SVN r71 (trunk)
This commit is contained in:
parent
eff7c898cf
commit
29cd024aba
31 changed files with 1718 additions and 1105 deletions
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@ -1,102 +0,0 @@
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#include "info.h"
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#include "a_pickups.h"
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#include "d_player.h"
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#include "p_local.h"
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#include "gstrings.h"
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#include "gi.h"
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// Armor bonus --------------------------------------------------------------
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class AArmorBonus : public ABasicArmorBonus
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{
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DECLARE_ACTOR (AArmorBonus, ABasicArmorBonus)
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protected:
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virtual const char *PickupMessage ()
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{
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return GStrings("GOTARMBONUS");
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}
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};
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FState AArmorBonus::States[] =
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{
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S_NORMAL (BON2, 'A', 6, NULL , &States[1]),
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S_NORMAL (BON2, 'B', 6, NULL , &States[2]),
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S_NORMAL (BON2, 'C', 6, NULL , &States[3]),
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S_NORMAL (BON2, 'D', 6, NULL , &States[4]),
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S_NORMAL (BON2, 'C', 6, NULL , &States[5]),
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S_NORMAL (BON2, 'B', 6, NULL , &States[0])
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};
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IMPLEMENT_ACTOR (AArmorBonus, Doom, 2015, 22)
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PROP_RadiusFixed (20)
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PROP_HeightFixed (16)
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PROP_Flags (MF_SPECIAL|MF_COUNTITEM)
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PROP_BasicArmorBonus_SavePercent (FRACUNIT/3)
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PROP_BasicArmorBonus_SaveAmount (1)
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PROP_BasicArmorBonus_MaxSaveAmount (200) // deh.MaxArmor
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PROP_Inventory_FlagsSet (IF_ALWAYSPICKUP)
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PROP_SpawnState (0)
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PROP_Inventory_Icon ("ARM1A0")
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END_DEFAULTS
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// Green armor --------------------------------------------------------------
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class AGreenArmor : public ABasicArmorPickup
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{
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DECLARE_ACTOR (AGreenArmor, ABasicArmorPickup)
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protected:
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virtual const char *PickupMessage ()
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{
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return GStrings("GOTARMOR");
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}
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};
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FState AGreenArmor::States[] =
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{
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S_NORMAL (ARM1, 'A', 6, NULL , &States[1]),
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S_BRIGHT (ARM1, 'B', 7, NULL , &States[0])
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};
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IMPLEMENT_ACTOR (AGreenArmor, Doom, 2018, 68)
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PROP_RadiusFixed (20)
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PROP_HeightFixed (16)
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PROP_Flags (MF_SPECIAL)
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PROP_BasicArmorPickup_SavePercent (FRACUNIT/3)
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PROP_BasicArmorPickup_SaveAmount (100) // 100*deh.GreenAC
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PROP_SpawnState (0)
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PROP_Inventory_Icon ("ARM1A0")
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END_DEFAULTS
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// Blue armor ---------------------------------------------------------------
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class ABlueArmor : public ABasicArmorPickup
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{
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DECLARE_ACTOR (ABlueArmor, ABasicArmorPickup)
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protected:
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virtual const char *PickupMessage ()
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{
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return GStrings("GOTMEGA");
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}
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};
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FState ABlueArmor::States[] =
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{
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S_NORMAL (ARM2, 'A', 6, NULL , &States[1]),
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S_BRIGHT (ARM2, 'B', 6, NULL , &States[0])
