She-Redux (AKA The Desperate DOOMwive)

everybody always followed the adventures of That Lone Space Marine - from his first encounter with hell on the Phobos moon, to the many and diverse quests se...

Filenames
rslredux.wad
Size
9.76 MB
MD5
4cbce94d2c2dcae8b6384471a55e5671
SHA-1
74a9842f4ea6306c76a8b3006bad09bf586b19ef
SHA-256
a56705d0f893a5ea071d8e42cd6d5dce9a74acfcd7c5f638a1f65a0199b68d26
WAD Type
PWAD
IWAD
Final Doom: Plutonia
Engines
GZDoom, Doom II
Lumps
1485

Incorrect? Suggest a correction.

Read Me

===========================================================================
Archive Maintainer      : Ty Halderman
Update to               : rslredux.zip in /combos subdirectory, this is RELEASE #7+++!
Advanced engine needed  : GZDOOM 1.5.6 (software renderer)
Primary purpose         : Single play
===========================================================================
Title                   : She-Redux (AKA The Desperate DOOMwive)
Filename                : rslredux.wad (main modification),
                          GadgetsIncluded\rslrefur.wad (extra inventory gadgets)
Release date            : March 15, 2015
Author                  : Richard Smith Long
Email Address           : [email protected]
Other Files By Author   : rslproto.zip, rslvenge.zip, rslrebel.zip,
                          rslengee.zip, rsliczdp.zip, rslforce.zip
Misc. Author Info       : AKA "Dick S. Long"





Description             : everybody always followed the adventures of That Lone Space Marine -
                          from his first encounter with hell on the Phobos moon, to the many and
                          diverse quests set out for him. But what if he had a wife?
                          What about all the soldiers' wives that were left alone at home
                          waiting for their men? What if after months of endless waiting they
                          finally decided to go out in the dark looking for their husbands
                          and then embraced the cause against hell, effectively joining the fight?



My rationale:
------------

After a bit of experimentation with "Parallel Forces", I am now back to a more linear and traditional
weapons modification, that more or less follows "The Prototype" in terms of aesthetics, inspiration
and gameplay. The peculiarity here resides on the tweaks implemented in many weapons' alternate fire.
Also, this may be my last modification in a while...

DISCLAIMER: again, this modification is -not- a ripfest. Most of the DECORATE weapons behaviour
            has been written from scratch, and so have the original sprites been altered more or
            less heavily, depending on the case.





Changelog:
---------

November 30, 2010: initial release.

February 19, 2011: release #2.

- fixed numerous typos in the accompanying documentation.

March 05, 2011: release #3.

- added player soul-rip death state.
- altered 'Phaser' fire modes 4 and 5 for guaranteed extreme death.
- fixed a minor typo in the PLAYER decorate lump.

April 03, 2011: release #4.

- added new 'Ferengi' weapon, together with 'Charred' death state
  and 'Paralyzed' pain state.
- altered 'Phaser' to allow for reload sequence break in case
  of dire fire need. (*)
- upgraded custom HUD to show a better indication of health
  and also to account for the new weapon. (*)
- rebalanced (toned down) several fire modes. (*)

(*) Partially inspired by the /newstuff review findings (#382)...

September 08, 2011: release #5.

- fixed display scaling with normal HUD.
- added HUD smooth interpolation.
- added new "Clawed" death state on ShotgunGuy,
  DoomImp under right Dark Claw.
- rarefied Unmaker ammo findings. (*)
- added weapon tag names.
- added appropriate flags to A_WeaponReady
  in the shotgun reloading DECORATE section.

April 15, 2012: release #5+.

- fixed A_WeaponReady extra calls for Dark Claws.
- added dissolving body sound for imp.
- fixed HUD life gauge appearance.
- added custom teleportation effect.

February 22, 2013: release #7.

