forked from Mirrors/openclonk
Added metal chunk.
parent
59ee596d35
commit
98cfe13bf9
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@ -0,0 +1,15 @@
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[DefCore]
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id=Chunk_Metal
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Version=4,10,0,0
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Category=C4D_Object
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Width=12
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Height=12
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Offset=-6,-6
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Vertices=3
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VertexX=0,4,-4
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VertexY=3,-3,-3
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VertexFriction=40,40,40
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Value=15
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Mass=25
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Components=Chunk_Ore=1
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Rotate=1
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Binary file not shown.
After Width: | Height: | Size: 3.0 KiB |
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/*--- Metal Chunk ---*/
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#include Library_CarryHeavy
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public func GetCarryMode(clonk) { return CARRY_BothHands; }
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public func GetCarryPhase() { return 800; }
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protected func Hit()
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{
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Sound("GeneralHit?");
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}
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public func IsChunk() { return true; }
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public func IsFoundryProduct() { return true; }
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public func GetFuelNeed() { return 100; }
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func Definition(def) {
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SetProperty("PictureTransformation", Trans_Mul(Trans_Rotate(30,0,0,1),Trans_Rotate(-30,1,0,0),Trans_Scale(1300)),def);
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}
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local Name = "$Name$";
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local Description = "$Description$";
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local Rebuy = true;
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local Touchable = 2;
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local Plane = 470;
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@ -0,0 +1,2 @@
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Name=Metall
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Description=Baumaterial für viele Gebäude.
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@ -0,0 +1,2 @@
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Name=Metal
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Description=Useful for construction.
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@ -11,10 +11,6 @@ protected func Hit(x, y)
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return true;
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}
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public func ForceEnterProducer(id id)
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{
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if (id == Foundry) return true;
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}
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public func IsChunk() { return true; }
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func Definition(def) {
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@ -25,4 +21,4 @@ local Name = "$Name$";
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local Description = "$Description$";
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local Rebuy = true;
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local Touchable = 2;
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local Plane = 460;
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local Plane = 460;
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@ -12,7 +12,7 @@ protected func Hit()
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return 1;
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}
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public func IsFoundryProduct() { return true; }
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public func IsFoundryProduct() { return false; }
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public func GetFuelNeed() { return 100; }
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local Name = "$Name$";
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@ -11,6 +11,6 @@ VertexY=0,3,-3
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VertexFriction=50,50,50
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Value=15
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Mass=12
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Components=Chunk_Wood=1;Metal=1;
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Components=Chunk_Wood=1;Chunk_Metal=1;
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Rotate=1
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@ -11,6 +11,6 @@ VertexY=-6,-6,6,6,0,0
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VertexFriction=60,60,60,60,60,60
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Value=12
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Mass=20
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Components=Chunk_Wood=2;Metal=1;
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Components=Chunk_Wood=2;Chunk_Metal=1;
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Rotate=1
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Float=1
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@ -11,4 +11,4 @@ VertexY=3,-3,-3
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VertexFriction=75,100,100
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Value=1
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Mass=5
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Components=Metal=1
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Components=Chunk_Metal=1
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@ -13,4 +13,4 @@ VertexFriction=90,90,90
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Value=3
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Mass=8
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Rotate=1
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Components=Coal=1;Firestone=1
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Components=Chunk_Coal=1;Firestone=1
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@ -12,5 +12,5 @@ VertexFriction=50,50,50,50
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Picture=0,0,64,64
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Value=16
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Mass=30
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Components=Planks=1;Coal=2;Firestone=2
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Components=Planks=1;Chunk_Coal=2;Firestone=2
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Rotate=1
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@ -11,6 +11,6 @@ VertexY=0,0
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VertexFriction=80,80
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Value=12
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Mass=10
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Components=Planks=2;Metal=1;Rope=1;
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Components=Planks=2;Chunk_Metal=1;Rope=1;
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Rotate=1
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Float=2
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@ -11,6 +11,6 @@ VertexY=1,5,-2,-2
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VertexFriction=80,80,80,80
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Value=3
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Mass=15
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Components=Chunk_Wood=1;Rock=1;
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Components=Chunk_Wood=1;Chunk_Rock=1;
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Rotate=1
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@ -11,6 +11,6 @@ VertexY=-6,-5,-5,4
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VertexFriction=50,100,100,40
