mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-24 21:11:39 +00:00
5e8c819a33
- properly initialize Baggage everywhere it gets used. - fixed a few items with incorrect Powerup.Type settings that got flagged by the above changes.
597 lines
9.6 KiB
Text
597 lines
9.6 KiB
Text
// Med patch -----------------------------------------------------------------
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class MedPatch : HealthPickup
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{
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Default
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{
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Health 10;
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+FLOORCLIP
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+INVENTORY.INVBAR
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Inventory.MaxAmount 20;
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Tag "$TAG_MEDPATCH";
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Inventory.Icon "I_STMP";
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Inventory.PickupMessage "$TXT_MEDPATCH";
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HealthPickup.Autouse 3;
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}
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States
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{
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Spawn:
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STMP A -1;
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Stop;
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}
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}
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// Medical Kit ---------------------------------------------------------------
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class MedicalKit : HealthPickup
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{
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Default
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{
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Health 25;
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+FLOORCLIP
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+INVENTORY.INVBAR
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Inventory.MaxAmount 15;
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Tag "$TAG_MEDICALKIT";
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Inventory.Icon "I_MDKT";
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Inventory.PickupMessage "$TXT_MEDICALKIT";
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HealthPickup.Autouse 3;
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}
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States
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{
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Spawn:
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MDKT A -1;
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Stop;
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}
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}
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// Surgery Kit --------------------------------------------------------------
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class SurgeryKit : HealthPickup
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{
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Default
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{
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+FLOORCLIP
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+INVENTORY.INVBAR
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Health -100;
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Inventory.MaxAmount 5;
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Tag "$TAG_SURGERYKIT";
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Inventory.Icon "I_FULL";
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Inventory.PickupMessage "$TXT_SURGERYKIT";
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}
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States
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{
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Spawn:
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FULL AB 35;
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Loop;
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}
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}
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// StrifeMap ----------------------------------------------------------------
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class StrifeMap : MapRevealer
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{
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Default
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{
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+FLOORCLIP
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Inventory.PickupSound "misc/p_pkup";
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Inventory.PickupMessage "$TXT_STRIFEMAP";
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}
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States
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{
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Spawn:
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SMAP AB 6 Bright;
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Loop;
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}
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}
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// Beldin's Ring ------------------------------------------------------------
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class BeldinsRing : Inventory
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{
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Default
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{
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+NOTDMATCH
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+FLOORCLIP
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+INVENTORY.INVBAR
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Tag "$TAG_BELDINSRING";
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Inventory.Icon "I_RING";
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Inventory.GiveQuest 1;
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Inventory.PickupMessage "$TXT_BELDINSRING";
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}
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States
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{
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Spawn:
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RING A -1;
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Stop;
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}
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}
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// Offering Chalice ---------------------------------------------------------
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class OfferingChalice : Inventory
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{
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Default
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{
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+DROPPED
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+FLOORCLIP
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+INVENTORY.INVBAR
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Radius 10;
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Height 16;
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Tag "$TAG_OFFERINGCHALICE";
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Inventory.Icon "I_RELC";
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Inventory.PickupMessage "$TXT_OFFERINGCHALICE";
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Inventory.GiveQuest 2;
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}
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States
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{
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Spawn:
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RELC A -1;
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Stop;
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}
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}
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// Ear ----------------------------------------------------------------------
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class Ear : Inventory
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{
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Default
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{
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+FLOORCLIP
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+INVENTORY.INVBAR
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Tag "$TAG_EAR";
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Inventory.Icon "I_EARS";
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Inventory.PickupMessage "$TXT_EAR";
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Inventory.GiveQuest 9;
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}
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States
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{
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Spawn:
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EARS A -1;
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Stop;
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}
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}
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// Broken Power Coupling ----------------------------------------------------
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class BrokenPowerCoupling : Inventory
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{
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Default
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{
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Health 40;
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+DROPPED
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+FLOORCLIP
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+INVENTORY.INVBAR
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Radius 16;
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Height 16;
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Tag "$TAG_BROKENCOUPLING";
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Inventory.MaxAmount 1;
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Inventory.Icon "I_COUP";
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Inventory.PickupMessage "$TXT_BROKENCOUPLING";
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Inventory.GiveQuest 8;
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}
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States
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{
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Spawn:
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COUP C -1;
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Stop;
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}
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}
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// Shadow Armor -------------------------------------------------------------
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class ShadowArmor : PowerupGiver
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{
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Default
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{
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+FLOORCLIP
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+VISIBILITYPULSE
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+INVENTORY.INVBAR
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-INVENTORY.FANCYPICKUPSOUND
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RenderStyle "Translucent";
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Tag "$TAG_SHADOWARMOR";