- toned down Dark Claws lifesteal ability.
- made BioForce full-semi-auto ;-), toned down round power.
- made Phaser rearming full-auto; augmented a bit the logging philosophy...
- beefed up Mosquito's bolt sounds.
- adjusted R.A.P.E. reload times, missile capsule size.
- upgraded / cleaned hud LIFEBAR, M_DOOM graphics.
- re-tuned Ferengi fire modes purpose, ammo capacities.
- granted Zombiemen a beefier firing sound.

June 01, 2013: release #7+.

- made magazines ammunition independent from skill level.
- corrected small credits typo in the textfile.
- added new blonde mugshot graphics.
- improved Bot Marine Helper spawning calls.
- fixed behaviour of particle actors on moving flats (MOVEWITHSECTOR).
- improved appearance of still actors whenever applicable (FORCEXYBILLBOARD).

January 10, 2015: release #7++.

- integrated the modification with multiplayer-specific improvements.
- fixed bugs affecting multiplayer.

March 15, 2015: release #7+++.

- introduced a new addon providing extra carriable and
  instant-activation gadgets, for added inventory-based strategy.
  The old modification can still be run without this new addon.





Modification details:
--------------------



Weapons:

slot 1: ..:: Dark Claws ::..

        The mythical and magical weapon coming from the DOOM Bible. Once worn, these claws can 
        blend seamlessly with the bearer's arms and mutate his or her voice into a beastly growl.
        Each successful claw slash returns a fraction of the drained opponent health to the attacker.

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

slot 2: ..:: BioForce ::..

        Extremely-portable 9-gauge handgun, boasts an excellent combination of power and rate (though
        only semiautomatic). Sports a peculiar small-scale laser cannon attachment, which is fueled
        through a bionic implant; this one generates a powerful, potentially-ripping laser ray at
        the expense of a single health point per shot.

        +++ 20 rounds. Requires reload.

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

slot 3: ..:: Phaser ::..

        A versatile pump-action shotgun that exposes a multi-stage firing mechanism. Additional shells
        can be pumped inside the barrel at once, up to a maximum of 5. When the trigger is pressed, all
        loaded shells are fired at once - when fully loaded, this toy becomes almost twice as devastating
        than a traditional double-barreled, breach-loading shotgun.

        +++ 10 rounds. Requires reload.



        ..:: Ferengi ::..

        The best encounter between ancient weaponry and modern technology, this versatile weapon is
        quite rare to find, yet always rewards its collector with its peculiarities.
        Basically, a crossbow that's adaptable to launch three different kinds of projectiles
        (switchable via alternate fire):
        + Precision Bolts are a sniper's dream: accurate and infinitely fast. They make this weapon
          the best for stealth and marksman tactics.
        + Incendiary Quarrels exploit a small-scale, white-phosporus-based explosion to turn
          imps and former humans into piles of charred meat. Using them on crowds allows for 'burn
          transmission' and therefore gives the best price/performance ratio.
        + Paralyzer Needles can heavily impair the movement abilities of almost any monster for
          a handful of seconds. The poor bastard is rendered absolutely unable to move or attack,
          then ready for you to finish it.
        Add to all this that you get a light-amplified scope bundled with this baby, and you almost
        scream out for perfection.

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

slot 4: ..:: Mosquito ::..

        As the new generation assault rifle equipping UAC troops, 'Mosquito' is fueled through satchels
        of special spherical, lead-plated bullets that bounce around a couple times before... Implanting.
        The primary fire mode allows to slowly unload one whole magazine bolt by bolt, with greater
        pains in terms of recoil/accuracy. An alternate firing mode allows to let out a burst of three
        with lesser power yet greater penetration, also by activating a balancer that effectively nulls
        the recoil.

        +++ 45 rounds. Requires reload.

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

slot 5: ..:: R.A.P.E. ::..

        Explosive portables taken to the next level: the Remote-Assisted Propeller Engine is an RPG,
        yet with a twist. The primary standard fire linearly propels a so-called missile capsule, that
        travels in a straight line and explodes upon first contact, dealing approximately 1.5 damage
        with respect to standard rocket damage.
        But the real treat is the remote commanding function. Let one capsule fly ahead, then activate
        the release signal: the capsule deflagrates with a minor blow, letting out four seeker missiles
        that hunt for targets around. A spectacular way of clearing entire areas.

