sda4: commit the Glaze developer hard-drive dump
Un-ignored: the dev drive is the ground truth the restoration and emulator work constantly reference (DPL3/LIBDPL + VRENDER i860 renderer source, BT/RP live+dev game trees, VGL_LABS pod boot, scene/audio content). Kept in-repo for the pod-owner community. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
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#
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###################################################################
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# Mech Laser Internal Audio Script
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###################################################################
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#
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#
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###################################################################
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# Laser Fire component
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###################################################################
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#
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[DirectPatchSource]
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location=OriginLocation
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resource=LaserFireResource
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position=RearDirectPatchPosition
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priority=3
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mix_presence=3
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volume_mix_level=LaserFireVolume
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pitch_mix_offset=LaserFirePitchOffset
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brightness_mix_level=1.0
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use_brightness_scale=False
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use_attack_time_scale=False
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has_compression_curve=True
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compression_duration=0.5
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name=LaserFireComponent
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#------------------------------------------------------------------
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#
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# resource select
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#
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[AudioResourceSelector]
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audio_source=LaserFireComponent
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audio_resource_index=LaserFireIndex
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control_ID=100
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min_control_value=0.0
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max_control_value=1.0
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dump_value=False
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name=LaserFireResourceSelect
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#
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# sample and hold -> resource select
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#
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[AudioSampleAndHold]
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audio_component=LaserFireResourceSelect
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control_ID=100
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sample_duration=0.0
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name=LaserFireSampleAndHold
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#
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###################################################################
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# Laser Sustain component
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###################################################################
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#
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[DirectPatchSource]
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location=OriginLocation
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resource=LaserSustainResource
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position=FrontDirectPatchPosition
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priority=3
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mix_presence=3
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volume_mix_level=LaserSustainVolume
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pitch_mix_offset=0.0
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brightness_mix_level=1.0
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use_brightness_scale=False
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use_attack_time_scale=False
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has_compression_curve=True
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compression_duration=0.5
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name=LaserSustainComponent
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#------------------------------------------------------------------
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#
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# resource select
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#
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[AudioResourceSelector]
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audio_source=LaserSustainComponent
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audio_resource_index=LaserSustainIndex
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control_ID=100
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min_control_value=0.0
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max_control_value=1.0
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dump_value=False
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name=LaserSustainResourceSelect
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#
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# sample and hold -> resource select
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#
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[AudioSampleAndHold]
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audio_component=LaserSustainResourceSelect
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control_ID=100
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sample_duration=0.0
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name=LaserSustainSampleAndHold
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#
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###################################################################
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# Laser Release component
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###################################################################
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#
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[!DirectPatchSource]
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location=OriginLocation
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resource=LaserReleaseResource
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position=FrontDirectPatchPosition
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priority=0
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mix_presence=0
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volume_mix_level=LaserReleaseVolume
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pitch_mix_offset=0.0
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brightness_mix_level=1.0
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use_brightness_scale=False
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use_attack_time_scale=False
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has_compression_curve=False
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compression_duration=0.0
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name=LaserReleaseComponent
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#------------------------------------------------------------------
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#
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# resource select
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#
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[!AudioResourceSelector]
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audio_source=LaserReleaseComponent
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audio_resource_index=LaserReleaseIndex
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control_ID=100
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min_control_value=0.0
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max_control_value=1.0
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dump_value=False
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name=LaserReleaseResourceSelect
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#
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# sample and hold -> resource select
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#
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[!AudioSampleAndHold]
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audio_component=LaserReleaseResourceSelect
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control_ID=100
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sample_duration=0.0
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name=LaserReleaseSampleAndHold
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#
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###################################################################
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# Laser Charge component
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###################################################################
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#
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[DirectPatchSource]
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location=OriginLocation
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resource=LaserChargeResource
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position=RearDirectPatchPosition
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priority=1
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mix_presence=0
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volume_mix_level=LaserChargeVolume
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pitch_mix_offset=-300
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brightness_mix_level=1.0
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use_brightness_scale=True
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use_attack_time_scale=False
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has_compression_curve=False
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compression_duration=0.0
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name=LaserChargeComponent
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#------------------------------------------------------------------
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#
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# resource select
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#
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[AudioResourceSelector]
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audio_source=LaserChargeComponent
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audio_resource_index=LaserChargeIndex
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control_ID=100
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min_control_value=0.0
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max_control_value=1.0
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dump_value=False
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name=LaserChargeResourceSelect
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#
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# sample and hold -> resource select
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#
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[AudioSampleAndHold]
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audio_component=LaserChargeResourceSelect
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control_ID=100
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sample_duration=0.0
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name=LaserChargeSampleAndHold
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#
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###################################################################
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# Laser Loaded component
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###################################################################
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#
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[DirectPatchSource]
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location=OriginLocation
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resource=LaserLoadedResource
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position=RearDirectPatchPosition
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priority=3
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mix_presence=2
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volume_mix_level=LaserLoadedVolume
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pitch_mix_offset=0.0
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brightness_mix_level=1.0
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use_brightness_scale=False
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use_attack_time_scale=False
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has_compression_curve=True
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compression_duration=1.0
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name=LaserLoadedComponent
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#------------------------------------------------------------------
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[AudioControlSequence]
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audio_component=LaserLoadedComponent
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tempo=160
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midi_file=audio\lsrldd01.mid
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is_looped=False
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dump_value=False
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name=LaserLoadedSequence
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[AudioIdleWatcher]
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audio_component=LaserLoadedSequence
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#
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###################################################################
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# Laser TriggerDuringLoad component
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###################################################################
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#
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[DirectPatchSource]
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location=OriginLocation
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resource=LaserTriggerDuringLoadResource
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position=FrontDirectPatchPosition
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priority=2
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mix_presence=0
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volume_mix_level=LaserTriggerDuringLoadVolume
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pitch_mix_offset=0.0
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brightness_mix_level=1.0
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use_brightness_scale=False
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use_attack_time_scale=False
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has_compression_curve=False
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compression_duration=0.0
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name=LaserTriggerDuringLoadComponent
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#
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###################################################################
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# Laser Misfire component
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###################################################################
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#
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[DirectPatchSource]
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location=OriginLocation
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resource=LaserMisfireResource
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position=FrontDirectPatchPosition
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priority=3
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mix_presence=2
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volume_mix_level=LaserMisfireVolume
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pitch_mix_offset=0.0
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brightness_mix_level=1.0
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use_brightness_scale=False
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use_attack_time_scale=False
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has_compression_curve=True
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compression_duration=1.0
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name=LaserMisfireComponent
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#
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###################################################################
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# LaserSeekLevel component
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###################################################################
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#
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[DirectPatchSource]
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location=OriginLocation
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resource=LaserSeekLevelResource
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position=FrontDirectPatchPosition
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priority=3
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mix_presence=0
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volume_mix_level=LaserSeekLevelVolume
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pitch_mix_offset=0.0
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brightness_mix_level=1.0
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use_brightness_scale=False
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use_attack_time_scale=False
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has_compression_curve=False
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compression_duration=0.0
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name=LaserSeekLevelComponent
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