Added Jump Boots and removed Shielding Suit.
Recalculated all the model transforms in preparation for coelckers/gzdoom#495. Corrected some small mistakes in Dual Enforcers code.
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1332f7a243
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26 changed files with 312 additions and 318 deletions
102
modeldef.misc
102
modeldef.misc
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@ -3,8 +3,7 @@ Model "UTTeleportFog"
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Path "models"
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Model 0 "Tele2_d.3d"
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Skin 0 "JTele2_01.png"
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Scale 0.24 0.2 0.2
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PitchOffset 90
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Scale 0.2 0.2 0.24
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ZOffset 10
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DONTCULLBACKFACES
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@ -51,9 +50,9 @@ Model "UTHealthPack"
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Model 0 "hbox_d.3d"
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SurfaceSkin 0 0 "jhbox1.png"
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SurfaceSkin 0 1 "FIZZHP00"
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Scale -0.2 0.2 0.2
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AngleOffset 90
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ZOffset 14
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Scale 0.2 0.24 0.2
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RollOffset -90
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ZOffset 16
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FrameIndex HBOX A 0 0
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}
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@ -65,8 +64,7 @@ Model "UTHealthBox"
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SurfaceSkin 0 0 "jhboxbeta1.png"
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SurfaceSkin 0 1 "FIZZHP10"
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SurfaceSkin 0 2 "FIZZHP10"
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Scale -0.096 0.08 0.08
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PitchOffset 90
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Scale 0.08 0.08 0.096
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ZOffset 4
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FrameIndex HBOX B 0 0
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@ -78,8 +76,7 @@ Model "UTMedBox"
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Model 0 "MedBox_d.3d"
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SurfaceSkin 0 0 "JMedBox1.png"
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SurfaceSkin 0 1 "FIZZHP10"
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Scale -0.072 0.06 0.06
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PitchOffset 90
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Scale 0.06 0.06 0.072
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ZOffset 5
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FrameIndex HBOX C 0 0
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@ -92,8 +89,7 @@ Model "UTHealthBonus"
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SurfaceSkin 0 0 "JVial0.png"
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SurfaceSkin 0 1 "FIZZHP20"
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SurfaceSkin 0 2 "FIZZHP20"
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Scale -0.048 0.04 0.04
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PitchOffset 90
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Scale 0.04 0.04 0.048
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ZOffset 8
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DONTCULLBACKFACES
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@ -105,10 +101,10 @@ Model "UTArmorBonus"
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Path "models"
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Model 0 "bossheadm_d.3d"
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Skin 0 "bossheadT.png"
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Scale -0.072 0.072 0.06
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AngleOffset 180
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PitchOffset 110
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ZOffset 6
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Scale 0.06 0.06 0.072
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AngleOffset -90
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RollOffset 12
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ZOffset 5.5
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FrameIndex XANH A 0 0
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}
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@ -118,8 +114,7 @@ Model "UTThighPads"
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Path "models"
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Model 0 "ThighPads_d.3d"
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Skin 0 "JThighPads_01.png"
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Scale -0.096 0.08 0.08
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PitchOffset 90
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Scale 0.08 0.08 0.096
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ZOffset 12
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ROTATING
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@ -131,8 +126,7 @@ Model "UTBodyArmor"
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Path "models"
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Model 0 "Armor2M_d.3d"
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Skin 0 "Jarmor2.png"
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Scale -0.134 0.134 0.12
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PitchOffset 90
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Scale 0.12 0.12 0.134
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ZOffset 12
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FrameIndex UARM A 0 0
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@ -143,9 +137,8 @@ Model "UTShieldBelt"
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Path "models"
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Model 0 "ShieldBeltMeshM_d.3d"
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Skin 0 "AUbelt1.png"
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Scale -0.12 0.1 0.1
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AngleOffset 180
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PitchOffset 90
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Scale 0.1 0.1 0.12
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AngleOffset -90
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ZOffset 4
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FrameIndex BELT A 0 0
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@ -156,8 +149,7 @@ Model "UDamage"
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Path "models"
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Model 0 "UDamage_d.3d"
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Skin 0 "GoldSkin2.png"
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Scale 0.192 0.16 0.16
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PitchOffset 90
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Scale 0.16 0.16 0.192
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ZOffset 24
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ROTATING
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@ -168,8 +160,7 @@ Model "UDamage"
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Path "models"
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Model 1 "UDamageB_d.3d"
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Skin 1 "Judamage1.png"
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Scale 0.192 0.16 0.16
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PitchOffset 90
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Scale 0.16 0.16 0.192
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ZOffset 24
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ROTATING
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@ -181,8 +172,8 @@ Model "UTRedSkull"
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Path "models"
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Model 0 "RelicSkull_d.3d"
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Skin 0 "JRelicSkull_01r.png"
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Scale 0.12 0.1 0.1
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PitchOffset 90
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Scale 0.1 0.1 0.12
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AngleOffset -90 // relic of death faces to the side originally
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ZOffset 12
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ROTATING
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@ -193,8 +184,8 @@ Model "UTGoldSkull"
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Path "models"
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Model 0 "RelicSkull_d.3d"
