Improved responsiveness of Biorifle alt-fire.
Small tweaks to Biorifle glob. Redude size of ANIMDEFS. Small corrections to biorifle gel (starts with a 3 second countdown, delay before explosion when on surface should be 3 to 10 tics)
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parent
c24834d778
commit
4a8b7543e8
2 changed files with 23 additions and 44 deletions
38
animdefs.txt
38
animdefs.txt
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@ -1,40 +1,6 @@
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texture static1
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texture static1
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allowdecals
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allowdecals
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random
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random
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pic static1 tics 1
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range static4 tics 1
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pic static2 tics 1
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pic static3 tics 1
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pic static4 tics 1
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texture invis00
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texture invis00
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pic invis00 tics 2
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range invis31 tics 2
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pic invis01 tics 2
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pic invis02 tics 2
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pic invis03 tics 2
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pic invis04 tics 2
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pic invis05 tics 2
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pic invis06 tics 2
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pic invis07 tics 2
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pic invis08 tics 2
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pic invis09 tics 2
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pic invis10 tics 2
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pic invis11 tics 2
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pic invis12 tics 2
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pic invis13 tics 2
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pic invis14 tics 2
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pic invis15 tics 2
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pic invis16 tics 2
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pic invis17 tics 2
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pic invis18 tics 2
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pic invis19 tics 2
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pic invis20 tics 2
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pic invis21 tics 2
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pic invis22 tics 2
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pic invis23 tics 2
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pic invis24 tics 2
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pic invis25 tics 2
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pic invis26 tics 2
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pic invis27 tics 2
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pic invis28 tics 2
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pic invis29 tics 2
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pic invis30 tics 2
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pic invis31 tics 2
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@ -195,7 +195,7 @@ Class BioGel : Actor
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{
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{
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Super.PostBeginPlay();
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Super.PostBeginPlay();
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vel.z += 3;
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vel.z += 3;
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deadtimer = -1;
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deadtimer = 105;
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l = Spawn("BioLight",pos);
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l = Spawn("BioLight",pos);
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l.target = self;
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l.target = self;
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rollvel = FRandom[GES](10,30)*RandomPick[GES](-1,1);
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rollvel = FRandom[GES](10,30)*RandomPick[GES](-1,1);
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@ -274,7 +274,7 @@ Class BioGel : Actor
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let bi = BlockThingsIterator.Create(self,4*Scale.x);
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let bi = BlockThingsIterator.Create(self,4*Scale.x);
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while ( bi.Next() )
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while ( bi.Next() )
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{
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{
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if ( !bi.Thing || !bi.Thing.bSHOOTABLE || (bi.Thing == b) || ((bi.Thing is 'BioHitbox') && ((bi.Thing.target.master == self) || (bi.Thing.target == master))) ) continue;
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if ( !bi.Thing || !bi.Thing.bSHOOTABLE || (bi.Thing == b) || ((bi.Thing is 'BioHitbox') && ((bi.Thing.target.master == self) || (bi.Thing.target == master))) || (bi.Thing == target && !bHITOWNER) ) continue;
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if ( (Distance2D(bi.Thing)-bi.Thing.radius <= 4*Scale.x) && ((bi.Thing.pos.z <= pos.z+4*Scale.x) && (bi.Thing.pos.z+bi.Thing.height >= pos.z-4*Scale.x)) ) deadtimer = 0;
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if ( (Distance2D(bi.Thing)-bi.Thing.radius <= 4*Scale.x) && ((bi.Thing.pos.z <= pos.z+4*Scale.x) && (bi.Thing.pos.z+bi.Thing.height >= pos.z-4*Scale.x)) ) deadtimer = 0;
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}
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}
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if ( deadtimer-- <= 0 )
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if ( deadtimer-- <= 0 )
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@ -571,9 +571,9 @@ Class BioGel : Actor
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XDeath:
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XDeath:
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TNT1 A 0 A_JumpIf(invoker.HitType==HIT_NONE,"Explode");
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TNT1 A 0 A_JumpIf(invoker.HitType==HIT_NONE,"Explode");
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TNT1 A 0 A_JumpIf(invoker.HitType==HIT_WALL,2);
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TNT1 A 0 A_JumpIf(invoker.HitType==HIT_WALL,2);
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GELH J 1 Bright A_SetTics(Random[GES](1,3));
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GELH J 1 Bright A_SetTics(Random[GES](3,10));
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Goto Explode;
