Restore weapon precaching. Add precaching for gesture items. Fix broken physics of light actors. Add light actor physics to confetti. Fix composite items not keeping their tracers on travel. Fix ground distance reporting meters when it should be showing kilometers. Reattach player shadow on travel. Fix tip 37 erroneously listing slots from 6 and up as FOILINVUL when it should be 7 and up.
319 lines
6.4 KiB
Text
319 lines
6.4 KiB
Text
GameInfo
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{
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AddEventHandlers = "SWWMStaticHandler", "SWWMHandler", "SWWMBrutalHandler", "SWWMHDoomHandler"
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PlayerClasses = "Demolitionist"
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StatusBarClass = "SWWMStatusBar"
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BackpackType = "HammerspaceEmbiggener"
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StatScreen_Single = "SWWMStatScreen_SP"
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StatScreen_Coop = "SWWMStatScreen_Coop"
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StatScreen_DM = "SWWMStatScreen_DM"
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QuitSound = "misc/teleport"
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QuitMessages = "$QUITMSG", "$QUITMSG1", "$QUITMSG2", "$QUITMSG3",
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"$QUITMSG4", "$QUITMSG5", "$QUITMSG6", "$QUITMSG7",
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"$QUITMSG8", "$QUITMSG9", "$QUITMSG10", "$QUITMSG11",
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"$QUITMSG12", "$QUITMSG13", "$QUITMSG14", "$QUITMSG15",
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"$QUITMSG16", "$QUITMSG17", "$QUITMSG18", "$QUITMSG19"
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ChatSound = "misc/chat"
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//DefaultConversationMenuClass = "SWWMConversationMenu"
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NoMergePickupMsg = true
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CursorPic = "graphics/swwmcurs.png"
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DimColor = "Black"
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DimAmount = 0.35
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PickupColor = "Gold"
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MenuFontColor_Title = "Blue"
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MenuFontColor_Label = "White"
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MenuFontColor_Value = "Green"
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MenuFontColor_Action = "White"
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MenuFontColor_Header = "Blue"
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MenuFontColor_Highlight = "Sapphire"
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MenuFontColor_Selection = "Sapphire"
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MenuSliderColor = "Green"
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MenuBackButton = "graphics/swwmback.png"
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MessageBoxClass = "SWWMMessageBox"
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PauseSign = "graphics/swwmpause.png"
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BorderFlat = "graphics/bord_flat.png"
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Border = 2, 0, "graphics/bord_tr.png", "graphics/bord_t.png", "graphics/bord_tl.png", "graphics/bord_r.png", "graphics/bord_l.png", "graphics/bord_br.png", "graphics/bord_b.png", "graphics/bord_bl.png"
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ForceTextInMenus = true
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TelefogHeight = 28
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// precaching of frame-heavy objects
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PrecacheClasses = "Demolitionist", // player
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// weapons
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"DeepImpact",
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"PusherWeapon",
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"ExplodiumGun",
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"Spreadgun",
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"Wallbuster",
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"Eviscerator",
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"Hellblazer",
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"Sparkster",
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"SilverBullet",
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"CandyGun",
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"Ynykron",
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// gestures and items with gesture states
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"SWWMGesture",
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"SWWMRedCard",
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"SWWMBlueCard",
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"SWWMYellowCard",
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"SWWMSilverCardKDiZD",
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"SWWMGreenCardKDiZD",
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"SWWMOrangeCardKDiZD",
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"SWWMGreenCard",
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"SWWMRedSkull",
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"SWWMBlueSkull",
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"SWWMYellowSkull",
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"SWWMKeyGreen",
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"SWWMKeyBlue",
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"SWWMKeyYellow",
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"SWWMKeyRed",
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"MothPlushy",
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"AkariProject",
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"LoveSignalsCD",
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"NutatcoBar",
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"FrispyCorn",
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"DemoPlush",
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"SayaBean",
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"KirinCummies",
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"MilkBreads",
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"KirinManga",
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"KirinPlush"
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}
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ClearSkills
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Skill chill
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{
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AutoUseHealth
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DamageFactor = 0.5
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EasyBossBrain
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SpawnFilter = baby
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ACSReturn = 0
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Name = "$SWWM_SKCHILL"
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}
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Skill easy
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{
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SpawnFilter = easy
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ACSReturn = 1
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Name = "$SWWM_SKEASY"
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}
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Skill normal
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{
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SpawnFilter = normal
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ACSReturn = 2
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Name = "$SWWM_SKNORMAL"
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DefaultSkill
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}
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Skill hard
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{
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SpawnFilter = hard
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ACSReturn = 3
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Name = "$SWWM_SKHARD"
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}
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Skill lunatic
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{
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FastMonsters
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DisableCheats
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Aggressiveness = 1.0
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MonsterHealth = 2.0
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DamageFactor = 2.0
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SpawnFilter = nightmare
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ACSReturn = 4
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Name = "$SWWM_SKLUNATIC"
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MustConfirm = "$SWWM_SKLUNATICCONFIRM"
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}
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Map TITLEMAP "SWWM GZ - Title Map"
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{
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Music = ""
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EventHandlers = "SWWMTitleStuff"
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}
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DamageType EndLevel
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{
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NoArmor
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Obituary = "$O_ENDLEVEL"
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}
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DoomEdNums
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{
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// these are placed by a level postprocessor on Kinsie's Test Map, so we don't need 16-bit numbers
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4206900 = MothPlushy
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4206901 = AkariProject
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4206902 = LoveSignalsCD
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4206903 = NutatcoBar
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4206904 = FrispyCorn
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// Heretic
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4206905 = DemoPlush
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4206906 = SayaBean
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// Hexen
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4206907 = KirinCummies
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4206908 = MilkBreads
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4206909 = KirinManga
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4206910 = KirinPlush
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}
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// edited Doom 2 cast to show the Demolitionist at the end
