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braf_characters_army/Uniform/Data/Gandoleta/CFN/Combat_shirt_CFN_co.paa
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braf_characters_army/Uniform/Data/Gandoleta/CFN/Combat_shirt_CFN_co.paa
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braf_characters_army/Uniform/Data/Gandoleta/EB/Combat_shirt_2_as.paa
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braf_characters_army/Uniform/Data/Gandoleta/EB/Combat_shirt_2_as.paa
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braf_characters_army/Uniform/Data/Gandoleta/EB/Combat_shirt_2_co.paa
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braf_characters_army/Uniform/Data/Gandoleta/EB/Combat_shirt_2_co.paa
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braf_characters_army/Uniform/Data/Gandoleta/EB/Combat_shirt_2_nohq.paa
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braf_characters_army/Uniform/Data/Gandoleta/EB/Combat_shirt_2_nohq.paa
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braf_characters_army/Uniform/Data/Gandoleta/EB/Combat_shirt_2_smdi.paa
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braf_characters_army/Uniform/Data/Gandoleta/EB/Combat_shirt_2_smdi.paa
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braf_characters_army/Uniform/Data/Gandoleta/EB/Combat_shirt_as.paa
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braf_characters_army/Uniform/Data/Gandoleta/EB/Combat_shirt_as.paa
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braf_characters_army/Uniform/Data/Gandoleta/EB/Combat_shirt_black_co.paa
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braf_characters_army/Uniform/Data/Gandoleta/EB/Combat_shirt_black_co.paa
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braf_characters_army/Uniform/Data/Gandoleta/EB/Combat_shirt_camo_co.paa
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braf_characters_army/Uniform/Data/Gandoleta/EB/Combat_shirt_camo_co.paa
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braf_characters_army/Uniform/Data/Gandoleta/EB/Combat_shirt_co.paa
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braf_characters_army/Uniform/Data/Gandoleta/EB/Combat_shirt_co.paa
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braf_characters_army/Uniform/Data/Gandoleta/EB/Combat_shirt_nohq.paa
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braf_characters_army/Uniform/Data/Gandoleta/EB/Combat_shirt_nohq.paa
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braf_characters_army/Uniform/Data/Gandoleta/EB/Combat_shirt_smdi.paa
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braf_characters_army/Uniform/Data/Gandoleta/EB/Combat_shirt_smdi.paa
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braf_characters_army/Uniform/Data/Gandoleta/EB/top.rvmat
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braf_characters_army/Uniform/Data/Gandoleta/EB/top.rvmat
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ambient[] = {1,1,1,1};
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diffuse[] = {1,1,1,1};
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forcedDiffuse[] = {0,0,0,0};
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emmisive[] = {0,0,0,1};
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specular[] = {0.5,0.5,0.5,0};
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specularPower = 1;
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PixelShaderID = "Super";
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VertexShaderID = "Super";
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class Stage1
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{
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texture = "braf\braf_characters_army\Uniform\Data\Gandoleta\EB\Combat_shirt_nohq.paa";
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uvSource = "tex";
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class uvTransform
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{
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aside[] = {1,0,0};
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up[] = {0,1,0};
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dir[] = {0,0,0};
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pos[] = {0,0,0};
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};
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};
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class Stage2
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{
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texture = "#(argb,8,8,3)color(0.5,0.5,0.5,1,DT)";
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uvSource = "tex";
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class uvTransform
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{
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aside[] = {1,0,0};
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up[] = {0,1,0};
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dir[] = {0,0,0};
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pos[] = {0,0,0};
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};
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};
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class Stage3
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{
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texture = "#(argb,8,8,3)color(0,0,0,0,MC)";
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uvSource = "tex";
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class uvTransform
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{
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aside[] = {1,0,0};
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up[] = {0,1,0};
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dir[] = {0,0,0};
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pos[] = {0,0,0};
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};
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};
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class Stage4
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{
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texture = "braf\braf_characters_army\Uniform\Data\Gandoleta\EB\Combat_shirt_as.paa";
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uvSource = "tex";
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class uvTransform
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{
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aside[] = {1,0,0};
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up[] = {0,1,0};
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dir[] = {0,0,0};
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pos[] = {0,0,0};
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};
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};
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class Stage5
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{
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texture = "braf\braf_characters_army\Uniform\Data\Gandoleta\EB\Combat_shirt_smdi.paa";
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uvSource = "tex";
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class uvTransform
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{
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aside[] = {1,0,0};
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up[] = {0,1,0};
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dir[] = {0,0,0};
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pos[] = {0,0,0};
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};
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};
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class Stage6
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{
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texture = "#(ai,64,64,1)fresnel(1,1)";
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uvSource = "none";
