mirror of
https://github.com/jmarshall23/DoomRTX.git
synced 2026-08-12 08:11:10 +02:00
422 lines
13 KiB
Modula-2
422 lines
13 KiB
Modula-2
/***********************************************************************
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monster_demon_tick.def
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***********************************************************************/
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export fred {
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options -prefix TRITE_ -align ALL -keep Rknee1 Rknee2 Rknee3 Lknee1 Lknee2 Lknee3 -keep strand1 -parent strand1 Spine3 -sourcedir models/monsters/trite/cycles -destdir models/md5/monsters/tick
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addoptions -keepmesh tickbodymesh
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addoptions -keepmesh ticklegsmesh
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addoptions -keepmesh pPlane3
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addoptions -keepmesh pPlane4
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mesh trite_mesh.mb -dest tick
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anim initial.mb
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anim af_pose.mb
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anim idle.mb
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anim alert_idle.mb
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anim walk1.mb
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anim pain_head.mb
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anim pain_luparm1.mb
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anim pain_ruparm1.mb
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anim walk2.mb
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anim walk3.mbf
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anim spit1.mb
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anim sight1.mb
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anim leap1.mb -range 1 16 -dest leap1start
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anim leap1.mb -range 17 22 -dest leap1loop
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anim leap1.mb -range 27 40 -dest leap1end
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anim melee1.mb
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anim melee2.mb
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anim evade_right.mb
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anim evade_left.mb
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anim outofhole.mb
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anim crawl196.mb -dest drop196
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anim crawl256.mb -dest drop256
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anim crawl400.mb -dest drop400
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addoptions -prefix TRITE1_ -sourcedir maps/fred/trites/ -destdir models/md5/monsters/tick
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anim trite_wakeups.mb -range 1 48 -dest downpipe
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addoptions -prefix TRITE2_
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anim trite_wakeups.mb -range 1 24 -dest hole24
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addoptions -prefix TRITE3_
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anim trite_wakeups.mb -range 1 29 -dest hole16
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addoptions -prefix TRITE4_
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anim trite_wakeups.mb -range 1 35 -dest doorcrack1
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addoptions -prefix TRITE5_
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anim trite_wakeups.mb -range 1 30 -dest floorcrack
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options -prefix TRITE_ -keep Rknee1 Rknee2 Rknee3 Lknee1 Lknee2 Lknee3 -keep strand1 -parent strand1 Spine3
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addoptions -keepmesh tickbodymesh
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addoptions -keepmesh ticklegsmesh
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addoptions -keepmesh pPlane3
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addoptions -keepmesh pPlane4
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anim models/monsters/trite/cycles/getoffwall.mb -rotate 90 -dest models/md5/monsters/tick/getoffwall
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}
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model monster_demon_tick {
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mesh models/md5/monsters/tick/tick.md5mesh
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channel torso ( *origin )
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anim af_pose models/md5/monsters/tick/initial.md5anim
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anim ik_pose models/md5/monsters/tick/af_pose.md5anim
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anim idle models/md5/monsters/tick/alert_idle.md5anim {
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frame 21 sound_body snd_footstep
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frame 29 sound_body snd_footstep
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frame 40 sound_voice snd_chirp
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frame 42 sound_body snd_footstep
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frame 60 sound_voice snd_chirp
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frame 65 sound_body snd_footstep
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frame 78 sound_body snd_footstep
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frame 85 sound_body snd_footstep
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frame 88 sound_voice snd_chirp
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}
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anim evade_right models/md5/monsters/tick/evade_right.md5anim {
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frame 4 sound_voice snd_evade
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frame 9 sound_body snd_footstep
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frame 10 sound_body snd_footstep
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frame 18 sound_body snd_footstep
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frame 20 sound_body snd_footstep
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frame 22 sound_body snd_footstep
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}
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anim evade_left models/md5/monsters/tick/evade_left.md5anim {
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frame 4 sound_voice snd_evade
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frame 9 sound_body snd_footstep
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frame 10 sound_body snd_footstep
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frame 18 sound_body snd_footstep
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frame 20 sound_body snd_footstep
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frame 22 sound_body snd_footstep
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}
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anim sight1 models/md5/monsters/tick/sight1.md5anim {
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frame 1 call overrideLegs
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frame 10 sound_body snd_sight
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}
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anim run models/md5/monsters/tick/walk1.md5anim {
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frame 5 sound_body snd_footstep