        +++ 5 rounds. Requires reload.

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

slot 6: ..:: Plasmatron ::..

        Although many UAC researchers even denied the existence of prototypes for long time during development,
        the Plasmatron is now reality. A high-class energy submachinegun, it is fueled by ultra-
        heated plasma - the ammunition nature alone allows for high-rate, extremely powerful
        hitscan attacks. Nevertheless, the weapon owes its name to the secondary fire mode: with expense
        of a greater portion of its plasma clip, the device can generate a stream of pulsating plasma
        (also called 'lightcycle') that effectively creates a devastating energy barrier of limited duration.

        +++ 55 rounds. Requires reload.

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

slot 7: ..:: Unmaker ::..

        The mysterious hellish weapon, feared by hellspawn themselves - and with good reason.
        When used alone, the thing fiercely bites the air around, causing mayhem to any opponent.
        But when a Rune Of Rage is acquired, its reach and power even increase: and the weakest weaklings
        have their souls ripped away and turned into terrible servants.



Items and powerups:

..:: Bot Marine Helper (carriable)

 A teleportation call module for special reinforcements designed by UAC, takes the shape of a
 miniature bot. When correctly deployed on the ground, it teleports a marine in a battlemech
 equipped with a high-rate machinegun and a seeker missile launcher.
 Upon explosion, the pilot may survive and manage to jump down, to offer his final services
 with a standard-issue assault rifle.

..:: Hourglass Of Hell (instant activation)

 This devilish artifact can let you control the flow of time for a few seconds, by freezing anything
 except its invoker. This may open up a precious occasion to place some determining blows and deliver death
 even when you thought it would have been impossible.

..:: Rune Of Rage (instant activation)

 Instances of this rune were created to increase the power of the Unmaker with soul-stealing capabilities.
 With a rageing Unmaker against many former humans, you may be able to rip their souls and enslave them
 to fight on your side.



Extra gadgets (see Footnotes section below on how to activate them):

..:: Electric Mine Layer (carriable)

 A special unit that - when deployed - releases a number of electroshocking seeker mines
 that easily paralyze targets around. Useful for ambushes on medium-sized groups.

..:: Flaming Buoy (carriable)

 When activated, this unmovable turret releases a rotating stream of fire for a good amount
 of time - very effective when attracting fire-affected monsters into narrow passageways.

..:: Missile Pod (carriable)

 A pod like this can quickly emit a few streams of heatseekers once armed. These prove to be
 a game changer in large, sniper-covered areas that need to be dealt with in short time.
 Make sure it has enough vertical room for the missiles to launch.

..:: Sentry Gun (carriable)

 Each round of this autoaiming minigun turret is quite weak, but the impressive rate of fire
 and short operation delay make it a valid ally - even as stunlocking sidekick - against mighty foes
 anyway.

..:: Somersault Mine (carriable)

 The perfect trap-enabler - set one of these, and when a dangerous target just comes close, the mine
 projects itself into the air, exploding with a shockwave.

..:: Summon Hellfire (carriable)

 Military reports from returning soldiers have mentioned the existence of this hellish artifact,
 often carried around by ArchViles. Nobody has ever managed to get hold *and* make actual use
 of one of them, at least up to now.

..:: Shielding Engine (carriable)

 A brilliant warfare engineering product from UAC, this engine manages to convert the carrier's
 armor coverage into an indestructible full-body shield, thus offering key protection in case of
 dire mission specifics. Unfortunately, most of the supplies have been ravaged by the forces of
 Hell, so that these facilities can now only be obtained with brute force from the highest-ranked
 (and equipped) among former-human soldiers.

..:: Portable Stamina Supplier (carriable)

 This device offers a portable, gradually-released stamina pool that can be activated and deactivated
 at will. Once exhausted, the pool can anyway be carried around and eventually refilled,
 although details on how to obtain replenishing supplies are unclear at the moment.