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};
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IMPLEMENT_ACTOR (ABlueArmor, Doom, 2019, 69)
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PROP_RadiusFixed (20)
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PROP_HeightFixed (16)
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PROP_Flags (MF_SPECIAL)
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PROP_BasicArmorPickup_SavePercent (FRACUNIT/2)
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PROP_BasicArmorPickup_SaveAmount (200) // 100*deh.BlueAC
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PROP_SpawnState (0)
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PROP_Inventory_Icon ("ARM2A0")
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END_DEFAULTS
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@ -1,403 +0,0 @@
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#include "actor.h"
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#include "info.h"
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/********** Decorations ***********/
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#define _DECCOMMON(cls,ednum,rad,hi,ns,id) \
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class cls : public AActor { DECLARE_STATELESS_ACTOR (cls, AActor) static FState States[ns]; }; \
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IMPLEMENT_ACTOR (cls, Doom, ednum, id) \
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PROP_SpawnState(0) \
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PROP_RadiusFixed(rad) \
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PROP_HeightFixed(hi)
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#define _DECSTARTSTATES(cls,ns) \
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FState cls::States[ns] =
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#define DECID(cls,ednum,id,rad,hi,ns) \
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_DECCOMMON(cls,ednum,rad,hi,ns,id) \
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PROP_Flags (MF_SOLID) \
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END_DEFAULTS \
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_DECSTARTSTATES(cls,ns)
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#define DEC(cls,ednum,rad,hi,ns) \
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DECID(cls,ednum,0,rad,hi,ns)
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#define DECNSOLID(cls,ednum,rad,hi,ns) \
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_DECCOMMON(cls,ednum,rad,hi,ns,0) \
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END_DEFAULTS \
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_DECSTARTSTATES(cls,ns)
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#define DECHANG(cls,ednum,rad,hi,ns) \
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_DECCOMMON(cls,ednum,rad,hi,ns,0) \
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PROP_Flags (MF_SOLID|MF_SPAWNCEILING|MF_NOGRAVITY) \
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END_DEFAULTS \
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_DECSTARTSTATES(cls,ns)
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#define DECHANGNS(cls,ednum,rad,hi,ns) \
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_DECCOMMON(cls,ednum,rad,hi,ns,0) \
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PROP_Flags (MF_SPAWNCEILING|MF_NOGRAVITY) \
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END_DEFAULTS \
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_DECSTARTSTATES(cls,ns)
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#define DECNBLOCKID(cls,ednum,id,rad,hi,ns) \
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_DECCOMMON(cls,ednum,rad,hi,ns,id) \
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/*PROP_Flags (MF_NOBLOCKMAP)*/ \
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END_DEFAULTS \
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_DECSTARTSTATES(cls,ns)
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#define SUBCLASS_NS(cls,super,ednum,rad,hi) \
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class cls : public super { DECLARE_STATELESS_ACTOR (cls, super) }; \
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IMPLEMENT_STATELESS_ACTOR (cls, Doom, ednum, 0) \
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PROP_RadiusFixed (rad) \
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PROP_HeightFixed (hi) \
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PROP_FlagsClear (MF_SOLID) \
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END_DEFAULTS
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// Tech lamp ---------------------------------------------------------------
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DEC (ATechLamp, 85, 16, 80, 4)
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{
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S_BRIGHT (TLMP, 'A', 4, NULL, &States[1]),
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S_BRIGHT (TLMP, 'B', 4, NULL, &States[2]),
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S_BRIGHT (TLMP, 'C', 4, NULL, &States[3]),
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S_BRIGHT (TLMP, 'D', 4, NULL, &States[0])
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};
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// Tech lamp 2 -------------------------------------------------------------
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DEC (ATechLamp2, 86, 16, 60, 4)
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{
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S_BRIGHT (TLP2, 'A', 4, NULL, &States[1]),
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S_BRIGHT (TLP2, 'B', 4, NULL, &States[2]),
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S_BRIGHT (TLP2, 'C', 4, NULL, &States[3]),
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S_BRIGHT (TLP2, 'D', 4, NULL, &States[0])
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};
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// Column ------------------------------------------------------------------