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Goto Explode;
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GELS G 1 Bright A_SetTics(Random[GES](1,3));
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GELS G 1 Bright A_SetTics(Random[GES](3,10));
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Goto Explode;
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Goto Explode;
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Explode:
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Explode:
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TNT1 A 0 A_Jump(255,"Explode1","Explode2","Explode3");
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TNT1 A 0 A_Jump(255,"Explode1","Explode2","Explode3");
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@ -602,7 +602,7 @@ Class BioGlob : BioGel
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override void AlignSelf()
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override void AlignSelf()
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{
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{
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Super.AlignSelf();
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Super.AlignSelf();
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if ( !bAMBUSH ) numsplash = int(2*Scale.x)-1;
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if ( !bAMBUSH && (Scale.x > 1) ) numsplash = int(2*Scale.x)-1;
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}
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}
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override void Tick()
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override void Tick()
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{
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{
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@ -613,14 +613,15 @@ Class BioGlob : BioGel
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{
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{
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if ( numsplash-- <= 0 ) return;
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if ( numsplash-- <= 0 ) return;
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Vector3 dir = (ofs+(FRandom[GES](-.8,.8),FRandom[GES](-.8,.8),FRandom[GES](-.8,.8))).unit();
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Vector3 dir = (ofs+(FRandom[GES](-.8,.8),FRandom[GES](-.8,.8),FRandom[GES](-.8,.8))).unit();
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A_SetScale(scale.x-0.15);
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let d = Spawn("BioSplash",pos+ofs*4);
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let d = Spawn("BioSplash",pos+ofs*4);
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d.target = target;
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d.target = target;
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d.master = self;
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d.master = self;
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d.scale *= FRandom[GES](0.5,0.7);
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d.scale *= FRandom[GES](0.5,0.7);
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d.angle = atan2(dir.y,dir.x);
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d.angle = atan2(dir.y,dir.x);
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d.pitch = -asin(dir.z);
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d.pitch = -asin(dir.z);
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d.vel = (cos(d.angle)*cos(d.pitch),sin(d.angle)*cos(d.pitch),-sin(d.pitch))*d.speed*FRandom[GES](0.3,0.4);
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d.vel = (cos(d.angle)*cos(d.pitch),sin(d.angle)*cos(d.pitch),-sin(d.pitch))*d.speed*FRandom[GES](0.4,0.6);
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d.vel.z -= 3;
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d.vel.z -= 2;
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}
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}
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}
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}
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}
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}
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@ -744,7 +745,14 @@ Class BioRifle : UTWeapon
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BIOF A 1 A_BioFire();
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BIOF A 1 A_BioFire();
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BIOF BCDEFGHI 1;
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BIOF BCDEFGHI 1;
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Goto Idle;
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Goto Idle;
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AltCheck:
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TNT1 A 1;
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TNT1 A 0 A_JumpIf(player.cmd.buttons&BT_ALTATTACK,"AltCheck");
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TNT1 A 0 A_Overlay(PSP_WEAPON,"AltRelease");
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TNT1 A 1;
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Wait;
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AltFire:
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AltFire:
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BIOC A 0 A_Overlay(-9999,"AltCheck");
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BIOC A 4 A_BeginCharge();
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BIOC A 4 A_BeginCharge();
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BIOC B 5 A_ChargeUp();
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BIOC B 5 A_ChargeUp();
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BIOC CD 5;
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BIOC CD 5;
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@ -790,7 +798,12 @@ Class BioRifle : UTWeapon
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BIOM A 1;
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BIOM A 1;
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BIOM A 0 A_Refire("AltHeld");
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BIOM A 0 A_Refire("AltHeld");
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AltRelease:
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AltRelease:
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BIOE A 1 { invoker.charge = min(5.1,invoker.charge+0.1); }
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BIOE A 1
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{
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invoker.charge = min(5.1,invoker.charge+0.1);
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A_Overlay(-9999,null);
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A_WeaponOffset(0,32); // fix sudden psprite lowering
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}
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BIOF A 2 A_BioFire(true);
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BIOF A 2 A_BioFire(true);
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BIOF BCDEFGHI 2;
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BIOF BCDEFGHI 2;
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Goto Idle;
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Goto Idle;
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