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Value=10
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Mass=20
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Components=Chunk_Wood=1;Metal=1;
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Components=Chunk_Wood=1;Chunk_Metal=1;
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Rotate=1
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@ -11,5 +11,5 @@ VertexY=3
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VertexFriction=50
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Value=10
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Mass=15
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Components=Metal=1
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Components=Chunk_Metal=1
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Picture=64,0,64,64
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@ -11,6 +11,6 @@ VertexY=-6,-6,6,6,0,0
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VertexFriction=60,60,60,60,60,60
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Value=20
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Mass=20
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Components=Barrel=1;Coal=1;
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Components=Barrel=1;Chunk_Coal=1;
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NoComponentMass=1
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Rotate=1
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@ -11,5 +11,5 @@ VertexY=-7,9,0
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VertexFriction=50,50,50
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Value=10
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Mass=20
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Components=Chunk_Wood=1;Metal=1;
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Components=Chunk_Wood=1;Chunk_Metal=1;
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Rotate=1
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@ -11,5 +11,5 @@ VertexY=0,0,0
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VertexFriction=50,50,100
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Value=10
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Mass=10
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Components=Chunk_Wood=1;Metal=1;
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Components=Chunk_Wood=1;Chunk_Metal=1;
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Rotate=1
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@ -11,5 +11,5 @@ VertexY=-3,2,2
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VertexFriction=40,40,40
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Value=20
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Mass=7
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Components=Metal=2;Crystal=2;
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Components=Chunk_Metal=2;Crystal=2;
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Rotate=1
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@ -12,6 +12,6 @@ VertexCNAT=1,2,16
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VertexFriction=30,30,30
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Value=8
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Mass=12
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Components=Metal=2
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Components=Chunk_Metal=2
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Rotate=1
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Picture=0,20,64,64
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@ -10,5 +10,5 @@ VertexY=-1,-3,4
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VertexFriction=50,50,50
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Value=14
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Mass=12
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Components=Cloth=1;Metal=1;
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Components=Cloth=1;Chunk_Metal=1;
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Rotate=1
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@ -11,6 +11,6 @@ VertexY=-7,7
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VertexFriction=50,50
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Value=10
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Mass=20
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Components=Chunk_Wood=1;Metal=1;
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Components=Chunk_Wood=1;Chunk_Metal=1;
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Rotate=1
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@ -11,5 +11,5 @@ VertexY=0,0,2,0
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VertexFriction=50,50,70
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Value=25
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Mass=15
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Components=Metal=3;Planks=1;
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Components=Chunk_Metal=3;Planks=1;
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Rotate=1
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@ -12,5 +12,5 @@ VertexY=-2,2,2
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VertexFriction=20,20,20
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Value=3
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Mass=10
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Components=Metal=1;Firestone=1;
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Components=Chunk_Metal=1;Firestone=1;
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Rotate=1
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@ -11,6 +11,6 @@ VertexY=-12,13
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VertexFriction=100,50
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Value=12
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Mass=9
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Components=Chunk_Wood=2;Metal=1;
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Components=Chunk_Wood=2;Chunk_Metal=1;
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Rotate=1
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@ -11,5 +11,5 @@ VertexY=0,0,2,0
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VertexFriction=50,50,70
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Value=18
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Mass=15
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Components=Metal=2;Chunk_Wood=1;
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Components=Chunk_Metal=2;Chunk_Wood=1;
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Rotate=1
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@ -11,5 +11,5 @@ VertexY=-4,5,-2,-2
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VertexFriction=50,50
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Value=10
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Mass=20
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Components=Chunk_Wood=1;Metal=1;
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Components=Chunk_Wood=1;Chunk_Metal=1;
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Rotate=1
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@ -11,6 +11,6 @@ VertexY=-7,7
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VertexFriction=50,50
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Value=10
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Mass=20
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Components=Chunk_Wood=1;Metal=1;
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Components=Chunk_Wood=1;Chunk_Metal=1;
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Rotate=1
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@ -650,15 +650,6 @@ public func RequestObject(id obj_id, int amount)
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/*-- Storage --*/
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// Split chunks
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func Collection2(object obj)
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{
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if (obj->~IsChunk())
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obj->Split2Components();
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// 1 frame delay, so the chunk can trigger the appriopriate carry heavy ending calls
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// i.e. FxIntCarryHeavyStop
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}
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protected func RejectCollect(id item, object obj)
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{
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// Just return RejectEntrance for this object.
