Move the duties of hlmaterials.txt into surfaceproperties.txt, since Source has a 'gamematerial' keyword we should use instead.
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@ -1,18 +0,0 @@
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// define which surface properties (right) are used for
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// which material ids (letters on the left side)
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B,gs_material_flesh
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C,gs_material_concrete
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D,gs_material_dirt
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F,gs_material_flesh
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G,gs_material_grate
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H,gs_material_alien
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K,gs_material_snow
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M,gs_material_metal
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N,gs_material_sand
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O,gs_material_foliage
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P,gs_material_computer
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S,gs_material_slosh
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T,gs_material_tile
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V,gs_material_vent
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W,gs_material_wood
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Y,gs_material_glass
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@ -8,6 +8,7 @@ default
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gs_material_glass
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gs_material_glass
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{
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{
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gamematerial Y
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fx_bulletimpact "fx_impact.glass"
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fx_bulletimpact "fx_impact.glass"
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bulletimpact "sfx_impact.glass"
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bulletimpact "sfx_impact.glass"
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stepleft "step_glass.left"
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stepleft "step_glass.left"
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@ -16,6 +17,7 @@ gs_material_glass
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gs_material_wood
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gs_material_wood
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{
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{
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gamematerial W
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fx_bulletimpact "fx_impact.wood"
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fx_bulletimpact "fx_impact.wood"
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bulletimpact "sfx_impact.wood"
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bulletimpact "sfx_impact.wood"
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stepleft "step_wood.left"
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stepleft "step_wood.left"
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@ -24,6 +26,7 @@ gs_material_wood
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gs_material_metal
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gs_material_metal
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{
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{
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gamematerial M
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fx_bulletimpact "fx_impact.metal"
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fx_bulletimpact "fx_impact.metal"
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bulletimpact "sfx_impact.metal"
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bulletimpact "sfx_impact.metal"
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stepleft "step_metal.left"
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stepleft "step_metal.left"
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@ -32,6 +35,7 @@ gs_material_metal
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gs_material_flesh
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gs_material_flesh
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{
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{
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gamematerial F
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fx_bulletimpact "fx_impact.flesh"
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fx_bulletimpact "fx_impact.flesh"
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bulletimpact "sfx_impact.flesh"
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bulletimpact "sfx_impact.flesh"
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stepleft "step_flesh.left"
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stepleft "step_flesh.left"
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@ -48,6 +52,7 @@ gs_material_cinderblock
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gs_material_tile
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gs_material_tile
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{
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{
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gamematerial T
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fx_bulletimpact "fx_impact.tile"
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fx_bulletimpact "fx_impact.tile"
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bulletimpact "sfx_impact.tile"
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bulletimpact "sfx_impact.tile"
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stepleft "step_tile.left"
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stepleft "step_tile.left"
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@ -56,6 +61,7 @@ gs_material_tile
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gs_material_computer
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gs_material_computer
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{
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{
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gamematerial P
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fx_bulletimpact "fx_impact.computer"
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fx_bulletimpact "fx_impact.computer"
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bulletimpact "sfx_impact.computer"
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bulletimpact "sfx_impact.computer"
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stepleft "step_computer.left"
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stepleft "step_computer.left"
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@ -80,6 +86,7 @@ gs_material_rock
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gs_material_flesh
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gs_material_flesh
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{
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{
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gamematerial F
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fx_bulletimpact "fx_impact.flesh"
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fx_bulletimpact "fx_impact.flesh"
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bulletimpact "sfx_impact.flesh"
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bulletimpact "sfx_impact.flesh"
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stepleft "step_flesh.left"
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stepleft "step_flesh.left"
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@ -88,6 +95,7 @@ gs_material_flesh
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gs_material_concrete
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gs_material_concrete
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{
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{
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gamematerial C
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fx_bulletimpact "fx_impact.concrete"
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fx_bulletimpact "fx_impact.concrete"
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bulletimpact "sfx_impact.concrete"
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bulletimpact "sfx_impact.concrete"
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stepleft "step_concrete.left"
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stepleft "step_concrete.left"
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@ -96,6 +104,7 @@ gs_material_concrete
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gs_material_dirt
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gs_material_dirt
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{
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{
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gamematerial D
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fx_bulletimpact "fx_impact.dirt"
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fx_bulletimpact "fx_impact.dirt"
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bulletimpact "sfx_impact.dirt"
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bulletimpact "sfx_impact.dirt"
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stepleft "step_dirt.left"
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stepleft "step_dirt.left"
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@ -104,6 +113,7 @@ gs_material_dirt
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gs_material_grate
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gs_material_grate
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{
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{
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gamematerial G
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fx_bulletimpact "fx_impact.grate"
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fx_bulletimpact "fx_impact.grate"
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bulletimpact "sfx_impact.grate"
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bulletimpact "sfx_impact.grate"
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stepleft "step_grate.left"
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stepleft "step_grate.left"
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@ -112,6 +122,7 @@ gs_material_grate
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gs_material_alien
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gs_material_alien
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{
