525 lines
8.7 KiB
Text
525 lines
8.7 KiB
Text
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#name "destructiblepiece"
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#dll "all" "configstringconvert"
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#source_dir "destructiblepiece/"
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#target_dir "destructiblepiece/"
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#file_ext "*"
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#version 5
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// This tells the configstring converter what the file type identifier should be
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string "DESTRUCTIBLEPIECE" configstringFileType
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string model
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float 0 -1000000 100 breakHealth
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int 0 0 1 explosiveDamageOnly
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string breakEffect
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string breakSound
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string loopSound
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string breakNotify
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string spawnModel1
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string spawnModel2
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string modelD1
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float 0 -1000000 100 breakHealthD1
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int 0 0 1 explosiveDamageOnlyD1
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string breakEffectD1
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string breakSoundD1
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string loopSoundD1
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string breakNotifyD1
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string spawnModel1D1
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string spawnModel2D1
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string modelD2
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float 0 -1000000 100 breakHealthD2
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int 0 0 1 explosiveDamageOnlyD2
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string breakEffectD2
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string breakSoundD2
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string loopSoundD2
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string breakNotifyD2
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string spawnModel1D2
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string spawnModel2D2
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string modelD3
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float 0 -1000000 100 breakHealthD3
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int 0 0 1 explosiveDamageOnlyD3
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string breakEffectD3
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string breakSoundD3
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string loopSoundD3
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string breakNotifyD3
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string spawnModel1D3
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string spawnModel2D3
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string modelD4
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float 0 -1000000 100 breakHealthD4
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int 0 0 1 explosiveDamageOnlyD4
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string breakEffectD4
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string breakSoundD4
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string loopSoundD4
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string breakNotifyD4
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string spawnModel1D4
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string spawnModel2D4
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vcontainer
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{
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vcontainer
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{
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fileedit(model)
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[
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exec
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{
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label("Model")
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reldir("pc/main/xmodel/")
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width(600)
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}
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]
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hcontainer
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{
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floatedit(breakHealth, .1, .2)
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[
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exec
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{
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label("Break Health %")
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tooltip("Piece will fall off into physics after health is below this percentage if physPreset is specified, else it will disapper/swap in damage model")
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}
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]
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checkbox(explosiveDamageOnly)
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[
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exec
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{
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label("Explosives Only")
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tooltip("Only explosive damage can be done to this model.")
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}
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]
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}
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fileedit(breakEffect)
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[
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exec
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{
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label("Base Break Effect")
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reldir("share/raw/fx/")
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width(600)
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tooltip("Effect to play when health gets to 0")
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}
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]
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edit(breakSound)
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[
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exec
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{
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label("Base Break Sound")
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width(600)
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tooltip("Sound to play when health gets to 0")
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}
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]
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edit(loopSound)
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[
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exec
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{
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label("Loop Sound")
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width(600)
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tooltip("Loop sound to play when this model is showing")
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}
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]
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edit(breakNotify)
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[
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exec
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{
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label("Base Break Notify")
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width(600)
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}
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]
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fileedit(spawnModel1)
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[
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exec
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{
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label("Spawn Model 1")
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reldir("pc/main/xmodel/")
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width(600)
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}
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]
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fileedit(spawnModel2)
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[
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exec
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{
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label("Spawn Model 2")
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reldir("pc/main/xmodel/")
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width(600)
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}
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]
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}
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[
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exec
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{
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groupBox("Base Model Properties")
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}
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]
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vcontainer
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{
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fileedit(modelD1)
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[
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exec
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{
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label("Model")
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reldir("pc/main/xmodel/")
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width(600)
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}
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]
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hcontainer
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{
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floatedit(breakHealthD1, .1, .2)
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[
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exec
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{
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label("Break Health %")
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tooltip("Piece will fall off into physics after health is below this percentage if physPreset is specified, else it will disapper/swap in damage model")
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}
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]
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checkbox(explosiveDamageOnlyD1)
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[
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exec
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{
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label("Explosives Only")
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tooltip("Only explosive damage can be done to this model.")
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}
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]
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}
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fileedit(breakEffectD1)
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[
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exec
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{
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label("Break Effect")
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reldir("share/raw/fx/")
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width(600)
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tooltip("Effect to play when health gets to 0")
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}
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]
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edit(breakSoundD1)
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[
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exec
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{
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label("Break Sound")
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width(600)
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tooltip("Sound to play when health gets to 0")
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}
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]
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edit(loopSoundD1)
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[
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exec
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{
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label("Loop Sound")
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width(600)
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tooltip("Loop sound to play when this model is showing")
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}
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]
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edit(breakNotifyD1)
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[
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exec
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{
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label("Break Notify")
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width(600)
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}
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]
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fileedit(spawnModel1D1)
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[
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exec
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{
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label("Spawn Model 1")
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reldir("pc/main/xmodel/")
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width(600)
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}
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]
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fileedit(spawnModel2D1)
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[
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exec
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{
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label("Spawn Model 2")
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reldir("pc/main/xmodel/")
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width(600)
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}
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]
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}
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[
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exec
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{
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groupBox("Damage Model 1 Properties")
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}
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]
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vcontainer
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{
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fileedit(modelD2)
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[
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exec
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{
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label("Model")
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reldir("pc/main/xmodel/")
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width(600)
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}
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]
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hcontainer
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{
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floatedit(breakHealthD2, .1, .2)
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[
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exec
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{
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label("Break Health %")
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tooltip("Piece will fall off into physics after health is below this percentage if physPreset is specified, else it will disapper/swap in damage model")
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}
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]
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checkbox(explosiveDamageOnlyD2)
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[
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exec
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{
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label("Explosives Only")
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tooltip("Only explosive damage can be done to this model.")
