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 Engine Shift Internal Audio Script
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###################################################################
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#
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[macro]
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ShiftPitchOffset=0
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#
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###################################################################
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# StandToWalkShift 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=EngineShiftFwd01
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position=FrontDirectPatchPosition
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priority=1
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mix_presence=0
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volume_mix_level=ShiftVolume
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pitch_mix_offset=ShiftPitchOffset
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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=StandToWalkShiftComponent
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#------------------------------------------------------------------
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#
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# linear velocity -> pitch
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#
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[AudioMotionScale]
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subsystem=Entity
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attribute=LocalVelocity
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motion_type=0
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motion_value=3
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audio_component=StandToWalkShiftComponent
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attribute_value_boundary1=0.0
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attribute_value_boundary2=10.0
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control_ID=PitchAudioControlID
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control_value_boundary1=-300
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control_value_boundary2=0
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exponent=1.0
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dump_value=False
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#------------------------------------------------------------------
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# StandToWalk
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[AudioStateTrigger]
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subsystem=Entity
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attribute=AnimationState
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audio_component=StandToWalkShiftComponent
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trigger_state=Mech::RightStandToWalkAnimation
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inverse_trigger=False
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control_ID=StartAudioControlID
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control_value=1.0
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dump_value=False
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#
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###################################################################
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# WalkToStandShift 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=EngineShiftRev01
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position=FrontDirectPatchPosition
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priority=1
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mix_presence=0
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volume_mix_level=ShiftVolume
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pitch_mix_offset=ShiftPitchOffset
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brightness_mix_level=1.0
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use_brightness_scale=0
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use_attack_time_scale=0
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has_compression_curve=0
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compression_duration=0.0
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name=WalkToStandShiftComponent
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#------------------------------------------------------------------
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#
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# linear velocity -> pitch
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#
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[AudioMotionScale]
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subsystem=Entity
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attribute=LocalVelocity
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motion_type=0
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motion_value=3
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audio_component=WalkToStandShiftComponent
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attribute_value_boundary1=0.0
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attribute_value_boundary2=10.0
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control_ID=PitchAudioControlID
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control_value_boundary1=-300
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control_value_boundary2=0
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exponent=1.0
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dump_value=False
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#------------------------------------------------------------------
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# WalkToStand
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[AudioStateTrigger]
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subsystem=Entity
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attribute=AnimationState
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audio_component=WalkToStandShiftComponent
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trigger_state=Mech::RightWalkToStandAnimation
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inverse_trigger=False
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control_ID=StartAudioControlID
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control_value=1.0
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dump_value=False
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[AudioStateTrigger]
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subsystem=Entity
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attribute=AnimationState
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audio_component=WalkToStandShiftComponent
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trigger_state=Mech::LeftWalkToStandAnimation
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inverse_trigger=False
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control_ID=StartAudioControlID
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control_value=1.0
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dump_value=False
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# WalkToGimp
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[AudioStateTrigger]
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subsystem=Entity
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attribute=AnimationState
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audio_component=WalkToStandShiftComponent
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trigger_state=Mech::RightWalkToGimpAnimation
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inverse_trigger=False
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control_ID=StartAudioControlID
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control_value=1.0
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dump_value=False
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[AudioStateTrigger]
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subsystem=Entity
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attribute=AnimationState
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audio_component=WalkToStandShiftComponent
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trigger_state=Mech::LeftWalkToGimpAnimation
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inverse_trigger=False
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control_ID=StartAudioControlID
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control_value=1.0
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dump_value=False
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# GimpToStand
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[AudioStateTrigger]
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subsystem=Entity
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attribute=AnimationState
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audio_component=WalkToStandShiftComponent
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trigger_state=Mech::RightGimpToStandAnimation
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inverse_trigger=False
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control_ID=StartAudioControlID
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control_value=1.0
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dump_value=False
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[AudioStateTrigger]
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subsystem=Entity
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attribute=AnimationState
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audio_component=WalkToStandShiftComponent
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trigger_state=Mech::LeftGimpToStandAnimation
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inverse_trigger=False
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control_ID=StartAudioControlID
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control_value=1.0
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dump_value=False
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#
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###################################################################
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# WalkToRunShift 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=EngineShiftFwd01
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position=FrontDirectPatchPosition
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priority=1
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mix_presence=0
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volume_mix_level=ShiftVolume
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pitch_mix_offset=ShiftPitchOffset
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brightness_mix_level=1.0
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use_brightness_scale=0
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use_attack_time_scale=0
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has_compression_curve=0
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compression_duration=0.0
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name=WalkToRunShiftComponent
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#------------------------------------------------------------------
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#
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# linear velocity -> pitch
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#
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[AudioMotionScale]
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subsystem=Entity
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attribute=LocalVelocity
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motion_type=0
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motion_value=3
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audio_component=WalkToRunShiftComponent
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attribute_value_boundary1=0.0
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attribute_value_boundary2=10.0
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control_ID=PitchAudioControlID
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control_value_boundary1=-300
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control_value_boundary2=0
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exponent=1.0
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dump_value=False
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#------------------------------------------------------------------
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# Walk To Run
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[AudioStateTrigger]
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subsystem=Entity
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attribute=AnimationState
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audio_component=WalkToRunShiftComponent
