Add rayman2 source files
This commit is contained in:
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; SCR 552
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; Scripts Parser Version 5.5.2
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; (c) Ubi Simulations 1997
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;+++++++++++++++++++++++++++++++++++++++++++
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;+ Actors Editor +
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;+++++++++++++++++++++++++++++++++++++++++++
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;+ Version 4.1.0 [May 15 1998] <using CTL, ErO, and WAW> +
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; Save date : Saturday, May 16, 1998, 16h17m
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;+++++++++++++++++++++++++++++++++++++++++++
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;###################################
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;########### Actor World ###########
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;###################################
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{Character:World
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;**** 3dData mini-structure definition ****
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{3dData:
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InitialState("World\World.sta^CreateNewState:NoState")
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DrawMask(4294967295)
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ShadowScale("1.000000","1.000000")
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ShadowQuality(2)
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ShadowHeight("0.200000")
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}
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;**** StdGame mini-structure definition ****
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{StandardGame:
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Type(World,Level<nomdulevel>,World)
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HitPointsInit(0)
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HitPointsMaxInit(0)
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HitPointsMaxMax(0)
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InitFlags(WhenGoOutOfZone,WhenPlayerDead)
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PlatFormType(0)
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LinkedToSector(0)
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CustomBitsInit(0)
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}
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;**** Brain mini-structure definition ****
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{Brain:
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{InitComportIntelligence:("World\Level<nomdulevel>\Level<nomdulevel>.rul^CreateIntelligence^CreateComport:YLT_InitLevel")
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}
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}
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;**** Dynam mini-structure definition ****
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{Dynam:
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SlideFactorX("1.000000")
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SlideFactorY("1.000000")
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SlideFactorZ("1.000000")
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}
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;**** SectInfo mini-structure definition ****
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{SectInfo:
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}
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;**** TakPut mini-structure definition ****
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{MSTakPut:
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}
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;**** World mini-structure definition ****
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{World:
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SnowForce(0)
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RainForce(0)
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WindVector("0.000000","0.000000","0.000000")
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WaterFogColor("0.000000","0.000000","0.500000")
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AirFogColor("0.100000","0.100000","0.100000")
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WaterFogAttributes("7.500000","15.000000","20.000000")
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AirFogAttributes("15.000000","25.000000","30.000000")
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}
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}
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@@ -0,0 +1,13 @@
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; SCR 552
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; Scripts Parser Version 5.5.2
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; (c) Ubi Simulations 1997
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;IA Editor v4.18.0 May 19 1998
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;Save date:Tuesday,May,19,1998,16h20m
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{CreateAIModel:
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CreateVariableDeclarationAIModel("World\Level<nomdulevel>\Level<nomdulevel>.dec")
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CreateIntellAIModel("World\Level<nomdulevel>\Level<nomdulevel>.rul")
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CreateReflexAIModel("World\Level<nomdulevel>\Level<nomdulevel>.rfx")
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}
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@@ -0,0 +1,10 @@
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; SCR 552
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; Scripts Parser Version 5.5.2
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; (c) Ubi Simulations 1997
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;IA Editor v4.18.0 May 19 1998
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;Save date:Tuesday,May,19,1998,16h20m
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{CreateVariables:(0,0)
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}
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@@ -0,0 +1,20 @@
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; SCR 552
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; Scripts Parser Version 5.5.2
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; (c) Ubi Simulations 1997
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;IA Editor v4.18.0 May 19 1998
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;Save date:Tuesday,May,19,1998,16h20m
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{CreateEditorDeclaration:
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{CreateEditorBehaviour:
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Language(French)
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Name("Variables designer")
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BoundingBox(15,15,111,45)
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}
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{CreateEditorBehaviour:
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Language(French)