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};
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class Stage7
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{
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texture = "a3\data\env_cloth_neutral_co.paa";
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uvSource = "tex";
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class uvTransform
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{
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aside[] = {1,0,0};
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up[] = {0,1,0};
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dir[] = {0,0,0};
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pos[] = {0,0,0};
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};
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};
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class StageTI
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{
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texture = "a3\characters_f\blufor\data\clothing1_ti_ca.paa";
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};
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89
braf_characters_army/Uniform/Data/Gandoleta/EB/top_2.rvmat
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braf_characters_army/Uniform/Data/Gandoleta/EB/top_2.rvmat
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ambient[] = {1,1,1,1};
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diffuse[] = {1,1,1,1};
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forcedDiffuse[] = {0,0,0,0};
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emmisive[] = {0,0,0,1};
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specular[] = {0.5,0.5,0.5,0};
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specularPower = 1;
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PixelShaderID = "Super";
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VertexShaderID = "Super";
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class Stage1
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{
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texture = "braf\braf_characters_army\Uniform\Data\Gandoleta\EB\Combat_shirt_2_nohq.paa";
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uvSource = "tex";
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class uvTransform
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{
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aside[] = {1,0,0};
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up[] = {0,1,0};
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dir[] = {0,0,0};
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pos[] = {0,0,0};
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};
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};
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class Stage2
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{
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texture = "#(argb,8,8,3)color(0.5,0.5,0.5,1,DT)";
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uvSource = "tex";
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class uvTransform
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{
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aside[] = {1,0,0};
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up[] = {0,1,0};
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dir[] = {0,0,0};
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pos[] = {0,0,0};
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};
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};
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class Stage3
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{
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texture = "#(argb,8,8,3)color(0,0,0,0,MC)";
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uvSource = "tex";
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class uvTransform
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{
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aside[] = {1,0,0};
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up[] = {0,1,0};
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dir[] = {0,0,0};
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pos[] = {0,0,0};
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};
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};
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class Stage4
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{
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texture = "braf\braf_characters_army\Uniform\Data\Gandoleta\EB\Combat_shirt_2_as.paa";
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uvSource = "tex";
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class uvTransform
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{
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aside[] = {1,0,0};
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up[] = {0,1,0};
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dir[] = {0,0,0};
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pos[] = {0,0,0};
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};
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};
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class Stage5
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{
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texture = "braf\braf_characters_army\Uniform\Data\Gandoleta\EB\Combat_shirt_2_smdi.paa";
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uvSource = "tex";
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class uvTransform
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{
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aside[] = {1,0,0};
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up[] = {0,1,0};
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dir[] = {0,0,0};
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pos[] = {0,0,0};
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};
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};
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class Stage6
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{
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texture = "#(ai,64,64,1)fresnel(1,1)";
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uvSource = "none";
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};
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class Stage7
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{
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texture = "a3\data\env_cloth_neutral_co.paa";
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uvSource = "tex";
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class uvTransform
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{
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aside[] = {1,0,0};
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up[] = {0,1,0};
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dir[] = {0,0,0};
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pos[] = {0,0,0};
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};
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};
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class StageTI
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{
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texture = "a3\characters_f\blufor\data\clothing1_ti_ca.paa";
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};
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BIN
braf_characters_army/Uniform/Data/Gandoleta/FAB/Combat_shirt_FAB_co.paa
LFS
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braf_characters_army/Uniform/Data/Gandoleta/FAB/Combat_shirt_FAB_co.paa
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