Fix shinemap shader UV flip.
Add shinemap debug sphere actor (to see them in action). Move pp shaders to separate folder, akin to GZDoom's own layout.
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3c164b9c57
commit
9d03a86725
20 changed files with 92 additions and 17 deletions
22
gldefs.pp
22
gldefs.pp
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@ -1,7 +1,7 @@
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HardwareShader PostProcess beforebloom
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{
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Name "WaterWarp"
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Shader "shaders/glsl/WaterWarp.fp" 330
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Shader "shaders/pp/WaterWarp.fp" 330
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Texture warptex "textures/warptex.png"
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Texture fluidtex "textures/wetwarp.png"
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Uniform float dfact
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@ -11,7 +11,7 @@ HardwareShader PostProcess beforebloom
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HardwareShader PostProcess beforebloom
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{
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Name "LavaWarp"
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Shader "shaders/glsl/LavaWarp.fp" 330
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Shader "shaders/pp/LavaWarp.fp" 330
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Texture warptex "textures/warptex.png"
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Texture fluidtex "textures/lavawarp.png"
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Uniform float dfact
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@ -21,7 +21,7 @@ HardwareShader PostProcess beforebloom
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HardwareShader PostProcess beforebloom
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{
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Name "SlimeWarp"
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Shader "shaders/glsl/SlimeWarp.fp" 330
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Shader "shaders/pp/SlimeWarp.fp" 330
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Texture warptex "textures/warptex.png"
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Texture fluidtex "textures/slimewarp.png"
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Uniform float dfact
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@ -31,7 +31,7 @@ HardwareShader PostProcess beforebloom
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HardwareShader PostProcess beforebloom
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{
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Name "ZoomBlur"
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Shader "shaders/glsl/ZoomBlur.fp" 330
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Shader "shaders/pp/ZoomBlur.fp" 330
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Uniform float Str
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Uniform float Fade
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Uniform vec2 CenterSpot
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@ -39,31 +39,31 @@ HardwareShader PostProcess beforebloom
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HardwareShader PostProcess beforebloom
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{
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Name "SilverScope"
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Shader "shaders/glsl/SilverScope.fp" 330
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Shader "shaders/pp/SilverScope.fp" 330
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}
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HardwareShader PostProcess beforebloom
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{
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Name "BarrierShader"
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Shader "shaders/glsl/Barrier.fp" 330
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Shader "shaders/pp/Barrier.fp" 330
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Texture WarpTex "textures/heattex.png"
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Uniform float timer
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}
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HardwareShader PostProcess beforebloom
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{
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Name "GhostShader"
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Shader "shaders/glsl/Ghostscreen.fp" 330
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Shader "shaders/pp/Ghostscreen.fp" 330
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}
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HardwareShader PostProcess scene
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{
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Name "InvinciShader"
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Shader "shaders/glsl/Invinciscreen.fp" 330
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Shader "shaders/pp/Invinciscreen.fp" 330
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Uniform float str
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}
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HardwareShader PostProcess scene
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{
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Name "RagekitShader"
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Shader "shaders/glsl/Ragescreen.fp" 330
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Shader "shaders/pp/Ragescreen.fp" 330
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Texture WarpTex "textures/ragewarp.png"
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Texture NoiseTex "textures/graynoise.png"
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Uniform float timer
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@ -73,7 +73,7 @@ HardwareShader PostProcess scene
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HardwareShader PostProcess scene
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{
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Name "Glitch"
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Shader "shaders/glsl/Glitch.fp" 330
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Shader "shaders/pp/Glitch.fp" 330
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Uniform float Timer
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Uniform float str1
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Uniform float str2
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@ -81,7 +81,7 @@ HardwareShader PostProcess scene
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HardwareShader PostProcess scene
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{
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Name "Grain"
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Shader "shaders/glsl/Grain.fp" 330
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Shader "shaders/pp/Grain.fp" 330
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Uniform float Timer
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Uniform float ni
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Texture NoiseTexture "textures/rgbnoise.png"
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@ -1,2 +1,2 @@
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[default]
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SWWM_MODVER="\chSWWM \czGZ\c- \cw0.9.11b-pre r589 \cu(Sat 31 Oct 18:18:32 CET 2020)";
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SWWM_MODVER="\chSWWM \czGZ\c- \cw0.9.11b-pre r590 \cu(Sun 1 Nov 14:13:08 CET 2020)";
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@ -151,3 +151,41 @@ Model "SWWMShadow"
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FrameIndex XZW1 A 0 0
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}
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Model "ShinemapDebugSphere"
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{
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Path "models"
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Model 0 "extra/UnitSphere.obj"
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Scale 16.0 16.0 16.0
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ZOffset 32