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Inventory.MaxAmount 2;
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Powerup.Type "PowerShadow";
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Inventory.Icon "I_SHD1";
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Inventory.PickupSound "misc/i_pkup";
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Inventory.PickupMessage "$TXT_SHADOWARMOR";
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}
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States
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{
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Spawn:
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SHD1 A -1 Bright;
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Stop;
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}
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}
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// Environmental suit -------------------------------------------------------
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class EnvironmentalSuit : PowerupGiver
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{
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Default
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{
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+FLOORCLIP
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+INVENTORY.INVBAR
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-INVENTORY.FANCYPICKUPSOUND
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Inventory.MaxAmount 5;
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Powerup.Type "PowerMask";
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Tag "$TAG_ENVSUIT";
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Inventory.Icon "I_MASK";
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Inventory.PickupSound "misc/i_pkup";
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Inventory.PickupMessage "$TXT_ENVSUIT";
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}
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States
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{
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Spawn:
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MASK A -1;
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Stop;
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}
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}
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// Guard Uniform ------------------------------------------------------------
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class GuardUniform : Inventory
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{
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Default
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{
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+FLOORCLIP
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+INVENTORY.INVBAR
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Tag "$TAG_GUARDUNIFORM";
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Inventory.Icon "I_UNIF";
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Inventory.PickupMessage "$TXT_GUARDUNIFORM";
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Inventory.GiveQuest 15;
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}
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States
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{
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Spawn:
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UNIF A -1;
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Stop;
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}
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}
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// Officer's Uniform --------------------------------------------------------
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class OfficersUniform : Inventory
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{
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Default
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{
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+FLOORCLIP
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+INVENTORY.INVBAR
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Tag "$TAG_OFFICERSUNIFORM";
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Inventory.Icon "I_OFIC";
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Inventory.PickupMessage "$TXT_OFFICERSUNIFORM";
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}
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States
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{
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Spawn:
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OFIC A -1;
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Stop;
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}
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}
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// Flame Thrower Parts ------------------------------------------------------
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class FlameThrowerParts : Inventory
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{
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Default
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{
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+FLOORCLIP
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+INVENTORY.INVBAR
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Inventory.Icon "I_BFLM";
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Tag "$TAG_FTHROWERPARTS";
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Inventory.PickupMessage "$TXT_FTHROWERPARTS";
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}
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States
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{
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Spawn:
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BFLM A -1;
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Stop;
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}
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}
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// InterrogatorReport -------------------------------------------------------
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// SCRIPT32 in strife0.wad has an Acolyte that drops this, but I couldn't
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// find that Acolyte in the map. It seems to be totally unused in the
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// final game.
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class InterrogatorReport : Inventory
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{
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Default
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{
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+FLOORCLIP
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Tag "$TAG_REPORT";
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Inventory.PickupMessage "$TXT_REPORT";
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}
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States
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{
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Spawn:
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TOKN A -1;
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Stop;
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}
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}
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// Info ---------------------------------------------------------------------
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class Info : Inventory
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{
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Default
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{
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+FLOORCLIP
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+INVENTORY.INVBAR
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Tag "$TAG_INFO";
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Inventory.Icon "I_TOKN";
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Inventory.PickupMessage "$TXT_INFO";
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}
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States
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{
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Spawn:
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TOKN A -1;
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Stop;
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}
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}
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// Targeter -----------------------------------------------------------------
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class Targeter : PowerupGiver
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{
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Default
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{
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+FLOORCLIP
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+INVENTORY.INVBAR
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-INVENTORY.FANCYPICKUPSOUND
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Tag "$TAG_TARGETER";
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Powerup.Type "PowerTargeter";
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Inventory.MaxAmount 5;
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Inventory.Icon "I_TARG";
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Inventory.PickupSound "misc/i_pkup";
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Inventory.PickupMessage "$TXT_TARGETER";
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}
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States
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{
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Spawn:
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TARG A -1;
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Stop;
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}
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}
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// Communicator -----------------------------------------------------------------
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class Communicator : Inventory
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{
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Default
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{
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+NOTDMATCH
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Tag "$TAG_COMMUNICATOR";
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Inventory.Icon "I_COMM";
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Inventory.PickupSound "misc/p_pkup";
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Inventory.PickupMessage "$TXT_COMMUNICATOR";
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}
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States
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{
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Spawn:
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COMM A -1;
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Stop;
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}
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}
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// Degnin Ore ---------------------------------------------------------------
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class DegninOre : Inventory native
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{
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Default
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{
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Health 10;
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Radius 16;