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DEC (AColumn, 2028, 16, 48, 1)
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{
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S_BRIGHT (COLU, 'A', -1, NULL, NULL)
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};
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// Tall green column -------------------------------------------------------
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DEC (ATallGreenColumn, 30, 16, 52, 1)
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{
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S_NORMAL (COL1, 'A', -1, NULL, NULL)
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};
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// Short green column ------------------------------------------------------
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DEC (AShortGreenColumn, 31, 16, 40, 1)
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{
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S_NORMAL (COL2, 'A', -1, NULL, NULL)
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};
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// Tall red column ---------------------------------------------------------
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DEC (ATallRedColumn, 32, 16, 52, 1)
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{
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S_NORMAL (COL3, 'A', -1, NULL, NULL)
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};
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// Short red column --------------------------------------------------------
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DEC (AShortRedColumn, 33, 16, 40, 1)
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{
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S_NORMAL (COL4, 'A', -1, NULL, NULL)
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};
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// Skull column ------------------------------------------------------------
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DEC (ASkullColumn, 37, 16, 40, 1)
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{
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S_NORMAL (COL6, 'A', -1, NULL, NULL)
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};
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// Heart column ------------------------------------------------------------
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DEC (AHeartColumn, 36, 16, 40, 2)
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{
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S_NORMAL (COL5, 'A', 14, NULL, &States[1]),
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S_NORMAL (COL5, 'B', 14, NULL, &States[0])
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};
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// Evil eye ----------------------------------------------------------------
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DEC (AEvilEye, 41, 16, 54, 4)
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{
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S_BRIGHT (CEYE, 'A', 6, NULL, &States[1]),
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S_BRIGHT (CEYE, 'B', 6, NULL, &States[2]),
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S_BRIGHT (CEYE, 'C', 6, NULL, &States[3]),
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S_BRIGHT (CEYE, 'B', 6, NULL, &States[0])
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};
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// Floating skull ----------------------------------------------------------
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DEC (AFloatingSkull, 42, 16, 26, 3)
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{
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S_BRIGHT (FSKU, 'A', 6, NULL, &States[1]),
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S_BRIGHT (FSKU, 'B', 6, NULL, &States[2]),
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S_BRIGHT (FSKU, 'C', 6, NULL, &States[0])
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};
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// Torch tree --------------------------------------------------------------
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DEC (ATorchTree, 43, 16, 56, 1)
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{
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S_NORMAL (TRE1, 'A', -1, NULL, NULL)
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};
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// Blue torch --------------------------------------------------------------
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DEC (ABlueTorch, 44, 16, 68, 4)
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{
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S_BRIGHT (TBLU, 'A', 4, NULL, &States[1]),
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S_BRIGHT (TBLU, 'B', 4, NULL, &States[2]),
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S_BRIGHT (TBLU, 'C', 4, NULL, &States[3]),
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S_BRIGHT (TBLU, 'D', 4, NULL, &States[0])
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};
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// Green torch -------------------------------------------------------------
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DEC (AGreenTorch, 45, 16, 68, 4)
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{
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S_BRIGHT (TGRN, 'A', 4, NULL, &States[1]),
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S_BRIGHT (TGRN, 'B', 4, NULL, &States[2]),
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S_BRIGHT (TGRN, 'C', 4, NULL, &States[3]),
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S_BRIGHT (TGRN, 'D', 4, NULL, &States[0])
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};
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// Red torch ---------------------------------------------------------------