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frame 6 sound_body snd_footstep
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frame 11 sound_body snd_footstep
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frame 13 sound_body snd_footstep
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frame 16 sound_body snd_footstep
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frame 20 sound_body snd_footstep
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frame 21 sound_body snd_footstep
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frame 26 sound_body snd_footstep
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frame 29 sound_body snd_footstep
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frame 31 sound_body snd_footstep
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frame 36 sound_body snd_footstep
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frame 37 sound_body snd_footstep
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frame 39 sound_body snd_footstep
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frame 41 sound_body snd_footstep
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}
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anim walk1 models/md5/monsters/tick/walk2.md5anim {
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frame 3 sound_body snd_footstep
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frame 4 sound_body snd_footstep
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frame 7 sound_body snd_footstep
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frame 8 sound_body snd_footstep
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frame 11 sound_body snd_footstep
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frame 13 sound_body snd_footstep
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frame 14 sound_body snd_footstep
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frame 28 sound_body snd_footstep
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frame 29 sound_body snd_footstep
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frame 33 sound_body snd_footstep
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frame 39 sound_body snd_footstep
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frame 43 sound_body snd_footstep
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frame 45 sound_body snd_footstep
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frame 50 sound_body snd_footstep
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frame 53 sound_body snd_footstep
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frame 55 sound_body snd_footstep
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}
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anim walk2 models/md5/monsters/tick/walk3.md5anim {
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frame 2 sound_voice snd_chirp
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frame 3 sound_body snd_footstep
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frame 4 sound_body snd_footstep
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frame 7 sound_body snd_footstep
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frame 11 sound_body snd_footstep
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frame 14 sound_body snd_footstep
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frame 28 sound_body snd_footstep
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frame 29 sound_body snd_footstep
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frame 34 sound_body snd_footstep
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frame 39 sound_body snd_footstep
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frame 41 sound_voice snd_chirp
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frame 45 sound_body snd_footstep
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frame 50 sound_body snd_footstep
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frame 55 sound_body snd_footstep
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frame 59 sound_body snd_footstep
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frame 74 sound_body snd_footstep
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frame 76 sound_body snd_footstep
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frame 81 sound_voice snd_chirp
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frame 84 sound_body snd_footstep
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frame 85 sound_body snd_footstep
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frame 86 sound_body snd_footstep
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frame 93 sound_body snd_footstep
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frame 94 sound_body snd_footstep
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frame 96 sound_body snd_footstep
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frame 99 sound_body snd_footstep
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frame 100 sound_body snd_footstep
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}
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anim melee_attack1 models/md5/monsters/tick/melee1.md5anim {
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frame 1 call overrideLegs
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frame 3 attack_begin melee_tritebite1
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frame 3 sound_body snd_footstep
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frame 11 sound_body snd_footstep
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frame 12 sound_body snd_footstep
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frame 13 sound_body snd_footstep
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frame 15 sound_body snd_footstep
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frame 22 sound_body snd_footstep
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frame 23 sound_body snd_footstep
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frame 23 attack_end
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}
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anim melee_attack2 models/md5/monsters/tick/melee2.md5anim {
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frame 1 call overrideLegs
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frame 3 attack_begin melee_tritebite1
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frame 23 attack_end
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frame 25 sound_body snd_footstep
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frame 26 sound_body snd_footstep
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frame 30 sound_body snd_footstep
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frame 34 sound_body snd_footstep
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}
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anim jump_start models/md5/monsters/tick/leap1start.md5anim {
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frame 8 sound_body snd_footstep
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}
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anim jump_loop1 models/md5/monsters/tick/leap1loop.md5anim
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anim jump_end models/md5/monsters/tick/leap1end.md5anim {
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frame 1 sound_body snd_footstep
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frame 2 sound_body snd_footstep
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frame 3 sound_body snd_footstep
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frame 14 sound_body snd_footstep
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}