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{
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gamematerial H
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fx_bulletimpact "fx_impact.alien"
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fx_bulletimpact "fx_impact.alien"
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bulletimpact "sfx_impact.alien"
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bulletimpact "sfx_impact.alien"
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stepleft "step_alien.left"
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stepleft "step_alien.left"
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@ -120,6 +131,7 @@ gs_material_alien
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gs_material_snow
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gs_material_snow
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{
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{
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gamematerial K
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fx_bulletimpact "fx_impact.snow"
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fx_bulletimpact "fx_impact.snow"
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bulletimpact "sfx_impact.snow"
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bulletimpact "sfx_impact.snow"
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stepleft "step_snow.left"
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stepleft "step_snow.left"
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@ -128,6 +140,7 @@ gs_material_snow
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gs_material_sand
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gs_material_sand
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{
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{
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gamematerial N
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fx_bulletimpact "fx_impact.sand"
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fx_bulletimpact "fx_impact.sand"
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bulletimpact "sfx_impact.sand"
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bulletimpact "sfx_impact.sand"
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stepleft "step_sand.left"
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stepleft "step_sand.left"
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@ -136,6 +149,7 @@ gs_material_sand
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gs_material_foliage
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gs_material_foliage
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{
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{
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gamematerial O
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fx_bulletimpact "fx_impact.foliage"
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fx_bulletimpact "fx_impact.foliage"
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bulletimpact "sfx_impact.foliage"
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bulletimpact "sfx_impact.foliage"
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stepleft "step_slosh.left"
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stepleft "step_slosh.left"
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@ -144,6 +158,7 @@ gs_material_foliage
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gs_material_slosh
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gs_material_slosh
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{
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{
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gamematerial S
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fx_bulletimpact "fx_impact.slosh"
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fx_bulletimpact "fx_impact.slosh"
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bulletimpact "sfx_impact.slosh"
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bulletimpact "sfx_impact.slosh"
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stepleft "step_slosh.left"
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stepleft "step_slosh.left"
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@ -152,6 +167,7 @@ gs_material_slosh
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gs_material_vent
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gs_material_vent
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{
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{
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gamematerial V
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fx_bulletimpact "fx_impact.snow"
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fx_bulletimpact "fx_impact.snow"
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bulletimpact "sfx_impact.snow"
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bulletimpact "sfx_impact.snow"
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stepleft "step_vent.left"
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stepleft "step_vent.left"
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@ -77,6 +77,10 @@ Materials_LoadFromMat(string filename)
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}
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}
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}
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}
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/** FIXME: all this should be done exclusively in surfaceproperties.qc, however that
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is currently server-side only. Make it shared and then we can get rid of this
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whole file! */
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/** loads a temporary mapper so we can map letters to class names. */
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/** loads a temporary mapper so we can map letters to class names. */
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static void
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static void
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Materials_Mapper_Init(void)
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Materials_Mapper_Init(void)
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@ -84,15 +88,18 @@ Materials_Mapper_Init(void)
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string sTemp;
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string sTemp;
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int c = 0;
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int c = 0;
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filestream fileLUT;
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filestream fileLUT;
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string spname;
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bool inbrace = false;
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fileLUT = fopen("scripts/hlmaterials.txt", FILE_READ);
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fileLUT = fopen("scripts/surfaceproperties.txt", FILE_READ);
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g_hlmlut_count = 0;
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g_hlmlut_count = 0;
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/* count valid entries. */
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/* count valid entries. */
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if (fileLUT >= 0) {
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if (fileLUT >= 0) {
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while ((sTemp = fgets(fileLUT))) {
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while ((sTemp = fgets(fileLUT))) {
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if (tokenizebyseparator(sTemp, ",") == 2) {
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if (tokenize_console(sTemp) == 2) {
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g_hlmlut_count++;
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if (argv(0) == "gamematerial")
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g_hlmlut_count++;
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}
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}
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}
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}
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}
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}
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@ -105,11 +112,20 @@ Materials_Mapper_Init(void)
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if (fileLUT >= 0) {
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if (fileLUT >= 0) {
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while ((sTemp = fgets(fileLUT))) {
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while ((sTemp = fgets(fileLUT))) {
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/* tokenize and just parse this stuff in */
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/* tokenize and just parse this stuff in */
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if (tokenizebyseparator(sTemp, ",") == 2) {
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if (tokenize_console(sTemp) == 2) {
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g_hlmlut[c].id = argv(0);
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if (argv(0) == "gamematerial") {
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g_hlmlut[c].matclass = argv(1);
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g_hlmlut[c].id = argv(1);
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c++;
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g_hlmlut[c].matclass = spname;
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c++;
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}
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}
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}
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if (argv(0) == "{")
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inbrace = true;
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else if (argv(0) == "}")
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inbrace = false;
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else if (inbrace == false)
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spname = argv(0);
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}
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}
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}
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}
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}
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}
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