Assortment of Equinox compat fixes.
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acs/swwmcomp.o
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acs/swwmcomp.o
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@ -0,0 +1,19 @@
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flat optional EQNXSL01
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pic 1 tics 8
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pic 2 tics 8
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pic 3 tics 8
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pic 4 tics 8
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flat optional EQNXSL09
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pic 9 tics 8
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pic 10 tics 8
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pic 11 tics 8
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pic 12 tics 8
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flat optional EQNXBLD1
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pic 1 tics 8
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pic 2 tics 8
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pic 3 tics 8
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flat optional EQNXRR05
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pic 5 tics 8
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pic 6 tics 8
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pic 7 tics 8
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pic 8 tics 8
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@ -775,3 +775,9 @@ floor optional ZFLWATR1 DoomWater
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floor optional ZFLWATR2 DoomWater
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floor optional ZFLWATR3 DoomWater
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floor optional ZFLWATR4 DoomWater
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// [MK] Equinox slime
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floor optional EQNXSL01 DoomMud
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floor optional EQNXSL02 DoomMud
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floor optional EQNXSL03 DoomMud
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floor optional EQNXSL04 DoomMud
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@ -1,3 +1,3 @@
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[default]
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SWWM_MODVER="\chSWWM \czGZ\c- \cw0.9.11b-pre r260 \cu(Wed 10 Feb 10:40:54 CET 2021)\c-";
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SWWM_SHORTVER="\cw0.9.11b-pre r260 \cu(2021-02-10 10:40:54)\c-";
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SWWM_MODVER="\chSWWM \czGZ\c- \cw0.9.11b-pre r261 \cu(Wed 10 Feb 11:37:30 CET 2021)\c-";
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SWWM_SHORTVER="\cw0.9.11b-pre r261 \cu(2021-02-10 11:37:30)\c-";
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@ -40,6 +40,12 @@ SCRIPT "NERVE_EXITOPEN" ( void )
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Ceiling_RaiseByValue(24,8,80);
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}
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SCRIPT "EQUINOX_BRAINCRUSH" ( int tag )
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{
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SpawnSpotFacing("BossBrain",666);
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Ceiling_CrushAndRaiseDist(tag,8,8,10);
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}
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// this one is for forcing episodes to continue seamlessly
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// will be used eventually
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SCRIPT "EPISODIC_CONTD" ( void )
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@ -0,0 +1,60 @@
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flat optional EQNXSL01, 64, 64
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{
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Patch SLIME01, 0, 0
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}
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flat optional EQNXSL02, 64, 64
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{
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Patch SLIME02, 0, 0
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}
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flat optional EQNXSL03, 64, 64
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{
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Patch SLIME03, 0, 0
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}
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flat optional EQNXSL04, 64, 64
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{
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Patch SLIME04, 0, 0
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}
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flat optional EQNXSL09, 64, 64
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{
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Patch SLIME09, 0, 0
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}
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flat optional EQNXSL10, 64, 64
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{
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Patch SLIME10, 0, 0
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}
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flat optional EQNXSL11, 64, 64
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{
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Patch SLIME11, 0, 0
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}
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flat optional EQNXSL12, 64, 64
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{
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Patch SLIME12, 0, 0
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}
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flat optional EQNXBLD1, 64, 64
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{
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Patch BLOOD1, 0, 0
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}
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flat optional EQNXBLD2, 64, 64
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{
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Patch BLOOD2, 0, 0
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}
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flat optional EQNXBLD3, 64, 64
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{
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Patch BLOOD3, 0, 0
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}
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flat optional EQNXRR05, 64, 64
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{
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Patch RROCK05, 0, 0
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}
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flat optional EQNXRR06, 64, 64
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{
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Patch RROCK06, 0, 0
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}
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flat optional EQNXRR07, 64, 64
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{
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Patch RROCK07, 0, 0
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}
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flat optional EQNXRR08, 64, 64
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{
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Patch RROCK08, 0, 0
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}
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@ -5,6 +5,19 @@