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anim pain models/md5/monsters/tick/pain_head.md5anim {
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frame 1 sound_voice snd_pain
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}
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anim pain_head models/md5/monsters/tick/pain_head.md5anim {
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frame 1 sound_voice snd_pain
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}
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anim pain_left_arm models/md5/monsters/tick/pain_luparm1.md5anim {
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frame 1 sound_voice snd_pain
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frame 6 sound_body snd_footstep
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}
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anim pain_right_arm models/md5/monsters/tick/pain_ruparm1.md5anim {
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frame 1 sound_voice snd_pain
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frame 6 sound_body snd_footstep
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}
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anim "196drop" models/md5/monsters/tick/drop196.md5anim {
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//ai_no_turn
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frame 1 disableGravity
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frame 1 disableWalkIK
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frame 1 sound_voice snd_startdrop
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frame 25 sound_body snd_footstep
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frame 27 sound_body snd_footstep
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frame 28 sound_voice snd_enddrop
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frame 29 enableGravity
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frame 29 sound_body snd_footstep
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frame 30 sound_body snd_footstep
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frame 33 sound_body snd_sight
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frame 48 enableWalkIK
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}
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anim "256drop" models/md5/monsters/tick/drop256.md5anim {
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//ai_no_turn
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frame 1 disableGravity
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frame 1 disableWalkIK
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frame 1 sound_voice snd_startdrop
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frame 25 sound_body snd_footstep
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frame 27 sound_body snd_footstep
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frame 28 sound_voice snd_enddrop
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frame 29 enableGravity
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frame 29 sound_body snd_footstep
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frame 30 sound_body snd_footstep
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frame 33 sound_body snd_sight
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frame 48 enableWalkIK
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}
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anim "400drop" models/md5/monsters/tick/drop400.md5anim {
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//ai_no_turn
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frame 1 disableGravity
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frame 1 disableWalkIK
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frame 1 sound_voice snd_startdrop
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frame 33 sound_body snd_footstep
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frame 34 sound_body snd_footstep
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frame 37 enableGravity
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frame 28 sound_voice snd_enddrop
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frame 35 sound_body snd_footstep
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frame 36 sound_body snd_footstep
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frame 38 sound_body snd_footstep
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frame 45 sound_voice snd_sight
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frame 48 sound_body snd_footstep
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frame 55 sound_body snd_footstep
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frame 58 enableWalkIK
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}
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anim offwall models/md5/monsters/tick/getoffwall.md5anim {
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ai_no_turn
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frame 1 disableWalkIK
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frame 63 enableWalkIK
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}
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anim outofhole models/md5/monsters/tick/outofhole.md5anim {
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ai_no_turn
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frame 1 disableWalkIK
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frame 1 event ignoreDamage
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frame 58 enableWalkIK
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frame 58 event allowDamage
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}
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anim downpipe models/md5/monsters/tick/downpipe.md5anim {
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ai_no_turn
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frame 1 disableWalkIK
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frame 6 sound_voice snd_sight
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frame 46 enableWalkIK
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}
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anim "24hole" models/md5/monsters/tick/hole24.md5anim {
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ai_no_turn
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frame 1 disableWalkIK
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frame 1 event ignoreDamage
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frame 9 sound_voice snd_sight
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frame 22 enableWalkIK
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frame 22 event allowDamage
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}
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anim "16hole" models/md5/monsters/tick/hole16.md5anim {
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ai_no_turn
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frame 1 disableWalkIK
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frame 1 event ignoreDamage
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frame 18 sound_voice snd_sight
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frame 27 enableWalkIK
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frame 27 event allowDamage
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}
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anim doorcrack1 models/md5/monsters/tick/doorcrack1.md5anim {
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ai_no_turn
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frame 1 disableWalkIK
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frame 1 event ignoreDamage
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frame 19 sound_voice snd_sight