..:: Dwarver (instant activation)

 This biotechnological artifact came out from UAC labs almost by accident - originally conceived to
 reduce the volume of large mineral chunks obtained from Phobos mining for interplanetary transportation needs,
 it has been since tried many times on human beings with surprising results. Among its effects are - beyond the
 reduced body size - also an highly-increased speed, and the inability to carry or pick up anything with
 significant weight. Be it good or bad, the whole effect does not last long.

..:: Berserker Orb (instant activation)

 Curious hellish artifacts seldom released by implings upon death, these look like small, gnarling
 reddish orbs. Absorbing one of them immediately grants a slight stamina increase, but also
 adrenaline-like effects for a few seconds: increased attack power and pain resilience.



Footnotes:

(1) The suggested commandline for launching the modification is the following one
    (assumes that the modification has been decompressed in subdirectory 'RSL' of your (G)ZDOOM directory):

    (g)zdoom.exe -iwad <IWAD_PATH>\<IWAD_FILE> -file <CUSTOM_LEVEL_PATHNAME> RSL\rslredux.wad

    (if under GZDOOM, add option '+gl_nogl 1' to disable hardware rendering)

(2) Do not forget to bind a key for weapon reload under 'Options > Customize Controls'
    in (G)ZDOOM.

(3) Also, do not forget to bind a key for toggling crossbow scope - still under
    'Options > Customize Controls' in (G)ZDOOM.

(4) To try the added gadgets that might spice up inventory selection and item-based strategy,
    use the following augmented commandline:

    (g)zdoom.exe -iwad <IWAD_PATH>\<IWAD_FILE> -file <CUSTOM_LEVEL_PATHNAME> RSL\rslredux.wad RSL\GadgetsIncluded\rslrefur.wad

(5) To obtain the complete set of weapons and/or carriable items for quicktesting
    without breaking the weapon set at your disposal, type 'rsl' in the console.

(6) The modification is compatible with the following IWADs: The Ultimate DOOM, DOOM 2, Final DOOM.





WARNING * WARNING * WARNING * WARNING * WARNING * WARNING * WARNING * WARNING * WARNING * WARNING
-------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------
By reading the following credits you may spoil certain "surprise monsters" in the modification...
-------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------
WARNING * WARNING * WARNING * WARNING * WARNING * WARNING * WARNING * WARNING * WARNING * WARNING

Additional Credits to   : Various sources for resources and/or inspiration (see below):

                          eliw00d for the Player class redefinition example
                                      and the firearms casings code

                          Alando1 for the bullet puffs and sparks
                                      and the new Cyberdemon heavy rocket,
                                      and most of the new explosions

                          Cacodemon for the 'Replacements' waste barrel,
                                        and the small fonts

                          DoomRater for the reload-oriented DECORATE actors

                          Vaecrius for the recoil ACS script

                          Eriance for the custom color palette

                          Jekyll Grim Payne for the new blood actor
                                            and the weapon priority fix suggestion

                          Kinsie for the enhanced gore system
                          (his 'DOOM Enhanced' being the original source)

                          Logan MTM for the disintegration death animations
                          and the Heavy Weaponry Marine tactical behaviour code
                          (from his 'Legacy Of Suffering' modification)

                          Lynn Forest and Xaser for the mugshot graphics

                          The Skulltag Crew for the new player skin and sounds

                          Zero Prophet for the main fonts

                          Perkristian for the (unused) fist graphics

                          Monolith for the Dark Claws

                          Marty Kirra and Zero Prophet for 'BioForce'

                          Cory Whittle for 'Phaser'

                          NMN and WildWeasel for 'Mosquito'

                          3D Realms for 'R.A.P.E.'

