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.
555 lines
11 KiB
Text
555 lines
11 KiB
Text
// Lights
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PointLight ASMDAMMOLIGHT
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{
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Color 0.0 0.4 0.7
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Size 15
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Offset 0 11 8
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Attenuate 1
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}
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PointLight ASMDAMMOLIGHT2
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{
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Color 0.0 0.4 0.7
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Size 15
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Offset 0 5 8
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Attenuate 1
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}
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Object AsmdAmmo
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{
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Frame "SHOA" { light "ASMDAMMOLIGHT" }
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}
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Object AsmdAmmo2
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{
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Frame "SHOA" { light "ASMDAMMOLIGHT2" }
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}
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PointLight STINGERAMMOLIGHT
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{
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Color 0.1 0.2 0.4
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Size 12
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Offset 0 5 0
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Attenuate 1
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}
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PointLight STINGERAMMOLIGHT2
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{
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Color 0.1 0.2 0.4
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Size 12
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Offset 0 12 0
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Attenuate 1
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}
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Object StingerAmmo
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{
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Frame "SAMO" { light "STINGERAMMOLIGHT" }
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}
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Object StingerAmmo2
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{
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Frame "SAMO" { light "STINGERAMMOLIGHT2" }
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}
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PointLight FLAKAMMOLIGHT
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{
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Color 0.1 0.4 0.0
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Size 8
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Offset 0 15 4
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Attenuate 1
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}
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Object UFlakBox
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{
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Frame "FAMO" { light "FLAKAMMOLIGHT" }
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}
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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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Object StingerProjectile
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{
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Frame "TPRJA" { light "STINGERLIGHT" }
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}
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PointLight DAMPENERLIGHT0
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{
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Color 0.2 0.0 0.0
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Size 6
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Offset 0 6 0
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Attenuate 1
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}
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PointLight DAMPENERLIGHT1
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{
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Color 0.6 0.0 0.0
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Size 15
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Offset 0 8 0
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Attenuate 1
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}
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PointLight DAMPENERLIGHT2
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{
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Color 0.8 0.0 0.0
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Size 22
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Offset 0 10 0
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Attenuate 1
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}
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PointLight DAMPENERLIGHT3
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{
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Color 0.9 0.0 0.0
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Size 28
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Offset 0 10 0
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Attenuate 1
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}
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PointLight DAMPENERLIGHT4
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{
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Color 1.0 0.0 0.0
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Size 32
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Offset 0 10 0
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Attenuate 1
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}
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Object Dampener
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{
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Frame "DAMPA" { light "DAMPENERLIGHT0" }
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Frame "DAMPB" { light "DAMPENERLIGHT1" }
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Frame "DAMPC" { light "DAMPENERLIGHT2" }
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Frame "DAMPD" { light "DAMPENERLIGHT3" }
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Frame "DAMPE" { light "DAMPENERLIGHT4" }
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Frame "DAMPF" { light "DAMPENERLIGHT3" }
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Frame "DAMPG" { light "DAMPENERLIGHT2" }
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Frame "DAMPH" { light "DAMPENERLIGHT2" }
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Frame "DAMPI" { light "DAMPENERLIGHT2" }
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Frame "DAMPJ" { light "DAMPENERLIGHT2" }
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}
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PointLight SBELTLIGHT
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{
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Color 0.25 0.0 0.0
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Size 20
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Offset 0 2 0
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Attenuate 1
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}
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PointLight PBELTLIGHT
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{
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Color 0.15 0.0 0.25
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Size 20
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Offset 0 2 0
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Attenuate 1
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}
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Object ShieldBelt
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{
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Frame "BELT" { light "SBELTLIGHT" }
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}
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Object PowerShield
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{
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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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Shader "shaders/glsl/MenuBarrier.fp"
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}
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HardwareShader Texture "graphics/rmetal.png"
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{
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Shader "shaders/glsl/Menu2.fp"
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}
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HardwareShader Texture "graphics/95Bg.png"
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{
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Shader "shaders/glsl/95Bg.fp"
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}
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HardwareShader Texture "graphics/97Bg.png"
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{
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Shader "shaders/glsl/97Bg.fp"
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}
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HardwareShader Texture "graphics/UnBg.png"
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{
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Shader "shaders/glsl/UnBg.fp"
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}
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Brightmap Texture "models/Ash.png"
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{
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Map "brightmaps/Ash.png"
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}
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HardwareShader Texture "models/Abelt1.png"
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{
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Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
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Texture "brighttex" "brightmaps/Abelt1.png"
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}
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HardwareShader Texture "models/Apbelt1.png"
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{
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Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
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Texture "brighttex" "brightmaps/Abelt1.png"
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}
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HardwareShader Texture "models/Ahand1_.png"
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{
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Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
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Texture "brighttex" "brightmaps/Ahand1.png"
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}
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Brightmap Texture "models/Ahand1.png"
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{
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Map "brightmaps/Ahand1.png"
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}
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HardwareShader Texture "models/Ainv1_.png"
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{
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Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
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Texture "brighttex" "brightmaps/Ainv1.png"
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}
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Brightmap Texture "models/Ainv1.png"
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{
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Map "brightmaps/Ainv1.png"
