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https://github.com/kralrindo/R5Reloaded-AssetRpaks.git
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Update surface types
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//=========================================================
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// Material Slots //
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//=========================================================
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slot1 _col
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slot2 _nml
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slot3 _gls/_exp
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slot4 _spc
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slot5 _ilm
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slot6 _ao
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slot7 _cav/cvt
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slot8 _opa
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slot9 detail/camo
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slot10 _dm_nml/_nml detail normal map
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slot11 _msk detail texture mask
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the following are used on blend materials, for maps only. it is a second texture to blend into the main one.
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slot17 _bm blendmap
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slot23 _col
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slot24 _nml
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slot25 _gls/_exp
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slot26 _spc
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//=========================================================
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// Visibility Flags //
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//=========================================================
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visibilityflags:
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opaque: your material will be opaque.
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transparent: your material will be transparent, this does not work out of the box currently.
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colpass: use this if it's a colpass material.
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none: use this if it's a loadscreen material.
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faceflags:
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6: normal outward drawing faces
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7: outward drawing faces, but wireframe.
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//=========================================================
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// Texture Formats //
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//=========================================================
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_col: BC7 sRGB
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_nml: BC5U
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_gls: BC4U
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_spc: BC7 sRGB
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_ilm: BC7 sRGB
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_ao: BC4U
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_cav: BC4U
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_opa: BC4U
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UI Assets: BC7 SRGB
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Loadscreens: BC1 sRGB (Low Quality), BC7 sRGB
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Minimap: BC1 sRGB
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//=========================================================
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// Useful Shadersets //
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//=========================================================
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WLDC: 3134464214606249681 (Makes textures redish, used for Mirage Voyage)
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WLDC: 5455669381027863835 (Makes material glow)
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SKNP: 8900632333082111100 (Glossy weapon shaderset)
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//=========================================================
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// Surface Types //
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//=========================================================
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default, water, glass, rock, concrete
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207
Texture, material info.txt
Normal file
207
Texture, material info.txt
Normal file
@ -0,0 +1,207 @@
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//=========================================================
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// Material Slots //
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//=========================================================
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slot1 _col
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slot2 _nml
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slot3 _gls/_exp
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slot4 _spc
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slot5 _ilm
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slot6 _ao
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slot7 _cav/cvt
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slot8 _opa
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slot9 detail/camo
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slot10 _dm_nml/_nml detail normal map
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slot11 _msk detail texture mask
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the following are used on blend materials, for maps only. it is a second texture to blend into the main one.
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slot17 _bm blendmap
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slot23 _col
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slot24 _nml
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slot25 _gls/_exp
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slot26 _spc
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//=========================================================
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// Visibility Flags //
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//=========================================================
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visibilityflags:
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opaque: your material will be opaque.
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transparent: your material will be transparent, this does not work out of the box currently.
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colpass: use this if it's a colpass material.
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none: use this if it's a loadscreen material.
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faceflags:
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6: normal outward drawing faces
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7: outward drawing faces, but wireframe.
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//=========================================================
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// Texture Formats //
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//=========================================================
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_col: BC7 sRGB
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_nml: BC5U
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_gls: BC4U
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_spc: BC7 sRGB
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_ilm: BC7 sRGB
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_ao: BC4U
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_cav: BC4U
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_opa: BC4U
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UI Assets: BC7 SRGB
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Loadscreens: BC1 sRGB (Low Quality), BC7 sRGB
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Minimap: BC1 sRGB
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//=========================================================
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// Useful Shadersets //
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//=========================================================
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WLDC: 3134464214606249681 (Makes textures redish, used for Mirage Voyage)
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WLDC: 5455669381027863835 (Makes material glow)
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SKNP: 8900632333082111100 (Glossy weapon shaderset)
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//=========================================================
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// Surface Types //
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//=========================================================
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// -----------------------------
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// Surface Materials
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// -----------------------------
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default
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metal_titan
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solidmetal / NOTE: Almost nothing is solid metal - so "metal" is sheet metal
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metal / NOTE: Only flag a few things as "solidmetal" (I-Beams, anvils, etc)
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metal_box / Smaller metal box (< 2' width/height/depth)
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metalpanel / Thick solid steel panel - used for solid wall, floor, machine construction
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metalgrate
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metalvent
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dirt
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tile
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xo_shield
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wood / NOTE: materials should use wood_box, wood_crate, wood_plank, wood_panel etc
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wood_solid
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water
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concrete
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glass
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glass_breakable
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flesh
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armorflesh / NOTE: Flesh for physics, metal for bullet fx
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sand
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mud
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grass
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brokenglass
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gravel
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bloodyflesh
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// -----------------------------
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// Non Surface Materials
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// -----------------------------
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shellcasing_small
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shellcasing_large
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weapon / NOTE: Weapon models - sounds for when weapons drop
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computer
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canister / NOTE: Large oxygen tank, propane tank, welding tank
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metal_barrel / NOTE: Larger metal barrel, metal oil drum
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glassbottle / NOTE: Glass soda bottle, cup, plate, jar
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pottery / NOTE: Ceramic jug, mug
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grenade / NOTE: Solid hand grenade
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grenade_triple_threat
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bouncygrenade
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// -----------------------------
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// world materials
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// -----------------------------
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metal_bouncy
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slipperymetal / Note: Airboat pontoons have very low friction
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slipperyslime
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wood_lowdensity
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wood_box / Note: Small crate
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wood_crate / Note: Large crate, large wood furniture (bookcases, tables)
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wood_plank / Note: wood board, floorboard, plank
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wood_furniture / Note: small wood furniture - chairs, small tables
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wood_panel / Note: wood panel - plywood panel, wood door panel
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slime
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quicksand
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rock / Note: Solid rock (small sounds)
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lava_rock
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lava_rock_hot / Note: Lava rock that shows a glows when shot
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lava_flow / Note: scrolling uv lava, like water.
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porcelain / Note: tubs, urinals, sinks
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boulder / Note: Large solid rock (large sounds)
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asphalt
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brick
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concrete_block / Note: 9x12 prefabricated concrete cinder blocks
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chainlink / Note: chainlink fencing material
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chain / Note: metal chain
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alienflesh
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watermelon
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snow
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ice
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carpet
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plaster / Note: drywall, office wall material, sheetrock
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cardboard / Note: carboard box
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plastic_barrel / Note: larger plastic barrel, hollow, soft plastic
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plastic_box / Note: small - medium plastic box, hard plastic
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plastic / Note: smaller generic hard plastic
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item / Note: small med kit, smaller tech items, battery
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floatingstandable
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rubber
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rubbertire
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jeeptire
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slidingrubbertire
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brakingrubbertire
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slidingrubbertire_front
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slidingrubbertire_rear
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// -----------------------------
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// objects
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// -----------------------------
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floating_metal_barrel
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plastic_barrel_buoyant
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roller
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popcan
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paintcan
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paper
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papercup
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ceiling_tile
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default_silent
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player
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player_control_clip
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foliage
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Underground_Cube
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Turret_Gib
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metal_spectre
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arc_grenade
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upholstery
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flyerflesh
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ammo_box
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Helmet
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Large_Backpack
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Small_Backpack
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Large_Medkit
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Small_Medkit
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Att_Scope
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Att_Sup
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Wpn_AR
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Wpn_Snipe
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Wpn_SMG
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Wpn_Pistol
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Wpn_Shotgun
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Vest
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Mags
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Cyn_Medkit
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Frag
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ArcBlade
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BatteryShield
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reflective
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WeightedCube_Bounce
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PaintBomb
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sphere2
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