                          Corrupted Marine, Xaser and Zero Prophet for 'Plasmatron'

                          ScubaSteve/Cyb/TheDarkArchon/DBThanatos for the Unmaker

                          Raven Software for the Awakened Souls

                          id Software for the Rune Of Rage

                          Lobotomy Software for the Hourglass Of Hell

                          Alando1 for the Bot Marine Helper

                          The Darkening Team for the custom status bar graphics

                          Sergeant Mark IV for the charred death sprites

                          The Stronghold Team for the paralyzed pain state

                          The following main authors for the 'gadgets'
                          (detailed credits are included together with their DECORATE definitions):
                           - Mor'ladim (Electric Mine Layer, Flaming Buoy, Missile Pod, Somersault Mine)
                           - Captain Toenail (Sentry Gun, Dwarver, Berserker Orb)
                           - Blue Shadow (Shielding Engine, Portable Stamina Supplier)
                           - Ghastly_dragon, Solarsnowfall, Captain Toenail, Xaser (Summon Hellfire)

                          Charles Jacobi and DBThanatos for the custom teleportation effect.

All other authors I forgot to mention: please forgive me! I tried to be accurate as much as I could.
If you here notice some of your resources un-mentioned, please notify me and I will try to remedy.

===========================================================================

* What is included *

New levels              : None
Sounds                  : Yes
Music                   : No
Graphics                : Yes
Dehacked/BEX Patch      : Yes
Demos                   : No
Other                   : (G)ZDOOM-specific lumps
Other files required    : None



* Play Information *

Game                    : DOOM
Map #                   : None
Single Player           : Designed for
Cooperative 2-4 Player  : Maybe (untested)
Deathmatch 2-4 Player   : Maybe (untested)
Other game styles       : None
Difficulty Settings     : N/A



* Construction *

Base                    : New from scratch
Build Time              : 3 months
Editor(s) used          : Adobe Photoshop, GoldWave Audio Editor, Notepad, XWE
Known Bugs              : Widescreen modes are not supported. Sorry.
May Not Run With...     : Ports not supporting DECORATE; level WADs with heavy amounts of DEHACKED / DECORATE modifications



* Copyright / Permissions *

Authors MAY use the contents of this file as a base for modification or
reuse.  Permissions have been obtained from original authors for any of
their resources modified or included in this file.

You MAY distribute this file, provided you include this text file, with no
modifications.  You may distribute this file in any electronic format (BBS,
Diskette, CD, etc) as long as you include this file intact.  I have
received permission from the original authors of any modified or included
content in this file to allow further distribution.



* Where to get the file that this text file describes *

The Usual: ftp://archives.3dgamers.com/pub/idgames/ and mirrors
Web sites: None others than the IDGames archive
FTP sites: None others than the IDGames archive

