH A 8 A_Sor2DthInit
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SDTH B 8
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SDTH C 8 A_PlaySound("dsparil/scream", CHAN_BODY, 1, false, ATTN_NONE)
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DeathLoop:
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SDTH DE 7
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SDTH F 7 A_Sor2DthLoop
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SDTH G 6 A_PlaySound("dsparil/explode", CHAN_BODY, 1, false, ATTN_NONE)
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SDTH H 6
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SDTH I 18
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SDTH J 6 A_NoBlocking
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SDTH K 6 A_PlaySound("dsparil/bones", CHAN_BODY, 1, false, ATTN_NONE)
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SDTH LMN 6
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SDTH O -1 A_BossDeath
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Stop
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}
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}
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// Sorcerer 2 FX 1 ----------------------------------------------------------
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ACTOR Sorcerer2FX1
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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 28
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Damage 1
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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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action native A_BlueSpark ();
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States
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{
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Spawn:
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FX16 ABC 3 BRIGHT A_BlueSpark
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Loop
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Death:
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FX16 G 5 BRIGHT A_Explode(random[S2FX1](80,111))
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FX16 HIJKL 5 BRIGHT
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Stop
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}
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}
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// Sorcerer 2 FX Spark ------------------------------------------------------
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ACTOR Sorcerer2FXSpark
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{
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Radius 20
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Height 16
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+NOBLOCKMAP
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+NOGRAVITY
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+NOTELEPORT
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+CANNOTPUSH
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RenderStyle Add
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States
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{
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Spawn:
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FX16 DEF 12 BRIGHT
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Stop
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}
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}
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// Sorcerer 2 FX 2 ----------------------------------------------------------
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ACTOR Sorcerer2FX2
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{
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Radius 10
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Height 6
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Speed 6
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Damage 10
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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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action native A_GenWizard ();
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States
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{
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Spawn:
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FX11 A 35 BRIGHT
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FX11 A 5 BRIGHT A_GenWizard
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FX11 B 5 BRIGHT
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Goto Spawn+1
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Death:
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FX11 CDEFG 5 BRIGHT
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Stop
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}
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}
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// Sorcerer 2 Telefade ------------------------------------------------------
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ACTOR Sorcerer2Telefade
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{
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+NOBLOCKMAP
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States
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{
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Spawn:
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SOR2 GHIJKL 6
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Stop
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}
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}
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