Runtime lessons: FrozenActorLayer required by AutoTarget, Immobile for doodad spatial presence, effect palette + attack cursors, WithFacingSpriteBody explicit Sequence Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
255 lines
4.1 KiB
YAML
255 lines
4.1 KiB
YAML
mutantgunner:
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AlwaysVisible:
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Selectable:
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Bounds: 1024, 1536, 0, -384
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SelectionDecorations:
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Targetable:
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TargetTypes: Ground
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Health:
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HP: 8000
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HitShape:
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BodyOrientation:
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QuantizeFacingsFromSequence:
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Sequence: stand
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Mobile:
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Locomotor: foot
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Speed: 42
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TurnSpeed: 512
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RenderSprites:
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Armament:
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Weapon: mg
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AttackFrontal:
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AutoTarget:
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AutoTargetPriority:
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WithInfantryBody:
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DefaultAttackSequence: attack
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WithDeathAnimation:
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DeathSequence: die
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UseDeathTypeSuffix: false
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MapEditorData:
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Categories: Units
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mutantbrawler:
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AlwaysVisible:
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Selectable:
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Bounds: 1024, 1536, 0, -384
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SelectionDecorations:
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Targetable:
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TargetTypes: Ground
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Health:
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HP: 12000
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HitShape:
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BodyOrientation:
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QuantizeFacingsFromSequence:
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Sequence: stand
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Mobile:
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Locomotor: foot
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Speed: 56
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TurnSpeed: 512
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RenderSprites:
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Armament:
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Weapon: claw
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AttackFrontal:
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AutoTarget:
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AutoTargetPriority:
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WithInfantryBody:
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DefaultAttackSequence: attack
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WithDeathAnimation:
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DeathSequence: die
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UseDeathTypeSuffix: false
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MapEditorData:
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Categories: Units
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hound:
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AlwaysVisible:
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Selectable:
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Bounds: 1024, 1536, 0, -384
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SelectionDecorations:
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Targetable:
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TargetTypes: Ground
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Health:
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HP: 5000
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HitShape:
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BodyOrientation:
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QuantizeFacingsFromSequence:
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Sequence: stand
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Mobile:
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Locomotor: foot
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Speed: 85
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TurnSpeed: 512
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RenderSprites:
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Armament:
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Weapon: claw
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AttackFrontal:
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AutoTarget:
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AutoTargetPriority:
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WithInfantryBody:
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DefaultAttackSequence: attack
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WithDeathAnimation:
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DeathSequence: die
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UseDeathTypeSuffix: false
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MapEditorData:
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Categories: Units
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android:
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AlwaysVisible:
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Selectable:
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Bounds: 1024, 1536, 0, -384
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SelectionDecorations:
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Targetable:
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TargetTypes: Ground
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Health:
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HP: 7000
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HitShape:
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BodyOrientation:
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QuantizeFacingsFromSequence:
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Sequence: stand
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Mobile:
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Locomotor: foot
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Speed: 50
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TurnSpeed: 512
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RenderSprites:
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Armament:
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Weapon: mg
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AttackFrontal:
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AutoTarget:
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AutoTargetPriority:
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WithInfantryBody:
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DefaultAttackSequence: attack
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WithDeathAnimation:
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DeathSequence: die
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UseDeathTypeSuffix: false
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MapEditorData:
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Categories: Units
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biotitan:
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AlwaysVisible:
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Selectable:
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Bounds: 1024, 1536, 0, -384
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SelectionDecorations:
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Targetable:
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TargetTypes: Ground
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Health:
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HP: 40000
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HitShape:
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BodyOrientation:
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QuantizeFacingsFromSequence:
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Sequence: stand
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Mobile:
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Locomotor: foot
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Speed: 32
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TurnSpeed: 512
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RenderSprites:
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Armament:
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Weapon: titanslam
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AttackFrontal:
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AutoTarget:
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AutoTargetPriority:
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WithInfantryBody:
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DefaultAttackSequence: attack
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WithDeathAnimation:
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DeathSequence: die
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UseDeathTypeSuffix: false
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MapEditorData:
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Categories: Units
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warcar:
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AlwaysVisible:
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Selectable:
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Bounds: 1024, 1536, 0, -384
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SelectionDecorations:
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Targetable:
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TargetTypes: Ground
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Health:
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HP: 15000
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HitShape:
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BodyOrientation:
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QuantizeFacingsFromSequence:
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Sequence: stand
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Mobile:
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Locomotor: wheels
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Speed: 128
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TurnSpeed: 20
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RenderSprites:
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Armament:
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Weapon: mg
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AttackFrontal:
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AutoTarget:
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AutoTargetPriority:
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WithFacingSpriteBody:
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Sequence: stand
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WithMoveAnimation:
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MoveSequence: run
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MapEditorData:
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Categories: Units
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hauler:
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AlwaysVisible:
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Selectable:
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Bounds: 1024, 1536, 0, -384
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SelectionDecorations:
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Targetable:
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TargetTypes: Ground
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Health:
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HP: 20000
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HitShape:
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BodyOrientation:
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QuantizeFacingsFromSequence:
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Sequence: stand
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Mobile:
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Locomotor: wheels
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Speed: 96
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TurnSpeed: 20
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RenderSprites:
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WithFacingSpriteBody:
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Sequence: stand
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WithMoveAnimation:
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MoveSequence: run
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MapEditorData:
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Categories: Units
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barrel:
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AlwaysVisible:
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Immobile:
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OccupiesSpace: true
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WithSpriteBody:
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RenderSprites:
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MapEditorData:
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Categories: Decorations
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barrel2:
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AlwaysVisible:
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Immobile:
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OccupiesSpace: true
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WithSpriteBody:
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RenderSprites:
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MapEditorData:
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Categories: Decorations
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streetlight:
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AlwaysVisible:
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Immobile:
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OccupiesSpace: true
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WithSpriteBody:
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RenderSprites:
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MapEditorData:
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Categories: Decorations
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bookshelf:
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AlwaysVisible:
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Immobile:
|
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OccupiesSpace: true
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WithSpriteBody:
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RenderSprites:
|
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MapEditorData:
|
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Categories: Decorations
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junk1:
|
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AlwaysVisible:
|
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Immobile:
|
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OccupiesSpace: true
|
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WithSpriteBody:
|
|
RenderSprites:
|
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MapEditorData:
|
|
Categories: Decorations
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