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Height 16;
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Inventory.MaxAmount 10;
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+SOLID
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+SHOOTABLE
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+NOBLOOD
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+FLOORCLIP
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+INCOMBAT
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+INVENTORY.INVBAR
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Tag "$TAG_DEGNINORE";
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DeathSound "ore/explode";
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Inventory.Icon "I_XPRK";
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Inventory.PickupMessage "$TXT_DEGNINORE";
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}
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States
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{
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Spawn:
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XPRK A -1;
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Stop;
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Death:
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XPRK A 1 A_RemoveForceField;
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BNG3 A 0 A_SetTranslucent(1,1);
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BNG3 A 0 A_Scream;
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BNG3 A 3 Bright A_Explode(192,192,1,1);
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BNG3 BCDEFGH 3 Bright;
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Stop;
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}
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}
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// Gun Training -------------------------------------------------------------
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class GunTraining : Inventory
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{
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Default
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{
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+FLOORCLIP
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+INVENTORY.INVBAR
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+INVENTORY.UNDROPPABLE
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Inventory.MaxAmount 100;
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Tag "$TAG_GUNTRAINING";
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Inventory.Icon "I_GUNT";
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}
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States
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{
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Spawn:
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GUNT A -1;
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Stop;
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}
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}
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// Health Training ----------------------------------------------------------
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class HealthTraining : Inventory native
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{
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Default
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{
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+FLOORCLIP
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+INVENTORY.INVBAR
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+INVENTORY.UNDROPPABLE
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Inventory.MaxAmount 100;
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Tag "$TAG_HEALTHTRAINING";
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Inventory.Icon "I_HELT";
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}
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States
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{
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Spawn:
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HELT A -1;
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Stop;
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}
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}
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// Scanner ------------------------------------------------------------------
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class Scanner : PowerupGiver native
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{
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Default
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{
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+FLOORCLIP
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+INVENTORY.FANCYPICKUPSOUND
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Inventory.MaxAmount 1;
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Tag "$TAG_SCANNER";
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Inventory.Icon "I_PMUP";
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Powerup.Type "PowerScanner";
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Inventory.PickupSound "misc/i_pkup";
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Inventory.PickupMessage "$TXT_SCANNER";
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}
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States
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{
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Spawn:
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PMUP AB 6;
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Loop;
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}
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}
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// Prison Pass --------------------------------------------------------------
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class PrisonPass : Key native
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{
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Default
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{
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Inventory.Icon "I_TOKN";
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Tag "$TAG_PRISONPASS";
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Inventory.PickupMessage "$TXT_PRISONPASS";
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}
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States
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{
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Spawn:
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TOKN A -1;
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Stop;
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}
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}
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//---------------------------------------------------------------------------
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// Dummy items. They are just used by Strife to perform ---------------------
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// actions and cannot be held. ----------------------------------------------
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//---------------------------------------------------------------------------
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class DummyStrifeItem : Inventory native
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{
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States
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{
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Spawn:
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TOKN A -1;
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Stop;
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}
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}
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// Sound the alarm! ---------------------------------------------------------
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class RaiseAlarm : DummyStrifeItem native
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{
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Default
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{
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Tag "$TAG_ALARM";
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}
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}
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// Open door tag 222 --------------------------------------------------------
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class OpenDoor222 : DummyStrifeItem native
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{
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}
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// Close door tag 222 -------------------------------------------------------
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class CloseDoor222 : DummyStrifeItem native
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{
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}
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// Open door tag 224 --------------------------------------------------------
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class OpenDoor224 : DummyStrifeItem native
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{
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}
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// Ammo ---------------------------------------------------------------------
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class AmmoFillup : DummyStrifeItem native
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{
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Default
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{
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Tag "$TAG_AMMOFILLUP";
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}
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}
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// Health -------------------------------------------------------------------
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class HealthFillup : DummyStrifeItem native
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{
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Default
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{
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Tag "$TAG_HEALTHFILLUP";
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}
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}
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// Upgrade Stamina ----------------------------------------------------------
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class UpgradeStamina : DummyStrifeItem native
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{
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Default
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{
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Inventory.Amount 10;
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Inventory.MaxAmount 100;
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}
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}
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// Upgrade Accuracy ---------------------------------------------------------
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class UpgradeAccuracy : DummyStrifeItem native
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{
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}
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// Start a slideshow --------------------------------------------------------
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class SlideshowStarter : DummyStrifeItem native
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{
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}
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