Gold Shells now spawn particles unconditionally (previously this optimization was there in case there was an excess of them, but this can't happen anymore).
199 lines
3.4 KiB
Text
199 lines
3.4 KiB
Text
HardwareShader Texture "models/Nugget_Armor.png"
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{
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Shader "shaders/glsl/Shinemask_bright.fp"
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Texture "masktex" "models/Nugget_mask.png"
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Texture "envtex" "models/greenmap.png"
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Texture "brighttex" "models/Nugget_mask.png"
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}
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HardwareShader Texture "models/Nugget.png"
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{
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Shader "shaders/glsl/Shinemask_bright.fp"
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Texture "masktex" "models/Nugget_mask.png"
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Texture "envtex" "models/blumap.png"
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Texture "brighttex" "models/Nugget_mask.png"
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}
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HardwareShader Texture "models/TetraHealth.png"
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{
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Shader "shaders/glsl/Shinemask_bright.fp"
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Texture "masktex" "models/TetraHealth_mask.png"
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Texture "envtex" "models/blumap.png"
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Texture "brighttex" "models/TetraHealth_mask.png"
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}
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HardwareShader Texture "models/CubeHealth.png"
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{
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Shader "shaders/glsl/Shinemask_bright.fp"
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Texture "masktex" "models/CubeHealth_mask.png"
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Texture "envtex" "models/blumap.png"
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Texture "brighttex" "models/CubeHealth_mask.png"
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}
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HardwareShader Texture "models/Refresher.png"
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{
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Shader "shaders/glsl/Shinemask_bright.fp"
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Texture "masktex" "models/Refresher_mask.png"
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Texture "envtex" "models/purpmap.png"
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Texture "brighttex" "models/Refresher_mask.png"
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}
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Brightmap Texture "models/GhostArtifact.png"
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{
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Map "models/GhostArtifact_bright.png"
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DisableFullbright
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}
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Brightmap Texture "models/Gravity.png"
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{
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Map "models/Gravity_bright.png"
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DisableFullbright
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}
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Brightmap Texture "models/Ragekit.png"
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{
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Map "models/Ragekit_bright.png"
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DisableFullbright
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}
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Brightmap Texture "models/Omnisight.png"
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{
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Map "models/Omnisight_bright.png"
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DisableFullbright
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}
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Brightmap Texture "models/Lamp.png"
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{
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Map "models/Lamp_bright.png"
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DisableFullbright
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}
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Brightmap Texture "models/Invinciball.png"
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{
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Map "brightmaps/nobright.png"
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DisableFullbright
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}
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Brightmap Texture "models/Moth_Mashiro.png"
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{
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Map "models/Moth_Mashiro_bright.png"
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}
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Brightmap Texture "models/Barrier.png"
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{
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Map "models/Barrier_bright.png"
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DisableFullbright
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}
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PointLight ARMORNUGGETLIGHT
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{
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Color 0.6 1.0 0.3
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Size 16
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Offset 0 16 0
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Attenuate 1
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}
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Object ArmorNuggetItem
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{
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Frame "XZW1" { light "ARMORNUGGETLIGHT" }
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}
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PointLight HEALTHNUGGETLIGHT
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{
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Color 0.2 0.4 1.0
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Size 16
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Offset 0 16 0
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Attenuate 1
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}
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Object HealthNuggetItem
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{
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Frame "XZW1" { light "HEALTHNUGGETLIGHT" }
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}
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PointLight GEOMHEALTHLIGHT
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{
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Color 0.2 0.4 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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Object TetraHealthItem
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{
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Frame "XZW1" { light "GEOMHEALTHLIGHT" }
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}
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Object CubeHealthItem
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{
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Frame "XZW1" { light "GEOMHEALTHLIGHT" }
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}
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PointLight REFRESHERLIGHT
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{
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Color 0.7 0.2 1.0
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Size 40
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Offset 0 16 0
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Attenuate 1
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}
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Object RefresherItem
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{
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Frame "XZW1" { light "REFRESHERLIGHT" }
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}
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PointLight GHOSTARTILIGHT
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{
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Color 0.8 0.6 1.0
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Size 40
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Offset 0 16 0
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Attenuate 1
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}
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Object GhostArtifact
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{
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Frame "XZW1" { light "GHOSTARTILIGHT" }
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}
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PointLight GRAVITYLIGHT
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{
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Color 0.3 0.8 1.0
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Size 40
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Offset 0 16 0
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Attenuate 1
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}
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Object GravitySuppressor
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{
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Frame "XZW1" { light "GRAVITYLIGHT" }
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}
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PointLight INVINCIBALLLIGHT
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{
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Color 0.8 0.2 0.0
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Size 40
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Offset 0 16 0
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Attenuate 1
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}
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Object FuckingInvinciball
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{
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Frame "XZW1" { light "INVINCIBALLLIGHT" }
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}
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PointLight RAGELIGHT
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{
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Color 1.0 0.1 0.0
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Size 40
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Offset 0 16 0
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Attenuate 1
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}
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Object Ragekit
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{
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Frame "XZW1" { light "RAGELIGHT" }
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}
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FlickerLight2 LAMPLIGHT
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{
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Color 0.6 1.0 0.7
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Size 350
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SecondarySize 358
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Interval 0.1
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Offset 0 8 0
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Attenuate 1
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}
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Object CompanionLamp
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{
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Frame "XZW1B" { light "LAMPLIGHT" }
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}
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PointLight BARRIERLIGHT
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{
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Color 0.1 1.0 0.0
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Size 40
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Offset 0 16 0
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Attenuate 1
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}
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Object EBarrier
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{
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Frame "XZW1" { light "BARRIERLIGHT" }
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}
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