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DEC (ARedTorch, 46, 16, 68, 4)
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{
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S_BRIGHT (TRED, 'A', 4, NULL, &States[1]),
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S_BRIGHT (TRED, 'B', 4, NULL, &States[2]),
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S_BRIGHT (TRED, 'C', 4, NULL, &States[3]),
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S_BRIGHT (TRED, 'D', 4, NULL, &States[0])
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};
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// Short blue torch --------------------------------------------------------
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DEC (AShortBlueTorch, 55, 16, 37, 4)
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{
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S_BRIGHT (SMBT, 'A', 4, NULL, &States[1]),
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S_BRIGHT (SMBT, 'B', 4, NULL, &States[2]),
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S_BRIGHT (SMBT, 'C', 4, NULL, &States[3]),
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S_BRIGHT (SMBT, 'D', 4, NULL, &States[0])
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};
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// Short green torch -------------------------------------------------------
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DEC (AShortGreenTorch, 56, 16, 37, 4)
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{
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S_BRIGHT (SMGT, 'A', 4, NULL, &States[1]),
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S_BRIGHT (SMGT, 'B', 4, NULL, &States[2]),
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S_BRIGHT (SMGT, 'C', 4, NULL, &States[3]),
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S_BRIGHT (SMGT, 'D', 4, NULL, &States[0])
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};
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// Short red torch ---------------------------------------------------------
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DEC (AShortRedTorch, 57, 16, 37, 4)
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{
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S_BRIGHT (SMRT, 'A', 4, NULL, &States[1]),
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S_BRIGHT (SMRT, 'B', 4, NULL, &States[2]),
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S_BRIGHT (SMRT, 'C', 4, NULL, &States[3]),
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S_BRIGHT (SMRT, 'D', 4, NULL, &States[0])
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};
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// Stalagtite --------------------------------------------------------------
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DEC (AStalagtite, 47, 16, 40, 1)
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{
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S_NORMAL (SMIT, 'A', -1, NULL, NULL)
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};
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// Tech pillar -------------------------------------------------------------
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DEC (ATechPillar, 48, 16, 128, 1)
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{
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S_NORMAL (ELEC, 'A', -1, NULL, NULL)
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};
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// Candle stick ------------------------------------------------------------
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DECNSOLID (ACandlestick, 34, 20, 14, 1)
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{
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S_BRIGHT (CAND, 'A', -1, NULL, NULL)
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};
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// Candelabra --------------------------------------------------------------
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DEC (ACandelabra, 35, 16, 60, 1)
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{
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S_BRIGHT (CBRA, 'A', -1, NULL, NULL)
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};
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// Bloody twitch -----------------------------------------------------------
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DECHANG (ABloodyTwitch, 49, 16, 68, 4)
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{
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S_NORMAL (GOR1, 'A', 10, NULL, &States[1]),
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S_NORMAL (GOR1, 'B', 15, NULL, &States[2]),
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S_NORMAL (GOR1, 'C', 8, NULL, &States[3]),
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S_NORMAL (GOR1, 'B', 6, NULL, &States[0])
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};
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// Meat 2 ------------------------------------------------------------------
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DECHANG (AMeat2, 50, 16, 84, 1)
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{
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S_NORMAL (GOR2, 'A', -1, NULL, NULL)
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};
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// Meat 3 ------------------------------------------------------------------
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DECHANG (AMeat3, 51, 16, 84, 1)
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{
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S_NORMAL (GOR3, 'A', -1, NULL, NULL)
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};
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// Meat 4 ------------------------------------------------------------------
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DECHANG (AMeat4, 52, 16, 68, 1)
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{