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Name(Macros)
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BoundingBox(15,60,65,90)
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}
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}
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@@ -0,0 +1,191 @@
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; SCR 552
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; Scripts Parser Version 5.5.2
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; (c) Ubi Simulations 1997
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;+++++++++++++++++++++++++++++++++++++++++++
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;+ Actors Editor +
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;+++++++++++++++++++++++++++++++++++++++++++
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;+ Version 4.1.0 [May 18 1998] <using CTL, ErO, and WAW> +
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; Save date : Tuesday, May 19, 1998, 16h20m
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;+++++++++++++++++++++++++++++++++++++++++++
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;##########################################
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;########### Model Level<nomdulevel> ###########
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;##########################################
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{CreateEditorActorModel:Level<nomdulevel>
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Type(ActorType)
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Bitmap("Mod_World.bmp")
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Family(World)
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EditorBrain(World\Level<nomdulevel>\Level<nomdulevel>)
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;___________________ Group Separator ___________________
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{MiniStructure:3D_Data(Group_1,Allocated)
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Control_Translation(Not_Linked,"0.000","0.000","0.000")
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Current_Action(Not_Linked,NoAction)
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Initial_Action(Not_Linked,NoAction)
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Object_Table(Not_Linked,"No Object Table")
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Object_Table_Init(Not_Linked,"No Object Table")
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Current_Frame(Not_Linked,0)
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Repeat_Anim(Not_Linked,0)
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Next_Event(Not_Linked,0)
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Draw_Mask(Not_Linked,3452816845)
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Shadow_Scale_X(Not_Linked,"0.000")
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Shadow_Scale_Y(Not_Linked,"0.000")
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Shadow_Material(Not_Linked,"No Material!")
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Shadow_Quality(Not_Linked,"No shadow")
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Shadow_Height(Not_Linked,"0.000")
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Crt_Position(Not_Linked,"0.000","0.000","0.000")
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}
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{MiniStructure:Standard_Game(Group_1,Allocated)
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Family_Type(Not_Linked,0)
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Model_Type(Not_Linked,0)
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Perso_Type(Not_Linked,0)
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Last_Trame(Not_Linked,0)
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Hit_Points(Not_Linked,15)
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Initial_Hit_Points(Not_Linked,15)
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Hit_Points_Max(Not_Linked,0)
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Initial_Hit_Points_Max(Not_Linked,0)
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Hit_Points_Max_Max(Not_Linked,0)
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Desactivate_At_All(Not_Linked,False)
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Activable(Not_Linked,False)
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Active(Not_Linked,False)
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Flag_Out_of_Zone(Not_Linked,"Out Of Action Zone")
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Flag_Dead_or_Taken(Not_Linked,"Out Of Action Zone")
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Platform_Type(Not_Linked,None)
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Linked_To_Sector(Not_Linked,Nothing)
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Traction_Factor(Not_Linked,0)
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Actor_Capabilities(Not_Linked,3452816845)
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CustomBit_1(Not_Linked,False)
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Initial_CustomBit_1(Not_Linked,False)
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CustomBit_2(Not_Linked,False)
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Initial_CustomBit_2(Not_Linked,False)
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CustomBit_3(Not_Linked,False)
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Initial_CustomBit_3(Not_Linked,False)
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CustomBit_4(Not_Linked,False)
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Initial_CustomBit_4(Not_Linked,False)
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CustomBit_5(Not_Linked,False)
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Initial_CustomBit_5(Not_Linked,False)
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CustomBit_6(Not_Linked,False)
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Initial_CustomBit_6(Not_Linked,False)
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CustomBit_7(Not_Linked,False)
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Initial_CustomBit_7(Not_Linked,False)
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CustomBit_8(Not_Linked,False)
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Initial_CustomBit_8(Not_Linked,False)
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CustomBit_9(Not_Linked,True)
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Initial_CustomBit_9(Not_Linked,True)
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CustomBit_10(Not_Linked,True)
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Initial_CustomBit_10(Not_Linked,True)
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CustomBit_11(Not_Linked,True)
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Initial_CustomBit_11(Not_Linked,True)
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CustomBit_12(Not_Linked,True)
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Initial_CustomBit_12(Not_Linked,True)
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CustomBit_13(Not_Linked,True)
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Initial_CustomBit_13(Not_Linked,True)
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CustomBit_14(Not_Linked,True)
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Initial_CustomBit_14(Not_Linked,True)