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@ -11,7 +11,7 @@ VertexY=-13,-15,-14,24,24,24
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VertexFriction=50,50,50,100,100,100
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Value=200
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Mass=4500
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Components=Planks=3;Metal=2;Loam=2
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Components=Planks=3;Chunk_Metal=2;Loam=2
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Exclusive=1
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Construction=1
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ContainBlast=1
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@ -11,7 +11,7 @@ VertexY=-17,-25,-14,25,25,25
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VertexFriction=50,50,50,100,100,100
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Value=200
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Mass=4500
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Components=Chunk_Wood=3;Metal=3
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Components=Chunk_Wood=3;Chunk_Metal=3
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Exclusive=1
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Construction=1
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ContainBlast=1
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@ -11,7 +11,7 @@ VertexY=0,-4,-4,10,10,10
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VertexFriction=50, 50,50,100,100
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Value=20
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Mass=100
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Components=Coal=1;Metal=1
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Components=Chunk_Coal=1;Chunk_Metal=1
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Exclusive=1
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Construction=1
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IncompleteActivity=1
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@ -11,7 +11,7 @@ VertexY=-27,-27,32,32,32
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VertexFriction=50,50,100,100,100
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Value=50
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Mass=1500
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Components=Planks=3;Metal=1
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Components=Planks=3;Chunk_Metal=1
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Exclusive=1
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Construction=1
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ContainBlast=1
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@ -11,7 +11,7 @@ VertexY=-34,-29,-29,34,34
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VertexFriction=50,50,50,100,100
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Value=200
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Mass=100
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Components=Chunk_Wood=3;Metal=1
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Components=Chunk_Wood=3;Chunk_Metal=1
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Picture=30,0,80,94
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Exclusive=1
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Construction=1
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@ -14,7 +14,6 @@ func PowerNeed() { return 0; }
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public func Construction(object creator)
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{
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//SetProperty("MeshTransformation",Trans_Rotate(RandomX(-40,20),0,1,0));
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SetAction("Default");
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AddTimer("CollectionZone", 1);
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@ -33,7 +32,7 @@ private func ProductionTime(id toProduce) { return 290; }
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public func NeedRawMaterial(id rawmat_id)
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{
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if (rawmat_id->~IsFuel() || rawmat_id == Ore || rawmat_id == Nugget)
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if (rawmat_id->~IsFuel() || rawmat_id == Chunk_Ore || rawmat_id == Chunk_Gold)
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return true;
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return false;
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}
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@ -11,7 +11,7 @@ VertexY=41,-41, 41,41,41,11,2
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VertexFriction=100,10,100,100,100,10,10
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Value=200
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Mass=4500
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Components=Planks=3;Metal=3
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Components=Planks=3;Chunk_Metal=3
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Exclusive=1
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Construction=1
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ContainBlast=1
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@ -11,7 +11,7 @@ VertexY=-17,-25,-14,25,25,25
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VertexFriction=50,50,50,100,100,100
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Value=200
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Mass=4500
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Components=Planks=3;Chunk_Rock=1;Metal=1
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Components=Planks=3;Chunk_Rock=1;Chunk_Metal=1
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Exclusive=1
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Construction=1
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ContainBlast=1
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@ -11,7 +11,7 @@ VertexY=-4,-3,14,14
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VertexFriction=50,50,100,100
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Value=100
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Mass=1000
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Components=Planks=3;Metal=1;Chunk_Rock=1
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Components=Planks=3;Chunk_Metal=1;Chunk_Rock=1
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Exclusive=1
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Construction=1
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ContainBlast=1
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@ -11,7 +11,7 @@ VertexY=-3,15,15