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S_NORMAL (GOR4, 'A', -1, NULL, NULL)
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};
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// Meat 5 ------------------------------------------------------------------
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DECHANG (AMeat5, 53, 16, 52, 1)
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{
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S_NORMAL (GOR5, 'A', -1, NULL, NULL)
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};
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// Nonsolid meat -----------------------------------------------------------
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SUBCLASS_NS (ANonsolidMeat2, AMeat2, 59, 20, 84)
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SUBCLASS_NS (ANonsolidMeat3, AMeat3, 61, 20, 52)
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SUBCLASS_NS (ANonsolidMeat4, AMeat4, 60, 20, 68)
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SUBCLASS_NS (ANonsolidMeat5, AMeat5, 62, 20, 52)
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// Nonsolid bloody twitch --------------------------------------------------
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SUBCLASS_NS (ANonsolidTwitch, ABloodyTwitch, 63, 20, 68)
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// Head on a stick ---------------------------------------------------------
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DEC (AHeadOnAStick, 27, 16, 56, 1)
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{
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S_NORMAL (POL4, 'A', -1, NULL, NULL)
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};
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// Heads (plural!) on a stick ----------------------------------------------
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DEC (AHeadsOnAStick, 28, 16, 64, 1)
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{
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S_NORMAL (POL2, 'A', -1, NULL, NULL)
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};
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// Head candles ------------------------------------------------------------
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DEC (AHeadCandles, 29, 16, 42, 2)
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{
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S_BRIGHT (POL3, 'A', 6, NULL, &States[1]),
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S_BRIGHT (POL3, 'B', 6, NULL, &States[0])
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};
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// Dead on a stick ---------------------------------------------------------
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DEC (ADeadStick, 25, 16, 64, 1)
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{
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S_NORMAL (POL1, 'A', -1, NULL, NULL)
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};
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// Still alive on a stick --------------------------------------------------
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DEC (ALiveStick, 26, 16, 64, 2)
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{
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S_NORMAL (POL6, 'A', 6, NULL, &States[1]),
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S_NORMAL (POL6, 'B', 8, NULL, &States[0])
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};
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// Big tree ----------------------------------------------------------------
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DEC (ABigTree, 54, 32, 108, 1)
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{
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S_NORMAL (TRE2, 'A', -1, NULL, NULL)
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};
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// Burning barrel ----------------------------------------------------------
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DECID (ABurningBarrel, 70, 149, 16, 32, 3)
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{
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S_BRIGHT (FCAN, 'A', 4, NULL, &States[1]),
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S_BRIGHT (FCAN, 'B', 4, NULL, &States[2]),
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S_BRIGHT (FCAN, 'C', 4, NULL, &States[0])
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};
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// Hanging with no guts ----------------------------------------------------
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DECHANG (AHangNoGuts, 73, 16, 88, 1)
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{
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S_NORMAL (HDB1, 'A', -1, NULL, NULL)
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};
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// Hanging from bottom with no brain ---------------------------------------
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DECHANG (AHangBNoBrain, 74, 16, 88, 1)
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{
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S_NORMAL (HDB2, 'A', -1, NULL, NULL)
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};
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// Hanging from top, looking down ------------------------------------------
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DECHANG (AHangTLookingDown, 75, 16, 64, 1)
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{
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S_NORMAL (HDB3, 'A', -1, NULL, NULL)
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};
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// Hanging from top, looking up --------------------------------------------
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DECHANG (AHangTLookingUp, 77, 16, 64, 1)
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{