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CustomBit_15(Not_Linked,True)
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Initial_CustomBit_15(Not_Linked,True)
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CustomBit_16(Not_Linked,True)
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Initial_CustomBit_16(Not_Linked,True)
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CustomBit_17(Not_Linked,True)
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Initial_CustomBit_17(Not_Linked,True)
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CustomBit_18(Not_Linked,True)
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Initial_CustomBit_18(Not_Linked,True)
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CustomBit_19(Not_Linked,True)
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Initial_CustomBit_19(Not_Linked,True)
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CustomBit_20(Not_Linked,True)
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Initial_CustomBit_20(Not_Linked,True)
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CustomBit_21(Not_Linked,True)
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Initial_CustomBit_21(Not_Linked,True)
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CustomBit_22(Not_Linked,True)
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Initial_CustomBit_22(Not_Linked,True)
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CustomBit_23(Not_Linked,True)
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Initial_CustomBit_23(Not_Linked,True)
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CustomBit_24(Not_Linked,True)
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Initial_CustomBit_24(Not_Linked,True)
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CustomBit_25(Not_Linked,True)
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Initial_CustomBit_25(Not_Linked,True)
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CustomBit_26(Not_Linked,True)
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Initial_CustomBit_26(Not_Linked,True)
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CustomBit_27(Not_Linked,True)
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Initial_CustomBit_27(Not_Linked,True)
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CustomBit_28(Not_Linked,True)
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Initial_CustomBit_28(Not_Linked,True)
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CustomBit_29(Not_Linked,True)
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Initial_CustomBit_29(Not_Linked,True)
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CustomBit_30(Not_Linked,True)
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Initial_CustomBit_30(Not_Linked,True)
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CustomBit_31(Not_Linked,True)
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Initial_CustomBit_31(Not_Linked,True)
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CustomBit_32(Not_Linked,True)
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Initial_CustomBit_32(Not_Linked,True)
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}
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;___________________ Group Separator ___________________
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{MiniStructure:Dynamics(Group_2,Allocated)
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Slide_x(Not_Linked,"0.000")
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Slide_y(Not_Linked,"0.000")
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Slide_z(Not_Linked,"0.000")
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}
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{MiniStructure:Sect_Info(Group_2,Allocated)
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Current_Sector(Not_Linked,"No Sector!")
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Previous_Sector(Not_Linked,"No Sector!")
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}
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{MiniStructure:Anim_Effect(Group_2,Not_Allocated)
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}
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;___________________ Group Separator ___________________
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{MiniStructure:Light(Group_3,Not_Allocated)
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}
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{MiniStructure:Collision_Set(Group_3,Not_Allocated)
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}
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{MiniStructure:Ways(Group_3,Not_Allocated)
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}
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;___________________ Group Separator ___________________
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{MiniStructure:Camera(Group_4,Not_Allocated)
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}
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{MiniStructure:Micro(Group_4,Not_Allocated)
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}
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{MiniStructure:World(Group_4,Allocated)
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Snow_Force(Not_Linked,0)
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Snow_Force_Init(Not_Linked,0)
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Rain_Force(Not_Linked,0)
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Rain_Force_Init(Not_Linked,0)
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Wind_Vector(Not_Linked,"0.000","0.000","0.000")
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Wind_Vector_Init(Not_Linked,"0.000","0.000","0.000")
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}
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{MiniStructure:Take_Put(Group_4,Allocated)
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}
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{MiniStructure:Stream(Group_4,Not_Allocated)
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}
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{MiniStructure:PrtSource(Group_4,Not_Allocated)
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}
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{MiniStructure:Sound(Group_4,Not_Allocated)
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}
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{MiniStructure:Magnet(Group_4,Not_Allocated)
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}
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}
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@@ -0,0 +1,10 @@
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; SCR 552
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; Scripts Parser Version 5.5.2
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; (c) Ubi Simulations 1997
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;IA Editor v4.18.0 May 19 1998
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;Save date:Tuesday,May,19,1998,16h20m
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{CreateEditorMacro:
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}
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@@ -0,0 +1,10 @@
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; SCR 552
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; Scripts Parser Version 5.5.2