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}
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]
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}
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fileedit(breakEffectD2)
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[
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exec
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{
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label("Break Effect")
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reldir("share/raw/fx/")
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width(600)
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tooltip("Effect to play when health gets to 0")
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}
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]
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edit(breakSoundD2)
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[
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exec
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{
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label("Break Sound")
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width(600)
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tooltip("Sound to play when health gets to 0")
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}
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]
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edit(loopSoundD2)
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[
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exec
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{
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label("Loop Sound")
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width(600)
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tooltip("Loop sound to play when this model is showing")
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}
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]
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edit(breakNotifyD2)
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[
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exec
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{
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label("Break Notify")
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width(600)
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}
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]
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fileedit(spawnModel1D2)
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[
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exec
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{
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label("Spawn Model 1")
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reldir("pc/main/xmodel/")
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width(600)
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}
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]
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fileedit(spawnModel2D2)
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[
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exec
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{
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label("Spawn Model 2")
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reldir("pc/main/xmodel/")
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width(600)
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}
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]
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}
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[
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exec
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{
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groupBox("Damage Model 2 Properties")
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}
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]
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vcontainer
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{
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fileedit(modelD3)
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[
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exec
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{
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label("Model")
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reldir("pc/main/xmodel/")
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width(600)
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}
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]
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hcontainer
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{
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floatedit(breakHealthD3, .1, .2)
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[
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exec
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{
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label("Break Health %")
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tooltip("Piece will fall off into physics after health is below this percentage if physPreset is specified, else it will disapper/swap in damage model")
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}
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]
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checkbox(explosiveDamageOnlyD3)
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[
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exec
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{
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label("Explosives Only")
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tooltip("Only explosive damage can be done to this model.")
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}
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]
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}
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fileedit(breakEffectD3)
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[
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exec
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{
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label("Break Effect")
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reldir("share/raw/fx/")
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width(600)
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tooltip("Effect to play when health gets to 0")
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}
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]
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edit(breakSoundD3)
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[
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exec
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{
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label("Break Sound")
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width(600)
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tooltip("Sound to play when health gets to 0")
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}
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]
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edit(loopSoundD3)
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[
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exec
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{
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label("Loop Sound")
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width(600)
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tooltip("Loop sound to play when this model is showing")
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}
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]
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edit(breakNotifyD3)
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[
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exec
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{
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label("Break Notify")
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width(600)
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}
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]
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fileedit(spawnModel1D3)
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[
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exec
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{
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label("Spawn Model 1")
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reldir("pc/main/xmodel/")
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width(600)
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}
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]
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fileedit(spawnModel2D3)
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[
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exec
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{
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label("Spawn Model 2")
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reldir("pc/main/xmodel/")
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width(600)
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}
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]
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}
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[
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exec
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{
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groupBox("Damage Model 3 Properties")
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}
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]
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vcontainer
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{
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fileedit(modelD4)
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[
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exec
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{
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label("Model")
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reldir("pc/main/xmodel/")
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width(600)
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}
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]
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hcontainer
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{
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floatedit(breakHealthD4, .1, .2)
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[
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exec
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{
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label("Break Health %")
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tooltip("Piece will fall off into physics after health is below this percentage if physPreset is specified, else it will disapper/swap in damage model")
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}
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]
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checkbox(explosiveDamageOnlyD4)
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[
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exec
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{
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label("Explosives Only")
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tooltip("Only explosive damage can be done to this model.")
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}
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]
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}
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fileedit(breakEffectD4)
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[
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exec
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{
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label("Break Effect")
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reldir("share/raw/fx/")
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width(600)
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tooltip("Effect to play when health gets to 0")
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}
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]
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edit(breakSoundD4)
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[
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exec
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{
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label("Break Sound")
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width(600)
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tooltip("Sound to play when health gets to 0")
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}
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]
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edit(loopSoundD4)
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[
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exec
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{
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label("Loop Sound")
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width(600)
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tooltip("Loop sound to play when this model is showing")
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}
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]
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edit(breakNotifyD4)
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[
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exec
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{
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label("Break Notify")
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width(600)
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}
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]
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fileedit(spawnModel1D4)
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[
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exec
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{
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label("Spawn Model 1")
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reldir("pc/main/xmodel/")
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width(600)
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}
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]
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fileedit(spawnModel2D4)
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[
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exec
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{
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label("Spawn Model 2")
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reldir("pc/main/xmodel/")
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width(600)
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}
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]
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}
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[
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exec
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{
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groupBox("Damage Model 4 Properties")
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}
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]
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}
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