CN1602 is the local client. KR is the official tree with unpacked Data, System, and Sound. Packed .wpk files stay off git.
121 lines
4.0 KiBLFS
Plaintext
121 lines
4.0 KiBLFS
Plaintext
Version 0.0.2
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Mesh "gatesentry_chief.wzm", "gatesentry_chief_1.wzm", "gatesentry_chief_2.wzm" 0
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BoundingVolume
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{
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BaseBoneIndex( 0 )
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AABB( -1.61597, -2.24201, -0.00677418, 1.49375, 1.36355, 3.15949 )
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SPHERE( -0.0675641, 0.114792, 1.40211, 1.84053 )
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BVExtra
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{
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AABB( 1, -0.450971, -0.57201, 0.903226, 0.51375, 0.42355, 2.27949, 0 )
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}
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}
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Action
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{
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N001 "[gate sentry chief][2601][idle].wza"
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SND( 20.44, 0, 6100, 6101 )
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N002 "[gate sentry chief][2602][stand].wza"
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N003 "[gate sentry chief][2603][attack_stand].wza"
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N004 "[gate sentry chief][2604][walk].wza"
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SND( 0, 0, 6108, 6109 )
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SND( 21.6, 0, 6109, 6108 )
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N005 "[gate sentry chief][2605][run].wza"
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SND( 2.56, 0, 6108, 6109 )
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SND( 17.6, 0, 6109, 6108 )
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A001 "[gate sentry chief][2607][one_attack].wza"
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SND( 10, 0, 6102, 6103, 6104, 6105 )
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SND( 13.2, 0, 3013, 3012 )
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SND( 16.4, 0, 1009 )
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CUS( 16.4, 1, 1, 0, 0, 0, 0 )
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A002 "[gate sentry chief][2607][attack2].wza"
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SND( 8, 0, 6102, 6103, 6104, 6105 )
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SND( 10.8, 0, 3013, 3012 )
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CUS( 14, 1, 2, 0, 0, 0, 0 )
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S001 "[gate sentry chief][s950][skill].wza" 1.2
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SND( 20.14, 0, 6100, 6101 )
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EFF( 27.56, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, I011, 1, 1, 1 )
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EFF( 9.54, 1, 1, 0, 0, 0, 0, 0, 0, 1, 0, A027, 1, 1, 1 )
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CUS( 27.56, 1, 1, 0, 0, 0, 0 )
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S404 "[gate sentry chief][s404][ground_attack].wza"
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SND( 9.68, 0, 6102, 6103, 6104, 6105 )
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SND( 18, 0, 3013, 3012 )
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SND( 22.8, 0, 1009 )
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EFF( 3.52, 21, 0, 0, 0, 0, 0, 0, 0, 1, 0, J012, 1, 1, 1 )
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EFF( 3.52, 42, 1, 0, 0, 0, 0, 0, 0, 1, 0, J012, 1, 1, 1 )
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EFF( 25.96, 1, 2, 1, -1.5, 0, 0, 0, 0, 1, 0, A012, 1, 1, 1 )
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CUS( 22.88, 1, 1, 0, 0, 0, 0 )
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S601 "[gate sentry chief][s950][skill].wza" 1.2
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SND( 20.14, 0, 6100, 6101 )
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EFF( 20.14, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, A023, 1, 1, 1 )
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EFF( 21.2, 1, 1, 0, 0, 0, 0, 0, 0, 1, 0, A021, 1, 1, 1 )
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EFF( 28.62, 1, 2, 1, 1, 0, 0, 0, 0, 1, 0, A023, 1, 1, 1 )
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EFF( 38.16, 1, 3, -1, 0, 0, 0, 0, 0, 1, 0, A023, 1, 1, 1 )
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EFF( 43.46, 1, 4, 1, -1, 0, 0, 0, 0, 1, 0, A023, 1, 1, 1 )
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CUS( 32.86, 1, 1, 0, 0, 0, 0 )
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S714 "[gate sentry chief][s404][ground_attack].wza"
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SND( 9.68, 0, 6102, 6103, 6104, 6105 )
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SND( 18, 0, 3013, 3012 )
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SND( 22.8, 0, 1009 )
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EFF( 3.52, 21, 0, 0, 0, 0, 0, 0, 0, 1, 0, J014, 1, 1, 1 )
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EFF( 3.52, 42, 1, 0, 0, 0, 0, 0, 0, 1, 0, J014, 1, 1, 1 )
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EFF( 25.96, 1, 2, 1, -1.5, 0, 0, 0, 0, 1, 0, A012, 1, 1, 1 )
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CUS( 22.88, 1, 1, 0, 0, 0, 0 )
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S950 "[gate sentry chief][s950][skill].wza" 1.2
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SND( 20.14, 0, 6100, 6101 )
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EFF( 21.2, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, A023, 1, 1, 1 )
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EFF( 22.26, 1, 1, 0, 0, 0, 0, 0, 0, 1, 0, A022, 1, 1, 1 )
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EFF( 40.28, 1, 2, 1, 1, 0, 0, 0, 0, 1, 0, A023, 1, 1, 1 )
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EFF( 54.06, 1, 3, -1, 0, 0, 0, 0, 0, 1, 0, A023, 1, 1, 1 )
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EFF( 69.96, 1, 4, 1, -1, 0, 0, 0, 0, 1, 0, A023, 1, 1, 1 )
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CUS( 30.74, 1, 1, 0, 0, 0, 0 )
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H0L1 "[gate sentry chief][2611][s_damage1].wza"
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H0R1 "[gate sentry chief][2612][s_damage2].wza"
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H0L2 "[gate sentry chief][2614][b_damage2].wza"
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H0R2 "[gate sentry chief][2613][b_damage1].wza"
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HS01 "[gate sentry chief][damege][up][up].wza"
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HS02 "[gate sentry chief][damege][up][wait].wza"
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HS03 "[gate sentry chief][damege][up][down].wza"
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SND( 0, 0, 6107 )
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SND( 0, 0, 6112, 6113 )
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HS04 "[gate sentry chief][damege][up][stand].wza"
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M001 "[gate sentry chief][2616][defence].wza"
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SND( 0.95, 0, 6106 )
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EFF( 4.56, 42, 0, 0, 0, 0, 0, 0, 0, 1, 0, A006, 1, 1, 1 )
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F001 "[gate sentry chief][2617][down].wza"
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SND( 19.75, 0, 6107 )
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SND( 4.25, 0, 6112, 6113 )
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F002 "[gate sentry chief][2618][down_wait].wza"
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F003 "[gate sentry chief][2619][down_stand].wza"
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F004 "[gate sentry chief][2620][fainting].wza"
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EFF( 0, 5, 0, 1, -0.3, 0, 0, 0, 0, 1, 0, B001, 1, 1, 1 )
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D001 "[gate sentry chief][2621][s_death].wza"
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SND( 0, 0, 6114 )
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SND( 76.8, 0, 5403 )
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D002 "[gate sentry chief][2622][b_death].wza"
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SND( 15.84, 0, 6114 )
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}
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Bone
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{
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CAM1 7
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BODY 5
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}
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SubType 0
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{
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Scale 1.3
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Render All
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LOD 10, 15, 20, 25, 10000, 10000
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}
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Texture
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{
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Normal 0 "m3003_no.dds"
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Normal 1 "m3003_ax_no.dds"
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}
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