- Converted teleport fog and destinations to DECORATE.
- AActor::PreExplode is gone now that the last item that was using it has been converted. - Converted the Sigil and the remaining things in a_strifeitems.cpp to DECORATE. SVN r1132 (trunk)
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commit
ef2c9243c5
23 changed files with 510 additions and 519 deletions
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@ -15,51 +15,7 @@
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// Degnin Ore ---------------------------------------------------------------
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void A_RemoveForceField (AActor *);
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FState ADegninOre::States[] =
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{
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S_NORMAL (XPRK, 'A', -1, NULL, NULL),
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S_NORMAL (XPRK, 'A', 1, A_RemoveForceField, &States[2]),
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S_BRIGHT (BNG3, 'A', 3, A_ExplodeAndAlert, &States[3]),
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S_BRIGHT (BNG3, 'B', 3, NULL, &States[4]),
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S_BRIGHT (BNG3, 'C', 3, NULL, &States[5]),
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S_BRIGHT (BNG3, 'D', 3, NULL, &States[6]),
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S_BRIGHT (BNG3, 'E', 3, NULL, &States[7]),
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S_BRIGHT (BNG3, 'F', 3, NULL, &States[8]),
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S_BRIGHT (BNG3, 'G', 3, NULL, &States[9]),
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S_BRIGHT (BNG3, 'H', 3, NULL, NULL),
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};
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IMPLEMENT_ACTOR (ADegninOre, Strife, 59, 0)
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PROP_StrifeType (128)
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PROP_StrifeTeaserType (124)
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PROP_StrifeTeaserType2 (127)
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PROP_SpawnHealth (10)
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PROP_SpawnState (0)
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PROP_DeathState (1)
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PROP_RadiusFixed (16)
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PROP_HeightFixed (16)
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PROP_Inventory_MaxAmount (10)
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PROP_Flags (MF_SPECIAL|MF_SOLID|MF_SHOOTABLE|MF_NOBLOOD)
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PROP_Flags2 (MF2_FLOORCLIP)
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PROP_Flags4 (MF4_INCOMBAT)
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PROP_Inventory_FlagsSet (IF_INVBAR)
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PROP_Tag ("Degnin_Ore") // "Thalite_Ore" in the Teaser
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PROP_DeathSound ("ore/explode")
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PROP_Inventory_Icon ("I_XPRK")
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PROP_Inventory_PickupMessage("$TXT_DEGNINORE")
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END_DEFAULTS
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void ADegninOre::GetExplodeParms (int &damage, int &dist, bool &hurtSource)
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{
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damage = dist = 192;
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RenderStyle = STYLE_Add; // [RH] Make the explosion glow
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// Does Strife automatically play the death sound on death?
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S_Sound (this, CHAN_BODY, DeathSound, 1, ATTN_NORM);
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}
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IMPLEMENT_CLASS(ADegninOre)
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void A_RemoveForceField (AActor *self)
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{
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@ -103,59 +59,22 @@ bool ADegninOre::Use (bool pickup)
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}
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}
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// Gun Training -------------------------------------------------------------
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class AGunTraining : public AInventory
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{
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DECLARE_ACTOR (AGunTraining, AInventory)
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};
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FState AGunTraining::States[] =
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{
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S_NORMAL (GUNT, 'A', -1, NULL, NULL)
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};
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IMPLEMENT_ACTOR (AGunTraining, Strife, -1, 0)
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PROP_StrifeType (310)
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PROP_SpawnState (0)
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PROP_Flags (MF_SPECIAL)
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PROP_Flags2 (MF2_FLOORCLIP)
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PROP_Inventory_FlagsSet (IF_INVBAR|IF_UNDROPPABLE)
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PROP_Inventory_MaxAmount (100)
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PROP_Tag ("Accuracy")
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PROP_Inventory_Icon ("I_GUNT")
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END_DEFAULTS
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// Health Training ----------------------------------------------------------
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class AHealthTraining : public AInventory
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{
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DECLARE_ACTOR (AHealthTraining, AInventory)
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DECLARE_CLASS (AHealthTraining, AInventory)
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public:
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bool TryPickup (AActor *toucher);
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};
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FState AHealthTraining::States[] =
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{
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S_NORMAL (HELT, 'A', -1, NULL, NULL)
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};
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IMPLEMENT_ACTOR (AHealthTraining, Strife, -1, 0)
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PROP_StrifeType (309)
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PROP_SpawnState (0)
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PROP_Flags (MF_SPECIAL)
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PROP_Flags2 (MF2_FLOORCLIP)
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PROP_Inventory_FlagsSet (IF_INVBAR|IF_UNDROPPABLE)
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PROP_Inventory_MaxAmount (100)
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PROP_Tag ("Toughness")
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PROP_Inventory_Icon ("I_HELT")
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END_DEFAULTS
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IMPLEMENT_CLASS (AHealthTraining)
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bool AHealthTraining::TryPickup (AActor *toucher)
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{
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if (Super::TryPickup (toucher))
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{
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toucher->GiveInventoryType (RUNTIME_CLASS(AGunTraining));
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toucher->GiveInventoryType (PClass::FindClass("GunTraining"));