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VertexFriction=50,100,100
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Value=40
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Mass=400
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Components=Planks=1;Metal=3;
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Components=Planks=1;Chunk_Metal=3;
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Picture=3360,0,112,128,0,0
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Exclusive=1
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Construction=1
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@ -11,7 +11,7 @@ VertexY=53,53,53, 3, 3,-17
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VertexFriction=100,100,100,50,50,50
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Value=200
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Mass=4500
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Components=Planks=12;Metal=6
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Components=Planks=12;Chunk_Metal=6
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Exclusive=1
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Construction=1
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ContainBlast=1
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@ -11,7 +11,7 @@ VertexY=-4,-4,24,24,24
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VertexFriction=50,50,100,100
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Value=180
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Mass=4000
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Components=Chunk_Rock=2;Metal=3
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Components=Chunk_Rock=2;Chunk_Metal=3
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Collection=-33,7,12,12
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Exclusive=1
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Construction=1
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@ -11,7 +11,7 @@ VertexY=-4,-3,19,19
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VertexFriction=50,50,100,100
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Value=200
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Mass=4500
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Components=Chunk_Wood=6;Metal=3
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Components=Chunk_Wood=6;Chunk_Metal=3
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Exclusive=1
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Construction=1
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ContainBlast=1
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@ -11,7 +11,7 @@ VertexY=-27,-25,-25,34,34
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VertexFriction=50,50,50,100,100
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Value=45
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Mass=900
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Components=Chunk_Wood=3;Metal=1
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Components=Chunk_Wood=3;Chunk_Metal=1
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Exclusive=1
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Construction=1
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Rotate=1
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@ -13,7 +13,7 @@ VertexFriction=50,50,50,15,5,5,15,5,5
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Value=60
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Mass=300
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ColorByOwner=1
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Components=Metal=6;Planks=4;
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Components=Chunk_Metal=6;Planks=4;
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Rotate=1
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Entrance=-12,-12,24,24
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Exclusive=1
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@ -12,7 +12,7 @@ VertexCNAT=0,4,5,6,1,2,1,2,9,10,8
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VertexFriction=0,20,20,20,20,20,20,20,80,80,80
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Value=50
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Mass=5000
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Components=Metal=4;Planks=4;Rope=2;
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Components=Chunk_Metal=4;Planks=4;Rope=2;
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Float=-27;
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SolidMask=0,0,36,4,11,49
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Picture=128,0,128,128,0,0
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@ -13,7 +13,7 @@ VertexCNAT=5,6,9,10
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VertexFriction=80,80,10,10
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Value=50
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Mass=125
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Components=Metal=4;Planks=2;
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Components=Chunk_Metal=4;Planks=2;
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GrabPutGet=C4D_GrabGet|C4D_GrabPut
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Rotate=30
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UprightAttach=8
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@ -13,7 +13,7 @@ VertexCNAT=5,6,9,10
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VertexFriction=80,80,10,10
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Value=50
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Mass=125
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Components=Metal=1;Chunk_Wood=6;
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Components=Chunk_Metal=1;Chunk_Wood=6;
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Entrance=-12,-12,24,24
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RotatedEntrance=1
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GrabPutGet=C4D_GrabGet|C4D_GrabPut
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@ -13,7 +13,7 @@ VertexCNAT=5,6,9,10
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VertexFriction=80,80,10,10
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Value=20
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Mass=75
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Components=Metal=2;Chunk_Wood=1;
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Components=Chunk_Metal=2;Chunk_Wood=1;
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Collection=-12,-8,24,10
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GrabPutGet=C4D_GrabGet|C4D_GrabPut
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Rotate=30
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