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; (c) Ubi Simulations 1997
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;IA Editor v4.18.0 May 19 1998
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;Save date:Tuesday,May,19,1998,16h20m
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{CreateEditorReflex:
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}
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@@ -0,0 +1,30 @@
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; SCR 552
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; Scripts Parser Version 5.5.2
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; (c) Ubi Simulations 1997
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||||
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;IA Editor v4.18.0 May 19 1998
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;Save date:Tuesday,May,19,1998,16h20m
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{CreateEditorIntelligence:
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{CreateEditorBehaviour:
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Language(French)
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Name(YLT_InitLevel)
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BoundingBox(15,15,93,45)
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Text(regleInterruption)
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Text()
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Text("Temps_AttenteFigee(1)")
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Text(";ICI SERONT FAITES LES INITIALISATIONS PROPRES A LA MAP")
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Text(";met l'acteur dans le second viewport pour qu'il soit toujours actif")
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Text("SPO_SetSuperimposed(-5,-5,0)")
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Text("'Global'.GLOBAL_SHOOT_SinusEffect := 1")
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Text("ChangeMonComportement('Level<nomdulevel>@YLT_LevelLoop')")
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}
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{CreateEditorBehaviour:
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Language(French)
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Name(YLT_LevelLoop)
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BoundingBox(15,60,100,90)
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Text(";regleInterruption")
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Text(";ICI SERONT GEREES LES ACTIONS PROPRES A LA MAP")
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}
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}
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@@ -0,0 +1,10 @@
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; SCR 552
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||||
; Scripts Parser Version 5.5.2
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||||
; (c) Ubi Simulations 1997
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||||
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||||
;IA Editor v4.18.0 May 19 1998
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||||
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||||
;Save date:Tuesday,May,19,1998,16h20m
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||||
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{CreateEditorSubr:
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}
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@@ -0,0 +1,10 @@
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; SCR 552
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||||
; Scripts Parser Version 5.5.2
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||||
; (c) Ubi Simulations 1997
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||||
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||||
;IA Editor v4.18.0 May 19 1998
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||||
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||||
;Save date:Tuesday,May,19,1998,16h20m
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||||
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||||
{CreateListOfMacro:(0)
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}
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@@ -0,0 +1,10 @@
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||||
; SCR 552
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||||
; Scripts Parser Version 5.5.2
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||||
; (c) Ubi Simulations 1997
|
||||
|
||||
;IA Editor v4.18.0 May 19 1998
|
||||
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||||
;Save date:Tuesday,May,19,1998,16h20m
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||||
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||||
{CreateIntelligence:(0,0)
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}
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@@ -0,0 +1,29 @@
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; SCR 552
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||||
; Scripts Parser Version 5.5.2
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||||
; (c) Ubi Simulations 1997
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||||
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||||
;IA Editor v4.18.0 May 19 1998
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||||
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||||
;Save date:Tuesday,May,19,1998,16h20m
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||||
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{CreateIntelligence:(2,3,YLT_InitLevel)
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{CreateComport:YLT_InitLevel(0,1)
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{CreateRule:(1,13)
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MetaAction(Action_FrozenWait,1)
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Constant(1,2)
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Procedure(Proc_SetSuperimposed,1)
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Constant(-5,2)
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Constant(-5,2)
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Constant(0,2)
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Operator(Operator_Affect,1)
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Operator(Operator_Dot,2)
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PersoRef("_Common\Families\World\GlobalActorModel\Charact\Global.car^Character:Global",3)
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DsgVarRef("World\GlobalActorModel\GlobalActorModel.dec^CreateVariables:global_shoot_sinuseffect",3)
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Constant(1,2)
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Procedure(Proc_ChangeMyComport,1)
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ComportRef("World\Level<nomdulevel>\Level<nomdulevel>.rul^CreateIntelligence^CreateComport:YLT_LevelLoop",2)
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}
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}
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{CreateComport:YLT_LevelLoop(1,0)
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}
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}
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Reference in New Issue
Block a user