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AInventory *coin = Spawn<ACoin> (0,0,0, NO_REPLACE);
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if (coin != NULL)
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{
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@ -174,30 +93,12 @@ bool AHealthTraining::TryPickup (AActor *toucher)
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class AScanner : public APowerupGiver
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{
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DECLARE_ACTOR (AScanner, APowerupGiver)
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DECLARE_CLASS (AScanner, APowerupGiver)
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public:
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bool Use (bool pickup);
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};
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FState AScanner::States[] =
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{
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S_BRIGHT (PMUP, 'A', 6, NULL, &States[1]),
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S_BRIGHT (PMUP, 'B', 6, NULL, &States[0])
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};
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IMPLEMENT_ACTOR (AScanner, Strife, 2027, 0)
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PROP_StrifeType (165)
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PROP_SpawnState (0)
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PROP_Flags (MF_SPECIAL)
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PROP_Flags2 (MF2_FLOORCLIP)
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PROP_Inventory_MaxAmount (1)
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PROP_Inventory_FlagsClear (IF_FANCYPICKUPSOUND)
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PROP_Tag ("scanner")
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PROP_Inventory_Icon ("I_PMUP")
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PROP_PowerupGiver_Powerup ("PowerScanner")
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PROP_Inventory_PickupSound ("misc/i_pkup")
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PROP_Inventory_PickupMessage("$TXT_SCANNER")
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END_DEFAULTS
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IMPLEMENT_CLASS (AScanner)
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bool AScanner::Use (bool pickup)
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{
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@ -216,26 +117,13 @@ bool AScanner::Use (bool pickup)
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class APrisonPass : public AKey
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{
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DECLARE_ACTOR (APrisonPass, AKey)
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DECLARE_CLASS (APrisonPass, AKey)
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public:
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bool TryPickup (AActor *toucher);
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bool SpecialDropAction (AActor *dropper);
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};
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FState APrisonPass::States[] =
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{
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S_NORMAL (TOKN, 'A', -1, NULL, NULL)
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};
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IMPLEMENT_ACTOR (APrisonPass, Strife, -1, 0)
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PROP_StrifeType (304)
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PROP_StrifeTeaserType (286)
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PROP_StrifeTeaserType2 (303)
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PROP_SpawnState (0)
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PROP_Inventory_Icon ("I_TOKN")
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PROP_Tag ("Prison_pass")
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PROP_Inventory_PickupMessage("$TXT_PRISONPASS")
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END_DEFAULTS
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IMPLEMENT_CLASS (APrisonPass)
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bool APrisonPass::TryPickup (AActor *toucher)
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{
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@ -268,32 +156,19 @@ bool APrisonPass::SpecialDropAction (AActor *dropper)
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// actions and cannot be held. ----------------------------------------------
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//---------------------------------------------------------------------------
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FState ADummyStrifeItem::States[] =
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{
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S_NORMAL (TOKN, 'A', -1, NULL, NULL)
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};
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IMPLEMENT_ACTOR (ADummyStrifeItem, Strife, -1, 0)
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PROP_SpawnState (0)
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PROP_Flags (MF_SPECIAL)
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END_DEFAULTS
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IMPLEMENT_CLASS (ADummyStrifeItem)
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// Sound the alarm! ---------------------------------------------------------
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class ARaiseAlarm : public ADummyStrifeItem
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{
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DECLARE_STATELESS_ACTOR (ARaiseAlarm, ADummyStrifeItem)
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DECLARE_CLASS (ARaiseAlarm, ADummyStrifeItem)
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public:
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bool TryPickup (AActor *toucher);
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bool SpecialDropAction (AActor *dropper);
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};
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IMPLEMENT_STATELESS_ACTOR (ARaiseAlarm, Strife, -1, 0)
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PROP_StrifeType (301)
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PROP_StrifeTeaserType (283)
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PROP_StrifeTeaserType2 (300)
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PROP_Tag ("alarm")
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END_DEFAULTS
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IMPLEMENT_CLASS (ARaiseAlarm)
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bool ARaiseAlarm::TryPickup (AActor *toucher)
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{
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@ -318,16 +193,12 @@ bool ARaiseAlarm::SpecialDropAction (AActor *dropper)
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class AOpenDoor222 : public ADummyStrifeItem
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{
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DECLARE_STATELESS_ACTOR (AOpenDoor222, ADummyStrifeItem)
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DECLARE_CLASS (AOpenDoor222, ADummyStrifeItem)
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public:
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bool TryPickup (AActor *toucher);
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};
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IMPLEMENT_STATELESS_ACTOR (AOpenDoor222, Strife, -1, 0)
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PROP_StrifeType (302)
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PROP_StrifeTeaserType (284)
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PROP_StrifeTeaserType2 (301)
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END_DEFAULTS
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IMPLEMENT_CLASS (AOpenDoor222)
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bool AOpenDoor222::TryPickup (AActor *toucher)
