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86
braf_characters_army/face/white/braf_white_30_injury.rvmat
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86
braf_characters_army/face/white/braf_white_30_injury.rvmat
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////////////////////////////////////////////////////////////////////
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//DeRap: Produced from mikero's Dos Tools Dll version 3.52
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//http://dev-heaven.net/projects/list_files/mikero-pbodll
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////////////////////////////////////////////////////////////////////
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#define _ARMA_
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//Class bdf_camo : Heads\lrrpcamo01\m_white_05_injury.rvmat{
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class StageTI
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{
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texture = "a3\characters_f\heads\data\m_ti_ca.paa";
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};
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ambient[] = {2,2,2,1};
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diffuse[] = {0.45,0.42,0.4,1};
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forcedDiffuse[] = {0.2,0.4,0.4,0.1};
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emmisive[] = {0.8,0.3,0.65,0.7};
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specular[] = {0.8,0.8,0.8,1};
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specularPower = 30;
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PixelShaderID = "Skin";
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VertexShaderID = "Skin";
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class Stage1
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{
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texture = "a3\characters_f\heads\data\m_white_05_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 = "braf\braf_characters_army\face\white\braf_white_30_co_injuri.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 Stage3
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{
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texture = "a3\characters_f\heads\data\m_white_05_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 Stage4
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{
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texture = "a3\characters_f\heads\data\m_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 = "a3\characters_f\heads\data\m_white_05_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(0.5,0.3)";
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uvSource = "none";
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};
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//};
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