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Intermission Doom2Cast
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{
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Cast
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{
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CastClass = "Zombieman"
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CastName = "$CC_ZOMBIE"
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AttackSound = "Missile", 1, "grunt/attack"
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}
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Cast
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{
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CastClass = "ShotgunGuy"
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CastName = "$CC_SHOTGUN"
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AttackSound = "Missile", 1, "shotguy/attack"
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}
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Cast
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{
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CastClass = "ChaingunGuy"
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CastName = "$CC_HEAVY"
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AttackSound = "Missile", 1, "chainguy/attack"
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AttackSound = "Missile", 2, "chainguy/attack"
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AttackSound = "Missile", 3, "chainguy/attack"
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}
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Cast
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{
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CastClass = "DoomImp"
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CastName = "$CC_IMP"
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AttackSound = "Missile", 2, "imp/attack"
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}
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Cast
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{
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CastClass = "Demon"
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CastName = "$CC_DEMON"
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AttackSound = "Melee", 1, "demon/melee"
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}
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Cast
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{
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CastClass = "LostSoul"
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CastName = "$CC_LOST"
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AttackSound = "Missile", 1, "skull/melee"
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}
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Cast
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{
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CastClass = "Cacodemon"
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CastName = "$CC_CACO"
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AttackSound = "Missile", 1, "caco/attack"
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}
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Cast
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{
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CastClass = "HellKnight"
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CastName = "$CC_HELL"
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AttackSound = "Missile", 1, "baron/attack"
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}
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Cast
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{
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CastClass = "BaronOfHell"
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CastName = "$CC_BARON"
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AttackSound = "Missile", 1, "baron/attack"
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}
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Cast
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{
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CastClass = "Arachnotron"
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CastName = "$CC_ARACH"
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AttackSound = "Missile", 1, "baby/attack"
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}
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Cast
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{
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CastClass = "PainElemental"
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CastName = "$CC_PAIN"
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AttackSound = "Missile", 2, "skull/melee"
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}
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Cast
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{
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CastClass = "Revenant"
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CastName = "$CC_REVEN"
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AttackSound = "Missile", 1, "skeleton/attack"
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AttackSound = "Melee", 1, "skeleton/swing"
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AttackSound = "Melee", 3, "skeleton/melee"
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}
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Cast
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{
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CastClass = "Fatso"
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CastName = "$CC_MANCU"
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AttackSound = "Missile", 1, "fatso/attack"
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AttackSound = "Missile", 4, "fatso/attack"
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AttackSound = "Missile", 7, "fatso/attack"
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}
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Cast
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{
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CastClass = "Archvile"
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CastName = "$CC_ARCH"
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AttackSound = "Missile", 1, "vile/start"
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}
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Cast
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{
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CastClass = "SpiderMastermind"
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CastName = "$CC_SPIDER"
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AttackSound = "Missile", 1, "spider/attack"
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AttackSound = "Missile", 2, "spider/attack"
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}
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Cast
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{
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CastClass = "Cyberdemon"
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CastName = "$CC_CYBER"
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AttackSound = "Missile", 1, "weapons/rocklf"
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AttackSound = "Missile", 3, "weapons/rocklf"
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AttackSound = "Missile", 5, "weapons/rocklf"
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}
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Cast
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{
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CastClass = "CastDemolitionist"
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CastName = "$CC_HERO"
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AttackSound = "Missile", 0, "explodium/fire"
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}
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Link = Doom2Cast // restart cast call
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}
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// edited Hexen ending
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// draws the three player classes unconditionally
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// shifts the final text screen so it doesn't get cut off
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Intermission Inter_Chess
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{
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Fader
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{
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Music = "Hall"
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Background = "FINALE1"
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Time = 2
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FadeType = FadeIn
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}
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TextScreen
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{
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Background = "FINALE1"
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TextSpeed = 3
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Text = "$TXT_HEXEN_WIN1MSG"
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Time = -250
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}
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TextScreen
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{
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Music = "Orb"
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Background = "FINALE2"
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TextSpeed = 3
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Text = "$TXT_HEXEN_WIN2MSG"
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Time = -250
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}
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Fader
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{
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Background = "FINALE2"
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Time = 2
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FadeType = FadeOut
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}
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Fader
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{
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Music = "Chess"
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Background = "FINALE3"
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Time = 2
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FadeType = FadeIn
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}
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TextScreen
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{
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Background = "FINALE3"
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TextSpeed = 3
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Text = "$TXT_HEXEN_WIN3MSG"
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Position = 0, 108
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}
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}
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