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S_NORMAL (HDB5, 'A', -1, NULL, NULL)
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};
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// Hanging from top, skully ------------------------------------------------
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DECHANG (AHangTSkull, 76, 16, 64, 1)
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{
|
||||
S_NORMAL (HDB4, 'A', -1, NULL, NULL)
|
||||
};
|
||||
|
||||
// Hanging from top without a brain ----------------------------------------
|
||||
|
||||
DECHANG (AHangTNoBrain, 78, 16, 64, 1)
|
||||
{
|
||||
S_NORMAL (HDB6, 'A', -1, NULL, NULL)
|
||||
};
|
||||
|
||||
// Colon gibs --------------------------------------------------------------
|
||||
|
||||
DECNBLOCKID (AColonGibs, 79, 147, 20, 4, 1)
|
||||
{
|
||||
S_NORMAL (POB1, 'A', -1, NULL, NULL)
|
||||
};
|
||||
|
||||
// Small pool o' blood -----------------------------------------------------
|
||||
|
||||
DECNBLOCKID (ASmallBloodPool, 80, 148, 20, 1, 1)
|
||||
{
|
||||
S_NORMAL (POB2, 'A', -1, NULL, NULL)
|
||||
};
|
||||
|
||||
// brain stem lying on the ground ------------------------------------------
|
||||
|
||||
DECNBLOCKID (ABrainStem, 81, 150, 20, 4, 1)
|
||||
{
|
||||
S_NORMAL (BRS1, 'A', -1, NULL, NULL)
|
||||
};
|
||||
|
|
@ -1,164 +0,0 @@
|
|||
#include "info.h"
|
||||
#include "a_pickups.h"
|
||||
#include "d_player.h"
|
||||
#include "gstrings.h"
|
||||
#include "p_local.h"
|
||||
#include "a_keys.h"
|
||||
#include "gstrings.h"
|
||||
|
||||
IMPLEMENT_STATELESS_ACTOR (ADoomKey, Doom, -1, 0)
|
||||
PROP_RadiusFixed (20)
|
||||
PROP_HeightFixed (16)
|
||||
PROP_Flags (MF_SPECIAL|MF_NOTDMATCH)
|
||||
END_DEFAULTS
|
||||
|
||||
// Blue key card ------------------------------------------------------------
|
||||
|
||||
class ABlueCard : public ADoomKey
|
||||
{
|
||||
DECLARE_ACTOR (ABlueCard, ADoomKey)
|
||||
public:
|
||||
const char *PickupMessage ();
|
||||
};
|
||||
|
||||
FState ABlueCard::States[] =
|
||||
{
|
||||
S_NORMAL (BKEY, 'A', 10, NULL , &States[1]),
|
||||
S_BRIGHT (BKEY, 'B', 10, NULL , &States[0])
|
||||
};
|
||||
|
||||
IMPLEMENT_ACTOR (ABlueCard, Doom, 5, 85)
|
||||
PROP_SpawnState (0)
|
||||
PROP_Inventory_Icon ("STKEYS0")
|
||||
END_DEFAULTS
|
||||
|
||||
const char *ABlueCard::PickupMessage ()
|
||||
{
|
||||
return GStrings("GOTBLUECARD");
|
||||
}
|
||||
|
||||
// Yellow key card ----------------------------------------------------------
|
||||
|
||||
class AYellowCard : public ADoomKey
|
||||
{
|
||||
DECLARE_ACTOR (AYellowCard, ADoomKey)
|
||||
public:
|
||||
const char *PickupMessage ();
|
||||
};
|
||||
|
||||
FState AYellowCard::States[] =
|
||||
{
|
||||
S_NORMAL (YKEY, 'A', 10, NULL , &States[1]),
|
||||
S_BRIGHT (YKEY, 'B', 10, NULL , &States[0])
|
||||
};
|
||||
|
||||
IMPLEMENT_ACTOR (AYellowCard, Doom, 6, 87)
|
||||
PROP_SpawnState (0)
|
||||
PROP_Inventory_Icon ("STKEYS1")
|
||||
END_DEFAULTS
|
||||
|
||||
const char *AYellowCard::PickupMessage ()
|
||||
{
|
||||
return GStrings("GOTYELWCARD");
|
||||
}
|
||||
|
||||
// Red key card -------------------------------------------------------------
|
||||
|
||||
class ARedCard : public ADoomKey
|
||||
{
|
||||
DECLARE_ACTOR (ARedCard, ADoomKey)
|
||||
public:
|
||||
const char *PickupMessage ();
|
||||
};
|
||||
|
||||
FState ARedCard::States[] =
|
||||
{
|
||||
S_NORMAL (RKEY, 'A', 10, NULL , &States[1]),
|
||||
S_BRIGHT (RKEY, 'B', 10, NULL , &States[0])
|
||||
};
|
||||
|
||||
IMPLEMENT_ACTOR (ARedCard, Doom, 13, 86)
|
||||
PROP_SpawnState (0)
|
||||
PROP_Inventory_Icon ("STKEYS2")
|
||||
END_DEFAULTS
|
||||
|
||||
const char *ARedCard::PickupMessage ()
|
||||
{
|
||||
return GStrings("GOTREDCARD");
|
||||
}
|
||||
|
||||
// Blue skull key -----------------------------------------------------------
|
||||
|
||||
class ABlueSkull : public ADoomKey
|
||||
{
|
||||
DECLARE_ACTOR (ABlueSkull, ADoomKey)
|
||||
public:
|
||||
const char *PickupMessage ();
|
||||
};
|
||||
|
||||
FState ABlueSkull::States[] =
|
||||
{
|
||||
S_NORMAL (BSKU, 'A', 10, NULL , &States[1]),
|
||||
S_BRIGHT (BSKU, 'B', 10, NULL , &States[0])
|
||||
};
|
||||
|
||||
IMPLEMENT_ACTOR (ABlueSkull, Doom, 40, 90)
|
||||
PROP_SpawnState (0)
|
||||
PROP_Inventory_Icon ("STKEYS3")
|
||||
END_DEFAULTS
|
||||
|
||||
const char *ABlueSkull::PickupMessage ()
|
||||
{
|
||||
return GStrings("GOTBLUESKUL");
|
||||
}
|
||||
|
||||
// Yellow skull key ---------------------------------------------------------
|
||||
|
||||
class AYellowSkull : public ADoomKey
|
||||
{
|
||||
DECLARE_ACTOR (AYellowSkull, ADoomKey)
|
||||
public:
|
||||
const char *PickupMessage ();
|
||||
};
|
||||
|
||||
FState AYellowSkull::States[] =
|
||||
{
|
||||
S_NORMAL (YSKU, 'A', 10, NULL , &States[1]),
|
||||
S_BRIGHT (YSKU, 'B', 10, NULL , &States[0])
|
||||
};
|
||||
|
||||
IMPLEMENT_ACTOR (AYellowSkull, Doom, 39, 88)
|
||||
PROP_SpawnState (0)
|
||||
PROP_Inventory_Icon ("STKEYS4")
|
||||
END_DEFAULTS
|
||||
|
||||
const char *AYellowSkull::PickupMessage ()
|
||||
{
|
||||
return GStrings("GOTYELWSKUL");
|
||||
}
|
||||
|
||||
// Red skull key ------------------------------------------------------------
|
||||
|
||||
class ARedSkull : public ADoomKey
|
||||
{
|
||||
DECLARE_ACTOR (ARedSkull, ADoomKey)
|
||||
public:
|
||||
const char *PickupMessage ();
|
||||
};
|
||||
|
||||
FState ARedSkull::States[] =
|
||||
{
|
||||
S_NORMAL (RSKU, 'A', 10, NULL , &States[1]),
|
||||
S_BRIGHT (RSKU, 'B', 10, NULL , &States[0])
|
||||
};
|
||||
|
||||
IMPLEMENT_ACTOR (ARedSkull, Doom, 38, 89)
|
||||
PROP_SpawnState (0)
|
||||
PROP_Inventory_Icon ("STKEYS5")
|
||||
END_DEFAULTS
|
||||
|
||||
const char *ARedSkull::PickupMessage ()
|
||||
{
|
||||
return GStrings("GOTREDSKUL");
|
||||
}
|
||||
|
||||
|
|
@ -634,7 +634,7 @@ private:
|
|||
TAG_DONE);
|
||||
DrBNumberOuter (ammo1->Amount, -67, -4 - BigHeight);
|
||||
ammotop = -4 - BigHeight;
|
||||
if (ammo2 != NULL)
|
||||
if (ammo2 != NULL && ammo2!=ammo1)
|
||||
{
|
||||
// Draw secondary ammo just above the primary ammo
|
||||
int y = MIN (-6 - BigHeight, -6 - (ammoIcon != NULL ? ammoIcon->GetHeight() : 0));
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue