Auto-merge overlapping Embiggeners into bulk items. Increase backpack amounts of many ammo types. Allow trading of Embiggeners in multiplayer. Fix trading dual-wield weapons. Fix trading Candygun spares.
132 lines
3.2 KiB
Text
132 lines
3.2 KiB
Text
HardwareShader Texture "models/Shell_Gold.png"
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{
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Shader "shaders/glsl/Shinemask.fp"
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Texture "masktex" "models/Shell_Gold_mask.png"
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Texture "envtex" "models/goldmap.png"
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}
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HardwareShader Texture "models/Shell_Gold_Used.png"
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{
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Shader "shaders/glsl/Shinemask.fp"
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Texture "masktex" "models/Shell_Gold_Used_mask.png"
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Texture "envtex" "models/goldmap.png"
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}
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HardwareShader Texture "models/Fabricator.png"
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{
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Shader "shaders/glsl/Shinemask_bright.fp"
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Texture "masktex" "models/Fabricator_mask.png"
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Texture "envtex" "models/silvermap.png"
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Texture "brighttex" "models/Fabricator_bright.png"
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}
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HardwareShader Texture "models/Fabricator_Tier2.png"
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{
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Shader "shaders/glsl/Shinemask_bright.fp"
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Texture "masktex" "models/Fabricator_mask.png"
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Texture "envtex" "models/silvermap.png"
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Texture "brighttex" "models/Fabricator_bright.png"
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}
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HardwareShader Texture "models/Fabricator_Tier3.png"
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{
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Shader "shaders/glsl/Shinemask_bright.fp"
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Texture "masktex" "models/Fabricator_mask.png"
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Texture "envtex" "models/silvermap.png"
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Texture "brighttex" "models/Fabricator_bright.png"
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}
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HardwareShader Texture "models/Fabricator_Tier4.png"
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{
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Shader "shaders/glsl/Shinemask_bright.fp"
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Texture "masktex" "models/Fabricator_mask.png"
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Texture "envtex" "models/goldmap.png"
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Texture "brighttex" "models/Fabricator_bright.png"
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}
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HardwareShader Texture "models/Embiggener.png"
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{
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Shader "shaders/glsl/Shinemask_bright.fp"
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Texture "masktex" "models/Embiggener_mask.png"
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Texture "envtex" "models/redmap.png"
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Texture "brighttex" "models/Embiggener_bright.png"
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}
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HardwareShader Texture "models/Embiggener_Tier2.png"
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{
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Shader "shaders/glsl/Shinemask_bright.fp"
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Texture "masktex" "models/Embiggener_mask.png"
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Texture "envtex" "models/greenmap.png"
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Texture "brighttex" "models/Embiggener_bright.png"
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}
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HardwareShader Texture "models/Embiggener_Tier3.png"
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{
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Shader "shaders/glsl/Shinemask_bright.fp"
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Texture "masktex" "models/Embiggener_mask.png"
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Texture "envtex" "models/blumap.png"
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Texture "brighttex" "models/Embiggener_bright.png"
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}
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HardwareShader Texture "models/Embiggener_Tier4.png"
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{
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Shader "shaders/glsl/Shinemask_bright.fp"
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Texture "masktex" "models/Embiggener_mask.png"
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Texture "envtex" "models/purpmap.png"
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Texture "brighttex" "models/Embiggener_bright.png"
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}
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HardwareShader Texture "models/Embiggener_Tier5.png"
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{
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Shader "shaders/glsl/Shinemask_bright.fp"
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Texture "masktex" "models/Embiggener_mask.png"
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Texture "envtex" "models/glassmap.png"
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Texture "brighttex" "models/Embiggener_bright.png"
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}
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PointLight GOLDSHELLLIGHT
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{
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Color 0.7 0.6 0.2
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Size 12
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Offset 0 16 0
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Attenuate 1
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}
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Object GoldShell
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{
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Frame "XZW1" { light "GOLDSHELLLIGHT" }
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}
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PointLight FABTIER1LIGHT
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{
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Color 0.0 0.3 1.0
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Size 30
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Offset 0 16 0
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Attenuate 1
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}
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PointLight FABTIER2LIGHT
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{
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Color 0.0 1.0 0.3
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Size 30
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Offset 0 16 0
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Attenuate 1
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}
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PointLight FABTIER3LIGHT
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{
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Color 1.0 0.3 0.0
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Size 30
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Offset 0 16 0
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Attenuate 1
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}
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PointLight FABTIER4LIGHT
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{
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Color 1.0 0.9 0.3
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Size 30
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Offset 0 16 0
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Attenuate 1
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}
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Object FabricatorTier1
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{
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Frame "XZW1" { light "FABTIER1LIGHT" }
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}
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Object FabricatorTier2
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{
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Frame "XZW1" { light "FABTIER2LIGHT" }
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}
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Object FabricatorTier3
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{
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Frame "XZW1" { light "FABTIER3LIGHT" }
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}
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Object FabricatorTier4
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{
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Frame "XZW1" { light "FABTIER4LIGHT" }
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}
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