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frame 33 enableWalkIK
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frame 33 event allowDamage
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}
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anim floorcrack models/md5/monsters/tick/floorcrack.md5anim {
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ai_no_turn
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frame 1 disableWalkIK
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frame 1 event ignoreDamage
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frame 9 sound_body snd_footstep
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frame 13 sound_body snd_footstep
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frame 15 sound_body snd_footstep
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frame 18 sound_body snd_footstep
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frame 19 sound_body snd_footstep
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frame 21 sound_voice snd_sight
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frame 28 enableWalkIK
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frame 28 event allowDamage
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}
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}
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entityDef monster_demon_tick {
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"inherit" "monster_default"
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"scriptobject" "ai"
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"nativeobject" "rvmMonsterDemonTrite"
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"model" "monster_demon_tick"
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"ragdoll" "monster_demon_tick"
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"size" "48 48 40"
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"use_aas" "aas48"
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"team" "1"
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"rank" "1"
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"health" "20"
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"melee_range" "40"
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"chatter_min" "5"
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"chatter_max" "10"
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"chatter_combat_min" "3"
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"chatter_combat_max" "7"
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"turn_rate" "360"
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"on_activate_blend" "0"
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"blockedRadius" "25"
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"blockedMoveTime" "750"
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"blockedAttackTime" "750"
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"model_explode" "trite_boomboom.prt"
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"def_explode_damage" "damage_tick_explode"
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"burnaway" "0.50"
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"smoke_burnParticleSystem" "burn_imp.prt-body2"
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"ik_numLegs" "0"
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"ik_footSize" "0"
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"ik_waist" "Body2"
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"ik_hip1" "Luparm1"
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"ik_hip2" "Ruparm1"
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"ik_hip3" "Luparm2"
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"ik_hip4" "Ruparm2"
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"ik_hip5" "Luparm3"
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"ik_hip6" "Ruparm3"
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"ik_knee1" "Lloarm1"
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"ik_knee2" "Rloarm1"
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"ik_knee3" "Lloarm2"
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"ik_knee4" "Rloarm2"
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"ik_knee5" "Lloarm3"
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"ik_knee6" "Rloarm3"
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"ik_ankle1" "Lwrist1"
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"ik_ankle2" "Rwrist1"
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"ik_ankle3" "Lwrist2"
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"ik_ankle4" "Rwrist2"
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"ik_ankle5" "Lwrist3"
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"ik_ankle6" "Rwrist3"
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"ik_dir1" "Lknee1"
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"ik_dir2" "Rknee1"
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"ik_dir3" "Lknee2"
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"ik_dir4" "Rknee2"
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"ik_dir5" "Lknee3"
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"ik_dir6" "Rknee3"
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"ik_foot1" "Ltip1"
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"ik_foot2" "Rtip1"
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"ik_foot3" "Ltip2"
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"ik_foot4" "Rtip2"
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"ik_foot5" "Ltip3"
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"ik_foot6" "Rtip3"
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"damage_zone head" "*Body2 -*Ruparm1 -*Ruparm2 -*Ruparm3 -*Luparm1 -*Luparm2 -*Luparm3"
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"damage_zone left_arm" "*Luparm1"
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"damage_zone right_arm" "*Ruparm1"
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"damage_scale head" "1"
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"snd_chatter" "monster_demon_tick_chatter"
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"snd_chatter_combat" "monster_demon_tick_chatter_combat"
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"snd_chirp" "monster_demon_tick_chirp"
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"snd_evade" "monster_demon_tick_evade"
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"snd_footstep" "monster_demon_tick_footstep"
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"snd_sight" "monster_demon_tick_sight"
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"snd_melee" "monster_demon_tick_melee"
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"snd_pain" "monster_demon_tick_pain"
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"snd_death" "monster_demon_tick_death"
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"snd_chomp" "monster_demon_tick_chomp"
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"snd_burn" "monster_demon_tick_burn"
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}
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entityDef damage_tick_explode {
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"damage" "50"
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// adjust in script if this value is changed
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"radius" "100"
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"knockback" "80"
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"push" "1000"
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"gib" "0"
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}
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