Revert key changes. Add species, that's the proper fix (why even).
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eb6c8e1c35
commit
217dbd0fda
4 changed files with 126 additions and 30 deletions
24
gldefs.txt
24
gldefs.txt
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@ -570,27 +570,27 @@ PulseLight "UTGoldKeyLight"
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Interval 2.0
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Offset 0 16 0
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}
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Object "RedSkull"
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Object "UTRedSkull"
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{
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Frame "RSKU" { light "UTRedKeyLight" }
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Frame "USKL" { light "UTRedKeyLight" }
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}
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Object "BlueSkull"
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Object "UTBlueSkull"
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{
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Frame "BSKU" { light "UTBlueKeyLight" }
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Frame "USKL" { light "UTBlueKeyLight" }
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}
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Object "YellowSkull"
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Object "UTGoldSkull"
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{
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Frame "YSKU" { light "UTGoldKeyLight" }
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Frame "USKL" { light "UTGoldKeyLight" }
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}
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Object "RedCard"
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Object "UTRedKey"
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{
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Frame "RKEY" { light "UTRedKeyLight" }
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Frame "UKEY" { light "UTRedKeyLight" }
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}
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Object "BlueCard"
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Object "UTBlueKey"
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{
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Frame "BKEY" { light "UTBlueKeyLight" }
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Frame "UKEY" { light "UTBlueKeyLight" }
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}
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Object "YellowCard"
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Object "UTGoldKey"
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{
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Frame "YKEY" { light "UTGoldKeyLight" }
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Frame "UKEY" { light "UTGoldKeyLight" }
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}
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@ -176,7 +176,7 @@ Model "UDamage"
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FrameIndex UDAM B 1 0
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}
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Model "RedSkull"
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Model "UTRedSkull"
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{
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Path "models"
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Model 0 "RelicSkull_d.3d"
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@ -186,10 +186,9 @@ Model "RedSkull"
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ZOffset 12
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ROTATING
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FrameIndex RSKU A 0 15
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FrameIndex RSKU B 0 15
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FrameIndex USKL A 0 15
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}
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Model "YellowSkull"
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Model "UTGoldSkull"
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{
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Path "models"
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Model 0 "RelicSkull_d.3d"
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@ -199,10 +198,9 @@ Model "YellowSkull"
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ZOffset 12
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ROTATING
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FrameIndex YSKU A 0 15
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FrameIndex YSKU B 0 15
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FrameIndex USKL B 0 15
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}
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Model "BlueSkull"
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Model "UTBlueSkull"
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{
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Path "models"
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Model 0 "RelicSkull_d.3d"
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@ -212,10 +210,9 @@ Model "BlueSkull"
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ZOffset 12
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ROTATING
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FrameIndex BSKU A 0 15
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FrameIndex BSKU B 0 15
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FrameIndex USKL C 0 15
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}
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Model "RedCard"
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Model "UTRedKey"
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{
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Path "models"
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Model 0 "DomR_d.3d"
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@ -225,10 +222,9 @@ Model "RedCard"
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ZOffset 16
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ROTATING
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FrameIndex RKEY A 0 0
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FrameIndex RKEY B 0 0
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FrameIndex UKEY A 0 0
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}
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Model "YellowCard"
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Model "UTGoldKey"
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{
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Path "models"
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Model 0 "MercSymbol_d.3d"
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@ -238,10 +234,9 @@ Model "YellowCard"
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ZOffset 16
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ROTATING
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FrameIndex YKEY A 0 0
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FrameIndex YKEY B 0 0
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FrameIndex UKEY B 0 0
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}
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Model "BlueCard"
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Model "UTBlueKey"
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{
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Path "models"
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Model 0 "DomB_d.3d"
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@ -251,8 +246,7 @@ Model "BlueCard"
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ZOffset 16
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ROTATING
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FrameIndex BKEY A 0 0
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FrameIndex BKEY B 0 0
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FrameIndex UKEY C 0 0
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}
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Model "UTBackpack"
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@ -145,3 +145,9 @@ Sprite "CHIPA0",1,1{}
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Sprite "CHIPB0",1,1{}
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Sprite "CHIPC0",1,1{}
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Sprite "CHIPD0",1,1{}
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Sprite "USKLA0",1,1{}
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Sprite "USKLB0",1,1{}
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Sprite "USKLC0",1,1{}
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Sprite "UKEYA0",1,1{}
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Sprite "UKEYB0",1,1{}
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Sprite "UKEYC0",1,1{}
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@ -543,6 +543,102 @@ Class UTSmoke : Actor
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}
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}
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Class UTRedSkull : RedSkull replaces RedSkull
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{
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Default
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{
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Tag "Red Skull";
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Species "RedSkull";
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Inventory.PickupMessage "You got the Red Skull.";
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}
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States
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{
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Spawn:
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USKL A -1;
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Stop;
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}
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}
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Class UTGoldSkull : YellowSkull replaces YellowSkull
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{
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Default
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{
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Tag "Gold Skull";
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Species "YellowSkull";
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Inventory.PickupMessage "You got the Gold Skull.";
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}
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States
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{
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Spawn:
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USKL B -1;
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Stop;
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}
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}
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Class UTBlueSkull : BlueSkull replaces BlueSkull
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{
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Default
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{
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Tag "Blue Skull";
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Species "BlueSkull";
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Inventory.PickupMessage "You got the Blue Skull.";
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}
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States
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{
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Spawn:
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USKL C -1;
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Stop;
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}
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}
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Class UTRedKey : RedCard replaces RedCard
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{
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Default
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{
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Tag "Red Key";
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Species "RedCard";
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Inventory.PickupMessage "You got the Red Key.";
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}
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States
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{
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Spawn:
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UKEY A -1;
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Stop;
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}
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}
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Class UTGoldKey : YellowCard replaces YellowCard
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{
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Default
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{
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Tag "Gold Key";
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Species "YellowCard";
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Inventory.PickupMessage "You got the Gold Key.";
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}
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States
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{
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Spawn:
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UKEY B -1;
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Stop;
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}
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}
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Class UTBlueKey : BlueCard replaces BlueCard
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{
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Default
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{
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Tag "Blue Key";
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Species "BlueCard";
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Inventory.PickupMessage "You got the Blue Key.";
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}
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States
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{
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Spawn:
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UKEY C -1;
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Stop;
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}
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}
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Class GenericFlash : HUDMessageBase
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{
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Color col;
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