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Class SWWMLevelCompatibility : LevelPostProcessor
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{
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private void EquinoxBossBrainHandle( uint lineno, int sectortag )
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{
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// don't spawn boss brains until it's time to crush them
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for ( int i=0; i<GetThingCount(); i++ )
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{
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if ( GetThingEdNum(i) != 88 ) continue;
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SetThingEdNum(i,9001);
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SetThingID(i,666);
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}
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// change the crusher line
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SetLineSpecial(lineno,ACS_Execute,-Int('EQUINOX_BRAINCRUSH'),0,sectortag);
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}
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protected void Apply( Name checksum, String mapname )
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{
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int numcol = 6;
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@ -55,8 +68,7 @@ Class SWWMLevelCompatibility : LevelPostProcessor
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int ncellsa = 0, ncellsb = 0;
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for ( int i=0; i<GetThingCount(); i++ )
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{
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int tn = GetThingEdNum(i);
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if ( tn != 17 ) continue;
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if ( GetThingEdNum(i) != 17 ) continue;
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Vector3 pos = GetThingPos(i);
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if ( pos.y != 480. ) continue;
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if ( pos.x == -5472. )
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@ -71,6 +83,24 @@ Class SWWMLevelCompatibility : LevelPostProcessor
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}
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}
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break;
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// Equinox MAP04
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case 'E66BCCFAD7AC40EFB21E2A19131E1522':
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EquinoxBossBrainHandle(2406,27);
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// raise floor by 10 units so its untextured lower lines don't glitch out at eye level
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OffsetSectorPlane(248,0,10.);
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break;
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// Equinox MAP07
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case 'A0B6B83DC8BD50FC84170572840DE585':
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EquinoxBossBrainHandle(3423,31);
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break;
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// Equinox MAP10
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case 'F91E3FE225F10EECBE21486E1BB14834':
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EquinoxBossBrainHandle(2813,29);
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break;
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// Equinox MAP13
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case '3805A661D5C4523AFF7BF86991071043':
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EquinoxBossBrainHandle(4106,60);
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break;
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// Kinsie's Test Map (HERETIC)
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case '0EADB2F82732A968B8513E4DC6138439':
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numcol = 7;
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@ -83,5 +113,40 @@ Class SWWMLevelCompatibility : LevelPostProcessor
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AddThing(4206900+i,(1472+64*i,640,0));
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break;
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}
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switch ( checksum )
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{
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// ALL of Equinox
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case '9705315427A2F951A538B23C39199236':
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case '54E9953A3C1A88641E00AA353BAF46E9':
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case 'DD3986E184829DAB73160F4C122155F9':
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case 'B3E6CAE9983EA1DC4D9544DA26118569':
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case '3E4DFC55EAE85A7FE02DD21ED33AABCA':
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case 'ECCB69F1BBF91D8F67D8583EA2546863':
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case 'E66BCCFAD7AC40EFB21E2A19131E1522':
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case 'A0B6B83DC8BD50FC84170572840DE585':
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case '9BA1ACB72D878AFA3CB22B810D6CCD9A':
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case 'A26749D9B9CD70ECED5C7B6BAB6D859E':
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case '3805A661D5C4523AFF7BF86991071043':
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case 'F91E3FE225F10EECBE21486E1BB14834':
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case '838BA30EB0B003C070414093BFDFA72A':
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// replace certain animated flats with duplicates
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// this avoids unintended TERRAIN defs from applying to them
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level.ReplaceTextures("SLIME01","EQNXSL01",0);
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level.ReplaceTextures("SLIME02","EQNXSL02",0);
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level.ReplaceTextures("SLIME03","EQNXSL03",0);
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level.ReplaceTextures("SLIME04","EQNXSL04",0);
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level.ReplaceTextures("SLIME09","EQNXSL09",0);
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level.ReplaceTextures("SLIME10","EQNXSL10",0);
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level.ReplaceTextures("SLIME11","EQNXSL11",0);
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level.ReplaceTextures("SLIME12","EQNXSL12",0);
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level.ReplaceTextures("BLOOD1","EQNXBLD1",0);
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level.ReplaceTextures("BLOOD2","EQNXBLD2",0);
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level.ReplaceTextures("BLOOD3","EQNXBLD3",0);
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level.ReplaceTextures("RROCK05","EQNXRR05",0);
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level.ReplaceTextures("RROCK06","EQNXRR06",0);
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level.ReplaceTextures("RROCK07","EQNXRR07",0);
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level.ReplaceTextures("RROCK08","EQNXRR08",0);
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break;
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}
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}
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}
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