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DONTCULLBACKFACES
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Skin 0 "barriermap.png"
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FrameIndex XZW1 A 0 0
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Skin 0 "blumap.png"
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FrameIndex XZW1 B 0 0
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Skin 0 "darkmap.png"
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FrameIndex XZW1 C 0 0
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Skin 0 "errormap.png"
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FrameIndex XZW1 D 0 0
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Skin 0 "glassmap.png"
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FrameIndex XZW1 E 0 0
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Skin 0 "goldmap.png"
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FrameIndex XZW1 F 0 0
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Skin 0 "greenmap.png"
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FrameIndex XZW1 G 0 0
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Skin 0 "invincimap.png"
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FrameIndex XZW1 H 0 0
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Skin 0 "leadmap.png"
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FrameIndex XZW1 I 0 0
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Skin 0 "pinkmap.png"
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FrameIndex XZW1 J 0 0
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Skin 0 "purpmap.png"
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FrameIndex XZW1 K 0 0
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Skin 0 "ragemap.png"
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FrameIndex XZW1 L 0 0
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Skin 0 "redmap.png"
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FrameIndex XZW1 M 0 0
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Skin 0 "silvermap.png"
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FrameIndex XZW1 N 0 0
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}
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@ -1,5 +1,5 @@
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vec4 ProcessTexel()
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{
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vec3 rnorm = normalize(vEyeNormal.xyz)*(1,-1,1);
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vec3 rnorm = normalize(vEyeNormal.xyz)*vec3(1,-1,1);
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return getTexel(rnorm.xy*.49+.5);
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}
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@ -1,6 +1,6 @@
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vec4 ProcessTexel()
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{
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vec3 rnorm = normalize(vEyeNormal.xyz)*(1,-1,1);
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vec3 rnorm = normalize(vEyeNormal.xyz)*vec3(1,-1,1);
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vec4 basemap = getTexel(rnorm.xy*.49+.5);
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basemap.rgb *= .25;
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vec3 grad = texture(bartex,vec2(0.,vTexCoord.t*5.+timer)).rgb;
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@ -6,6 +6,6 @@ vec4 ProcessLight( vec4 color )
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vec4 ProcessTexel()
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{
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vec3 rnorm = normalize(vEyeNormal.xyz)*(1,-1,1);
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vec3 rnorm = normalize(vEyeNormal.xyz)*vec3(1,-1,1);
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return getTexel(rnorm.xy*.49+.5);
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}
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@ -2,6 +2,6 @@ vec4 ProcessTexel()
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{
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vec4 base = getTexel(vTexCoord.st);
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float mask = texture(masktex,vTexCoord.st).x;
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vec3 rnorm = normalize(vEyeNormal.xyz)*(1,-1,1);
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vec3 rnorm = normalize(vEyeNormal.xyz)*vec3(1,-1,1);
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return vec4(base.rgb+texture(envtex,rnorm.xy*.49+.5).rgb*mask,base.a);
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}
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@ -8,6 +8,6 @@ vec4 ProcessTexel()
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{
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vec4 base = getTexel(vTexCoord.st);
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float mask = texture(masktex,vTexCoord.st).x;
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vec3 rnorm = normalize(vEyeNormal.xyz)*(1,-1,1);
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vec3 rnorm = normalize(vEyeNormal.xyz)*vec3(1,-1,1);
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return vec4(base.rgb+texture(envtex,rnorm.xy*.49+.5).rgb*mask,base.a);
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}
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@ -892,3 +892,40 @@ Class RadiusDebugSphere : Actor
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Wait;
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}
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}
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Class ShinemapDebugSphere : Actor
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{
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override bool Used( Actor user )
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{
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if ( CurState.NextState )
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SetState(CurState.NextState);
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else SetState(SpawnState);
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return true;
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}
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override void Tick() {}
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Default
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{
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RenderStyle "Add";
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Radius 16;
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Height 48;
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}
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States
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{
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Spawn:
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XZW1 A -1 Bright NoDelay A_SetRenderStyle(1.,STYLE_Add);
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XZW1 B -1 A_SetRenderStyle(1.,STYLE_Normal);
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XZW1 C -1 Bright A_SetRenderStyle(1.,STYLE_Add);
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XZW1 D -1 Bright A_SetRenderStyle(1.,STYLE_Normal);
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XZW1 E -1 A_SetRenderStyle(1.,STYLE_Add);
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XZW1 F -1 A_SetRenderStyle(1.,STYLE_Normal);
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XZW1 G -1 A_SetRenderStyle(1.,STYLE_Normal);
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XZW1 H -1 A_SetRenderStyle(1.,STYLE_Normal);
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XZW1 I -1 A_SetRenderStyle(1.,STYLE_Normal);
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XZW1 J -1 A_SetRenderStyle(1.,STYLE_Normal);
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XZW1 K -1 A_SetRenderStyle(1.,STYLE_Normal);
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XZW1 L -1 A_SetRenderStyle(1.,STYLE_Normal);
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XZW1 M -1 A_SetRenderStyle(1.,STYLE_Normal);
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XZW1 N -1 A_SetRenderStyle(1.,STYLE_Normal);
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Loop;
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}
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}
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