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Brought up to date with the newest T2BoL I've located
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287 changed files with 108557 additions and 107608 deletions
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//------------------------------------------------------------------------------
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// Human Death Effects v3.0
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// Effects By: LuCiD
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//==============================================================================
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// see player.cs for functions.
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datablock AudioProfile(BloodSplashSound)
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{
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filename = "fx/armor/light_LF_water.wav";
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description = AudioClosest3d;
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preload = true;
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};
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//------------------------------------------------------------------------------
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// Splash Mist
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//==============================================================================
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datablock ParticleData(HumanRedPlayerSplashMist)
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{
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dragCoefficient = 2.0;
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gravityCoefficient = -0.05;
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inheritedVelFactor = 0.0;
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constantAcceleration = 0.0;
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lifetimeMS = 600;
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lifetimeVarianceMS = 100;
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useInvAlpha = false;
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spinRandomMin = -90.0;
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spinRandomMax = 500.0;
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textureName = "particleTest";
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colors[0] = "0.9 0.1 0.1 0.5";
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colors[1] = "0.6 0.05 0.05 0.5";
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colors[2] = "0.4 0.0 0.0 0.0";
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sizes[0] = 0.5;
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sizes[1] = 0.5;
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sizes[2] = 0.8;
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times[0] = 0.0;
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times[1] = 0.5;
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times[2] = 1.0;
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};
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datablock ParticleEmitterData(HumanRedPlayerSplashMistEmitter)
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{
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ejectionPeriodMS = 6;
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periodVarianceMS = 1;
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ejectionVelocity = 4.0;
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velocityVariance = 2.0;
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ejectionOffset = 0.0;
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thetaMin = 85;
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thetaMax = 85;
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phiReferenceVel = 0;
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phiVariance = 360;
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overrideAdvances = false;
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lifetimeMS = 450;
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particles = "HumanRedPlayerSplashMist";
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};
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//------------------------------------------------------------------------------
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// Human Red Pool
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//==============================================================================
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datablock ShockwaveData(RedBloodHit)
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{
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width = 3.0;
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numSegments = 164;
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numVertSegments = 35;
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velocity = -1.5;
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acceleration = 2.0;
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lifetimeMS = 800;
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height = 0.1;
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verticalCurve = 0.5;
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mapToTerrain = false;
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renderBottom = true;
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orientToNormal = true;
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texture[0] = "special/shockwave4";
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texture[1] = "special/droplet";//"special/gradient";
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texWrap = 8.0;
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times[0] = 0.0;
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times[1] = 0.5;
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times[2] = 1.0;
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colors[0] = "0.9 0.1 0.1 0.5";
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colors[1] = "0.6 0.05 0.05 0.5";
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colors[2] = "0.4 0.0 0.0 0.0";
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};
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//------------------------------------------------------------------------------
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// Human Red Blood
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//==============================================================================
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datablock ParticleData(HumanRedBloodParticle)
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{
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dragCoeffiecient = 0.0;
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gravityCoefficient = 120.0;
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inheritedVelFactor = 0.0;
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lifetimeMS = 1600;
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lifetimeVarianceMS = 000;
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textureName = "snowflake8x8";//"particletest";
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useInvAlpha = true;
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spinRandomMin = -30.0;
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spinRandomMax = 30.0;
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colors[0] = "0.9 0.1 0.1 0.5";
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colors[1] = "0.6 0.05 0.05 0.5";
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colors[2] = "0.4 0.0 0.0 0.0";
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sizes[0] = 0.2;
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sizes[1] = 0.05;
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sizes[2] = 0.06;
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times[0] = 0.0;
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times[1] = 0.2;
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times[2] = 1.0;
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};
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datablock ParticleEmitterData(HumanRedBloodEmitter)
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{
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ejectionPeriodMS = 15;
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periodVarianceMS = 5;
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ejectionVelocity = 1.25;
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velocityVariance = 0.50;
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thetaMin = 0.0;
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thetaMax = 90.0;
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particles = "HumanRedBloodParticle";
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};
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//------------------------------------------------------------------------------
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// Human Red Droplets Particle
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//==============================================================================
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datablock ParticleData( HumanRedDropletsParticle )
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{
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dragCoefficient = 1;
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gravityCoefficient = 0.5;
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inheritedVelFactor = 0.5;
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constantAcceleration = 0.1;
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lifetimeMS = 300;
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lifetimeVarianceMS = 100;
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textureName = "special/droplet";
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colors[0] = "0.9 0.1 0.1 1.0";
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colors[1] = "0.6 0.05 0.05 1.0";
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colors[2] = "0.4 0.0 0.0 0.0";
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sizes[0] = 0.8;
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sizes[1] = 0.3;
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sizes[2] = 0.0;
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times[0] = 0.0;
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times[1] = 0.5;
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times[2] = 1.0;
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};
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datablock ParticleEmitterData( HumanRedDropletsEmitter )
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{
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ejectionPeriodMS = 7;
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periodVarianceMS = 0;
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ejectionVelocity = 2;
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velocityVariance = 1.0;
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ejectionOffset = 0.0;
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thetaMin = 60;
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thetaMax = 80;
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phiReferenceVel = 0;
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phiVariance = 360;
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overrideAdvances = false;
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orientParticles = true;
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particles = "HumanRedDropletsParticle";
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};
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//------------------------------------------------------------------------------
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// Human Red Explosion
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//==============================================================================
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datablock ExplosionData(HumanRedExplosion)
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{
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soundProfile = BloodSplashSound;
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particleEmitter = HumanRedBloodEmitter;
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particleDensity = 250;
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particleRadius = 1.25;
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faceViewer = true;
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emitter[0] = HumanRedPlayerSplashMistEmitter;
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emitter[1] = HumanRedDropletsEmitter;
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shockwave = RedBloodHit;
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};
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datablock GrenadeProjectileData(HumanBlood)
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{
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projectileShapeName = "turret_muzzlepoint.dts"; //Really small and hard to see
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emitterDelay = -1;
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directDamage = 0.0;
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hasDamageRadius = false;
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indirectDamage = 0.0;
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damageRadius = 0.0;
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radiusDamageType = $DamageType::Default;
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kickBackStrength = 0;
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bubbleEmitTime = 1.0;
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//sound = BloodSplashSound;
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explosion = HumanRedExplosion;
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//explodeOnMaxBounce = true;
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velInheritFactor = 0.5;
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baseEmitter[0] = HumanRedBloodEmitter;
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grenadeElasticity = 0.4;
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grenadeFriction = 0.2;
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armingDelayMS = 100; // was 400
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muzzleVelocity = 0;
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drag = 0.1;
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};
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