Oh boy, here comes another big one.
Notable changes since last commit are the full implementation of the automag and asmd. Also the Translator is now fully functional. Fonts have been restructured to a neater format. There have also been other random changes I don't have the time to document in detail.
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e5f57e16e1
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1892 changed files with 5151 additions and 416 deletions
133
gldefs.txt
133
gldefs.txt
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@ -54,51 +54,15 @@ Object UFlakBox
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{
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Frame "FAMO" { light "FLAKAMMOLIGHT" }
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}
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PointLight STINGERLIGHT0
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PointLight STINGERLIGHT
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{
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Color 0.1 0.4 1.0
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Size 30
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Attenuate 1
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}
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PointLight STINGERLIGHT1
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{
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Color 0.1 0.3 0.8
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Size 40
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Attenuate 1
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}
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PointLight STINGERLIGHT2
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{
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Color 0.1 0.2 0.6
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Size 45
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Attenuate 1
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}
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PointLight STINGERLIGHT3
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{
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Color 0.08 0.15 0.5
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Size 50
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Attenuate 1
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}
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PointLight STINGERLIGHT4
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{
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Color 0.05 0.12 0.4
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Size 55
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Attenuate 1
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}
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PointLight STINGERLIGHT5
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{
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Color 0.0 0.03 0.2
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Size 60
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Attenuate 1
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}
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Object StingerProjectile
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{
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Frame "TPRJA" { light "STINGERLIGHT0" }
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Frame "TPRJB" { light "STINGERLIGHT1" }
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Frame "TPRJC" { light "STINGERLIGHT1" }
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Frame "TPRJD" { light "STINGERLIGHT2" }
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Frame "TPRJE" { light "STINGERLIGHT3" }
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Frame "TPRJF" { light "STINGERLIGHT4" }
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Frame "TPRJG" { light "STINGERLIGHT5" }
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Frame "TPRJA" { light "STINGERLIGHT" }
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}
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PointLight DAMPENERLIGHT0
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@ -173,6 +137,55 @@ Object PowerShield
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Frame "BELT" { light "PBELTLIGHT" }
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}
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PointLight UINVISLIGHT
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{
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Color 0.4 1.0 0.2
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Size 12
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Offset 0 15 0
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Attenuate 1
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}
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Object UInvisibility
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{
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Frame "INVS" { light "UINVISLIGHT" }
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}
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PointLight SUPERHEALTH
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{
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Color 0.2 0.4 1.0
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Size 12
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Offset 0 6 0
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Attenuate 1
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}
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Object SuperHealth
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{
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Frame "SHTH" { light "SUPERHEALTH" }
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}
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PointLight WPOWERUP
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{
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Color 0.1 0.1 0.8
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Size 20
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Offset 0 5 0
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Attenuate 1
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}
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Object WeaponPowerUp
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{
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Frame "WPOW" { light "WPOWERUP" }
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}
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FlickerLight2 FLARELIGHT
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{
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Color 1.0 0.4 0.0
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Size 112
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SecondarySize 120
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Interval 0.1
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Offset 6 0 1
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}
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Object FlareThrownX
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{
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frame "FLAR" { light "FLARELIGHT" }
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}
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// Shaders / Brightmaps
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HardwareShader Texture "graphics/MenuBarr.png"
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{
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@ -354,7 +367,7 @@ HardwareShader Texture "models/Jflak1_.png"
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{
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Shader "shaders/glsl/AmbientGlow.fp"
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}
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HardwareShader Texture "models/ASMD11_.png"
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HardwareShader Texture "models/ASMD1_.png"
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{
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Shader "shaders/glsl/AmbientGlow.fp"
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}
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@ -390,7 +403,7 @@ HardwareShader Texture "models/GunPick1_.png"
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{
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Shader "shaders/glsl/AmbientGlow.fp"
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}
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HardwareShader Texture "models/JAmplifier.png"
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HardwareShader Texture "models/JAmplifier1.png"
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{
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Shader "shaders/glsl/AmbientGlow.fp"
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}
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@ -450,7 +463,7 @@ HardwareShader Texture "models/Jband1.png"
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{
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Shader "shaders/glsl/AmbientGlow.fp"
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}
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HardwareShader Texture "models/Jclip1.png"
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HardwareShader Texture "models/Jclip1_.png"
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{
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Shader "shaders/glsl/AmbientGlow.fp"
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}
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@ -499,8 +512,44 @@ HardwareShader Texture "models/ShockSm.png"
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Shader "shaders/glsl/ShockSm.fp"
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Texture "smoketex" "models/ShockSm2.png"
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}
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HardwareShader Texture "textures/ForceFieldFX.png"
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HardwareShader Texture "models/ShockC.png"
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{
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Shader "shaders/glsl/ShockCore.fp"
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Texture "warptex" "textures/roughwarp.png"
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}
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HardwareShader Texture "models/ForceFieldFX.png"
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{
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Shader "shaders/glsl/FizzDistortXY.fp"
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Texture "warptex" "textures/warptex.png"
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}
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HardwareShader Texture "models/InvisFX.png"
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{
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Shader "shaders/glsl/FizzDistortXY.fp"
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Texture "warptex" "textures/warptex.png"
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}
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HardwareShader Texture "models/SHealthFX.png"
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{
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Shader "shaders/glsl/FizzDistortXY.fp"
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Texture "warptex" "textures/warptex.png"
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}
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HardwareShader Texture "models/PowerFX.png"
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{
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Shader "shaders/glsl/PowerUp.fp"
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Texture "warptex" "textures/roughwarp.png"
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}
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HardwareShader Texture "models/FireEffect8.png"
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{
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Shader "shaders/glsl/FlareFX.fp"
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}
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HardwareShader Texture "models/AsmdBeam.png"
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{
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Shader "shaders/glsl/AsmdBeam.fp"
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}
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HardwareShader Texture "models/AsmdSBeam.png"
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{
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Shader "shaders/glsl/AsmdSBeam.fp"
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}
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HardwareShader Texture "models/AsmdPBeam.png"
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{
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Shader "shaders/glsl/AsmdPBeam.fp"
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}
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