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Skin 0 "JRelicSkull_01g.png"
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Scale 0.12 0.1 0.1
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PitchOffset 90
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Scale 0.1 0.1 0.12
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AngleOffset -90 // relic of death faces to the side originally
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ZOffset 12
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ROTATING
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@ -205,8 +196,8 @@ Model "UTBlueSkull"
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Path "models"
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Model 0 "RelicSkull_d.3d"
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Skin 0 "JRelicSkull_01b.png"
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Scale 0.12 0.1 0.1
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PitchOffset 90
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Scale 0.1 0.1 0.12
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AngleOffset -90 // relic of death faces to the side originally
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ZOffset 12
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ROTATING
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@ -217,8 +208,7 @@ Model "UTRedKey"
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Path "models"
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Model 0 "DomR_d.3d"
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Skin 0 "RedSkin2.png"
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Scale 0.048 0.04 0.04
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PitchOffset 90
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Scale 0.04 0.04 0.048
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ZOffset 16
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ROTATING
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@ -229,8 +219,7 @@ Model "UTGoldKey"
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Path "models"
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Model 0 "MercSymbol_d.3d"
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Skin 0 "GoldSkin2.png"
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Scale 0.096 0.08 0.08
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PitchOffset 90
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Scale 0.08 0.08 0.096
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ZOffset 16
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ROTATING
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@ -241,8 +230,7 @@ Model "UTBlueKey"
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Path "models"
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Model 0 "DomB_d.3d"
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Skin 0 "BlueSkin2.png"
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Scale 0.048 0.04 0.04
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PitchOffset 90
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Scale 0.04 0.04 0.048
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ZOffset 16
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ROTATING
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@ -252,10 +240,12 @@ Model "UTBlueKey"
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Model "UTBackpack"
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{
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Path "models"
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Model 0 "Backpack2_d.3d" // cheaply edited out of SelectionMale1 (offsets weren't even readjusted)
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Model 0 "Backpack2_d.3d" // cheaply edited out of SelectionMale1 (offsets weren't even readjusted, so I have to do it here)
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Skin 0 "bpak.png"
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Offset -20 12 -16
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Scale -0.36 0.3 0.3
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Offset -15.795 13.1625 -16 // calculating the X and Y offsets was hard, but I'm glad I added the "estimated center" feature in umeshinfo now
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Scale 0.36 0.3 0.3
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AngleOffset 90
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RollOffset -90
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ROTATING
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FrameIndex BPAK A 0 0
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@ -266,8 +256,7 @@ Model "UTInvisibility"
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Path "models"
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Model 0 "invis2M_d.3d"
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SurfaceSkin 0 0 "jinvis.png"
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Scale -0.12 0.1 0.1
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PitchOffset 90
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Scale 0.1 0.1 0.12
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ZOffset 9
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FrameIndex INVS A 0 0
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@ -277,8 +266,7 @@ Model "UTInvisibilityX"
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Path "models"
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Model 0 "invis2M_d.3d"
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SurfaceSkin 0 1 "invis00"
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Scale -0.12 0.1 0.1
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PitchOffset 90
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Scale 0.1 0.1 0.12
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ZOffset 9
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FrameIndex INVS A 0 0
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@ -289,24 +277,21 @@ Model "UTMapRevealer"
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Path "models"
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Model 0 "TranslatorMesh_d.3d"
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Skin 0 "JTranslator1.png"
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Scale -0.096 0.08 0.08
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PitchOffset 90
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Scale 0.08 0.08 0.096
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ZOffset 4
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FrameIndex TRNS A 0 0
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}
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Model "ShieldingSuit"
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Model "UTJumpBoots"
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{
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Path "models"
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Model 0 "ToxSuit_d.3d"
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Skin 0 "ShieldSuit.png"
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Scale -0.12 0.12 0.134
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PitchOffset 180
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ZOffset 24
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ROTATING
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Model 0 "jboot_d.3d"
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Skin 0 "Jlboot2.png"
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Scale 0.09 0.09 0.108
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ZOffset 7
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FrameIndex SSUT A 0 0
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FrameIndex JBUT A 0 0
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}
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Model "Searchlight"
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@ -314,9 +299,8 @@ Model "Searchlight"
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Path "models"
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Model 0 "BigFlash_d.3d"
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Skin 0 "JBigFlash1.png"
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Scale -0.084 0.084 0.07
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PitchOffset 90
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AngleOffset 180
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Scale 0.07 0.07 0.084
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AngleOffset -90
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ZOffset 9
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FrameIndex SLIT A 0 0
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@ -327,7 +311,7 @@ Model "UTChip"
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Path "models"
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Model 0 "ChipM_d.3d"
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Skin 0 "Chip1.png"
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Scale -0.134 0.12 0.12
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Scale 0.12 0.12 0.134
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USEACTORPITCH
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USEACTORROLL
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USEROTATIONCENTER
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