Colour Palettes

Lumps

Name
SHA1
MD5
Size
CREDITS
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124 bytes
GAMEINFO
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2abdaa0f0266af6d180a8c63702a9ad8
93 bytes
PLAYPAL
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10.50 KB
M_DOOM
6e5d84b7e8d3373c2379a8312f33e7f8156bd5bb
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6.61 KB
--------
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0 bytes
DECORATE
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SNDINFO
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9.98 KB
DECALDEF
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13.40 KB
KEYCONF
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711 bytes
--------
da39a3ee5e6b4b0d3255bfef95601890afd80709
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0 bytes
LOADACS
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A_START
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VAECRIUS
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A_END
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SCRIPTS
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446 bytes
--------
da39a3ee5e6b4b0d3255bfef95601890afd80709
d41d8cd98f00b204e9800998ecf8427e
0 bytes
GORE
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32.13 KB
SS_START
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BLODA0
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BLODD0
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BSPTD0
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SS_END
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0 bytes
SS_START
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0 bytes
GIB1A0
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GIB1B0
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GIB2A0
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GIB2B0
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GIB2C0
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GIB3B0
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GIB3C0
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GIB4B0
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GIB4C0
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GIB5B0
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GIB5C0
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PSHDA0
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205 bytes
PSHDB0
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PSHDC0
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192 bytes
PSHDD0
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185 bytes
PLEGA0
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461 bytes
PLEGB0
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375 bytes
PLEGC0
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2158d95de91c82244d135a1168869b15
549 bytes
SARMA0
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240 bytes
SARMB0
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135 bytes
SARMC0
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237 bytes
SGHDA0
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204 bytes
SGHDB0
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195 bytes
SGHDC0
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213 bytes
PMHDA0
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4407c5d8d75e73b9b49fa4fc9d88e294
236 bytes
PMHDB0
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1aae11609618b0e90ca0249535ec81eb
260 bytes
PMHDC0
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271 bytes
PMHDD0
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1f9957fd102fd49572a34aa6144ce0ba
235 bytes
IMPCA0
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211 bytes
IMPCB0
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222 bytes
IMPCC0
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48cd0a59f84bc46f2fc974f23ea5b19d
225 bytes
_MPHA0
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258 bytes
_MPHB0
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260 bytes
IMPHA0
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1d4ea3c654e14659e6724a9f92beb07a
172 bytes
IMPHB0
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171 bytes
IMPHC0
1bc4bde5b348bdc8d2aeb56c8da0ffb721d0e84e
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163 bytes
SPLTA0
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265 bytes
SPLTB0
8da1b4a2300cb0c372ee1bcb0b991d3a70b8ee0d
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269 bytes
SPLTC0
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204 bytes
SPLTD0
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213 bytes
PLG1B0
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263 bytes
PLG1C0
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258 bytes
PLG1A0
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248 bytes
BURNA0
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360 bytes
BURNB0
527376e7f6c27248c2e60819eb0483ee29ea1b55
8b880141b86395690c3c62c1a30e4490
318 bytes
BURNC0
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48c93bfc01a532191e8ba2083daebac4
368 bytes
BURND0
5cfca342cd58d5dbb1f323dd950579d9f48c0d74
23840572569f8d27cae3de90098e978f
428 bytes
BURNE0
36decbacc8cf5d983ad4f6356afa0da8b9567402
3b886f4bd8148793b50e5fce73a827c0
343 bytes
XBRNA0
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137a3d48cd56da44a0b18d9746c4ccb0
1.29 KB
XBRNB0
89b46789d5b40decb72303c89179cd0288b2b8c8
62339ba4d52ca16bee2db4ff0904af2a
1.32 KB
XBRNC0
2a1ce591175d302ce0fb97a813418a44ee4449df
646031222788cda6c870e07ee3299025
1.38 KB
XBRND0
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1.24 KB
XBRNE0
55d1a8205fb2756fd2c7a0d943c7185f04cc58da
5ebb247a8174bf5610cba86c713373bb
918 bytes
SMOKA0
5101a0e19f0bc19d6e9c5825e117820ed2caf33f
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1.43 KB
SMOKB0
513e76d41081f2cfb829f7744ae5b3ed409b9130
6bac7d7428f0e4ac71a0c571a82659c7
1.48 KB
SMOKC0
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1.52 KB
SMOKD0
2e85cb91dac4d5903620f90c3b671b5e24d999bf
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1.54 KB
SMOKE0
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1.55 KB
SMOKF0
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1.58 KB
SMOKG0
51c6a02d451c3ad9ee19efefc0ef760f64ab4d0f
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1.57 KB
SMOKH0
876efbf21fdc304a93c03a642a88f77a3b18a11e
16f98fbcbded51c7e8bd1a4fbb863227
1.58 KB
SMOKI0
2a525e96c5b156d3d2ac76c1807eee7c2dd3b445
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1.68 KB
SMOKJ0
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1.56 KB
SMOKK0
e6986e81c4132bba43b5029f494577ef1edc0e67
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1.65 KB
SS_END
da39a3ee5e6b4b0d3255bfef95601890afd80709
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0 bytes
BSPLAT01
f80b6bfd2dd0ab80595df068b513031224d5f704
783e85a5195ba91667491002a80e03a3
1.12 KB
BSPLAT02
7e1a29f457a800bf6e03afc7f8c2d3a233044f7c
892d3a9fc35e14fd97f526c8b6ea9a3f
1.16 KB
BSPLAT03
f959d85e2b7459f0bcc29fcaa5e1e02042b998c6
916964ed55798ebfd288a65ffb09bb02
1.19 KB