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{
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@ -340,17 +211,13 @@ bool AOpenDoor222::TryPickup (AActor *toucher)
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class ACloseDoor222 : public ADummyStrifeItem
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{
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DECLARE_STATELESS_ACTOR (ACloseDoor222, ADummyStrifeItem)
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DECLARE_CLASS (ACloseDoor222, ADummyStrifeItem)
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public:
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bool TryPickup (AActor *toucher);
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bool SpecialDropAction (AActor *dropper);
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};
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IMPLEMENT_STATELESS_ACTOR (ACloseDoor222, Strife, -1, 0)
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PROP_StrifeType (303)
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PROP_StrifeTeaserType (285)
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PROP_StrifeTeaserType2 (302)
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END_DEFAULTS
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IMPLEMENT_CLASS (ACloseDoor222)
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bool ACloseDoor222::TryPickup (AActor *toucher)
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{
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@ -375,15 +242,13 @@ bool ACloseDoor222::SpecialDropAction (AActor *dropper)
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class AOpenDoor224 : public ADummyStrifeItem
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{
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DECLARE_STATELESS_ACTOR (AOpenDoor224, ADummyStrifeItem)
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DECLARE_CLASS (AOpenDoor224, ADummyStrifeItem)
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public:
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bool TryPickup (AActor *toucher);
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bool SpecialDropAction (AActor *dropper);
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};
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IMPLEMENT_STATELESS_ACTOR (AOpenDoor224, Strife, -1, 0)
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PROP_StrifeType (305)
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END_DEFAULTS
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IMPLEMENT_CLASS (AOpenDoor224)
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bool AOpenDoor224::TryPickup (AActor *toucher)
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{
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@ -403,17 +268,12 @@ bool AOpenDoor224::SpecialDropAction (AActor *dropper)
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class AAmmoFillup : public ADummyStrifeItem
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{
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DECLARE_STATELESS_ACTOR (AAmmoFillup, ADummyStrifeItem)
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DECLARE_CLASS (AAmmoFillup, ADummyStrifeItem)
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public:
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bool TryPickup (AActor *toucher);
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};
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IMPLEMENT_STATELESS_ACTOR (AAmmoFillup, Strife, -1, 0)
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PROP_StrifeType (298)
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PROP_StrifeTeaserType (280)
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PROP_StrifeTeaserType2 (297)
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PROP_Tag ("Ammo")
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END_DEFAULTS
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IMPLEMENT_CLASS (AAmmoFillup)
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bool AAmmoFillup::TryPickup (AActor *toucher)
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{
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@ -446,17 +306,12 @@ bool AAmmoFillup::TryPickup (AActor *toucher)
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class AHealthFillup : public ADummyStrifeItem
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{
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DECLARE_STATELESS_ACTOR (AHealthFillup, ADummyStrifeItem)
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DECLARE_CLASS (AHealthFillup, ADummyStrifeItem)
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public:
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bool TryPickup (AActor *toucher);
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};
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IMPLEMENT_STATELESS_ACTOR (AHealthFillup, Strife, -1, 0)
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PROP_StrifeType (299)
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PROP_StrifeTeaserType (281)
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PROP_StrifeTeaserType2 (298)
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PROP_Tag ("Health")
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END_DEFAULTS
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IMPLEMENT_CLASS (AHealthFillup)
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bool AHealthFillup::TryPickup (AActor *toucher)
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{
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@ -473,13 +328,7 @@ bool AHealthFillup::TryPickup (AActor *toucher)
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// Upgrade Stamina ----------------------------------------------------------
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IMPLEMENT_STATELESS_ACTOR (AUpgradeStamina, Strife, -1, 0)
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PROP_StrifeType (306)
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PROP_StrifeTeaserType (287)
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PROP_StrifeTeaserType2 (307)
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PROP_Inventory_Amount (10)
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PROP_Inventory_MaxAmount (100)
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END_DEFAULTS
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IMPLEMENT_CLASS (AUpgradeStamina)
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bool AUpgradeStamina::TryPickup (AActor *toucher)
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{
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@ -497,11 +346,7 @@ bool AUpgradeStamina::TryPickup (AActor *toucher)
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// Upgrade Accuracy ---------------------------------------------------------
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IMPLEMENT_STATELESS_ACTOR (AUpgradeAccuracy, Strife, -1, 0)
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PROP_StrifeType (307)
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PROP_StrifeTeaserType (288)
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PROP_StrifeTeaserType2 (308)
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END_DEFAULTS
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IMPLEMENT_CLASS (AUpgradeAccuracy)
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bool AUpgradeAccuracy::TryPickup (AActor *toucher)
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{
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@ -514,9 +359,7 @@ bool AUpgradeAccuracy::TryPickup (AActor *toucher)
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// Start a slideshow --------------------------------------------------------
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IMPLEMENT_STATELESS_ACTOR (ASlideshowStarter, Strife, -1, 0)
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PROP_StrifeType (343)
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END_DEFAULTS
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IMPLEMENT_CLASS (ASlideshowStarter)
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bool ASlideshowStarter::TryPickup (AActor *toucher)
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{
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