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}
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HardwareShader Texture "models/DPistol1_.png"
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{
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Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
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Texture "brighttex" "brightmaps/DPistol1.png"
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}
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Brightmap Texture "models/DPistol1.png"
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{
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Map "brightmaps/DPistol1.png"
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}
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HardwareShader Texture "models/JBRifle1_.png"
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{
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Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
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Texture "brighttex" "brightmaps/JBRifle1.png"
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}
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Brightmap Texture "models/JBRifle1.png"
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{
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Map "brightmaps/JBRifle1.png"
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}
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HardwareShader Texture "models/JEightB1_.png"
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{
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Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
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Texture "brighttex" "brightmaps/JEightB1.png"
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}
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Brightmap Texture "models/JEightB1.png"
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{
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Map "brightmaps/JEightB1.png"
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}
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HardwareShader Texture "models/JFlashl1.png"
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{
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Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
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Texture "brighttex" "brightmaps/JFlashl1.png"
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}
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HardwareShader Texture "models/JImpale1_.png"
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{
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Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
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Texture "brighttex" "brightmaps/JImpale1.png"
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}
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Brightmap Texture "models/JImpale1.png"
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{
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Map "brightmaps/JImpale1.png"
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}
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HardwareShader Texture "models/JPickup1.png"
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{
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Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
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Texture "brighttex" "brightmaps/JPickup1.png"
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}
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HardwareShader Texture "models/JPickup21.png"
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{
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Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
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Texture "brighttex" "brightmaps/JPickup21.png"
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}
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HardwareShader Texture "models/JRazor1_.png"
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{
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Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
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Texture "brighttex" "brightmaps/JRazor1.png"
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}
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Brightmap Texture "models/JRazor1.png"
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{
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Map "brightmaps/JRazor1.png"
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}
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HardwareShader Texture "models/JRifle1_.png"
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{
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Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
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Texture "brighttex" "brightmaps/JRifle1.png"
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}
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Brightmap Texture "models/JRifle1.png"
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{
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Map "brightmaps/JRifle1.png"
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}
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HardwareShader Texture "models/JTaryPick1_.png"
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{
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Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
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Texture "brighttex" "brightmaps/JTaryPick1.png"
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}
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Brightmap Texture "models/JTaryPick1.png"
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{
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Map "brightmaps/JTaryPick1.png"
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DisableFullbright
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}
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Brightmap Texture "models/Jburst1.png"
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{
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Map "brightmaps/Jburst1.png"
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DisableFullbright
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}
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Brightmap Texture "models/Jflare.png"
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{
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Map "brightmaps/Jflare.png"
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}
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HardwareShader Texture "models/Jpeacehand1_.png"
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{
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Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
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Texture "brighttex" "brightmaps/Jpeacehand1.png"
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}
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Brightmap Texture "models/Jpeacehand1.png"
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{
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Map "brightmaps/Jpeacehand1.png"
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}
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HardwareShader Texture "models/Sting1_.png"
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{
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Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
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Texture "brighttex" "brightmaps/Sting1.png"
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}
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Brightmap Texture "models/Sting1.png"
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{
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Map "brightmaps/Sting1.png"
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}
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HardwareShader Texture "models/Stunner_.png"
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{
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Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
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Texture "brighttex" "brightmaps/Stunner.png"
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}
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Brightmap Texture "models/Stunner.png"
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{
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Map "brightmaps/Stunner.png"
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}
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HardwareShader Texture "models/aforce1.png"
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{
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Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
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Texture "brighttex" "brightmaps/aforce1.png"
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}
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HardwareShader Texture "models/Jflakshel1_.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/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/ASMD1_.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/AToxSuit1.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/AkevSuit1.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/Asuit1.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/AutoHand1_.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/Autom1_.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/Automa1_.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/Flamet_.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/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/JAmplifier1.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/JAsmdAmmo1.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/JBigGun1_.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/JBoneSw1_.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/JDetector.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/JFlameG1_.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/JInvisibility1.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/JNaliFruit1.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/JNapalm1_.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/JNapalmAm1.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/JQuadAm1_.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/JRocketCan1.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/JRocket1_.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/Jarmor1.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/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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{
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Shader "shaders/glsl/AmbientGlow.fp"
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}
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HardwareShader Texture "models/Jhealth1.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/Jlboot1.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/Jmisc1_.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/Jpeacehand1_.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/Jseed1.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/Jshealth1.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/Minigun_.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/RifleBul1.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/aPower1.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/minigun1_.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/ShockSm.png"
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{
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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 "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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|
Shader "shaders/glsl/AsmdBeam.fp"
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|
}
|
|
HardwareShader Texture "models/AsmdSBeam.png"
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|
{
|
|
Shader "shaders/glsl/AsmdSBeam.fp"
|
|
}
|
|
HardwareShader Texture "models/AsmdPBeam.png"
|
|
{
|
|
Shader "shaders/glsl/AsmdPBeam.fp"
|
|
}
|