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trigger_state=Mech::RightWalkToRunAnimation
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inverse_trigger=False
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control_ID=StartAudioControlID
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control_value=1.0
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dump_value=False
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[AudioStateTrigger]
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subsystem=Entity
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attribute=AnimationState
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audio_component=WalkToRunShiftComponent
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trigger_state=Mech::LeftWalkToRunAnimation
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inverse_trigger=False
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control_ID=StartAudioControlID
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control_value=1.0
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dump_value=False
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#
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###################################################################
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# RunToWalkShift 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=EngineShiftRev01
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position=FrontDirectPatchPosition
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priority=1
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mix_presence=0
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volume_mix_level=ShiftVolume
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pitch_mix_offset=ShiftPitchOffset
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brightness_mix_level=1.0
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use_brightness_scale=0
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use_attack_time_scale=0
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has_compression_curve=0
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compression_duration=0.0
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name=RunToWalkShiftComponent
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#------------------------------------------------------------------
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#
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# linear velocity -> pitch
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#
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[AudioMotionScale]
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subsystem=Entity
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attribute=LocalVelocity
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motion_type=0
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motion_value=3
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audio_component=RunToWalkShiftComponent
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attribute_value_boundary1=0.0
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attribute_value_boundary2=10.0
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control_ID=PitchAudioControlID
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control_value_boundary1=-300
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control_value_boundary2=0
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exponent=1.0
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dump_value=False
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#------------------------------------------------------------------
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# Run To Walk
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[AudioStateTrigger]
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subsystem=Entity
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attribute=AnimationState
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audio_component=RunToWalkShiftComponent
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trigger_state=Mech::RightRunToWalkAnimation
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inverse_trigger=False
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control_ID=StartAudioControlID
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control_value=1.0
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dump_value=False
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[AudioStateTrigger]
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subsystem=Entity
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attribute=AnimationState
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audio_component=RunToWalkShiftComponent
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trigger_state=Mech::LeftRunToWalkAnimation
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inverse_trigger=False
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control_ID=StartAudioControlID
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control_value=1.0
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dump_value=False
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#
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###################################################################
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# StandToReverseShift 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=EngineShiftFwd01
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position=FrontDirectPatchPosition
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priority=1
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mix_presence=0
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volume_mix_level=ShiftVolume
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pitch_mix_offset=ShiftPitchOffset
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brightness_mix_level=1.0
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use_brightness_scale=0
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use_attack_time_scale=0
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has_compression_curve=0
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compression_duration=0.0
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name=StandToReverseShiftComponent
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#------------------------------------------------------------------
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#
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# linear velocity -> pitch
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#
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[AudioMotionScale]
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subsystem=Entity
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attribute=LocalVelocity
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motion_type=0
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motion_value=3
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audio_component=StandToReverseShiftComponent
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attribute_value_boundary1=0.0
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attribute_value_boundary2=10.0
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control_ID=PitchAudioControlID
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control_value_boundary1=-300
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control_value_boundary2=0
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exponent=1.0
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dump_value=False
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#------------------------------------------------------------------
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# StandToReverse
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[AudioStateTrigger]
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subsystem=Entity
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attribute=AnimationState
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audio_component=StandToReverseShiftComponent
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trigger_state=Mech::RightStandToReverseAnimation
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inverse_trigger=False
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control_ID=StartAudioControlID
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control_value=1.0
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dump_value=False
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[AudioStateTrigger]
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subsystem=Entity
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attribute=AnimationState
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audio_component=StandToReverseShiftComponent
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trigger_state=Mech::LeftStandToReverseAnimation
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inverse_trigger=False
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control_ID=StartAudioControlID
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control_value=1.0
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dump_value=False
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#
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###################################################################
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# ReverseToStandShift 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=EngineShiftRev01
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position=FrontDirectPatchPosition
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priority=1
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mix_presence=0
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volume_mix_level=ShiftVolume
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pitch_mix_offset=ShiftPitchOffset
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brightness_mix_level=1.0
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use_brightness_scale=0
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use_attack_time_scale=0
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has_compression_curve=0
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compression_duration=0.0
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name=ReverseToStandComponent
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#------------------------------------------------------------------
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#
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# linear velocity -> pitch
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#
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[AudioMotionScale]
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subsystem=Entity
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attribute=LocalVelocity
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motion_type=0
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motion_value=3
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audio_component=ReverseToStandComponent
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attribute_value_boundary1=0.0
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attribute_value_boundary2=10.0
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control_ID=PitchAudioControlID
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control_value_boundary1=-300
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control_value_boundary2=0
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exponent=1.0
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dump_value=False
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#------------------------------------------------------------------
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# ReverseToStand
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[AudioStateTrigger]
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subsystem=Entity
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attribute=AnimationState
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audio_component=ReverseToStandComponent
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trigger_state=Mech::RightReverseToStandAnimation
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inverse_trigger=False
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control_ID=StartAudioControlID
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control_value=1.0
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dump_value=False
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[AudioStateTrigger]
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subsystem=Entity
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attribute=AnimationState
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audio_component=ReverseToStandComponent
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trigger_state=Mech::LeftReverseToStandAnimation
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inverse_trigger=False
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control_ID=StartAudioControlID
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control_value=1.0
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dump_value=False
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Reference in New Issue
Block a user