Complete disaster-recovery snapshot: engine/game source, game data assets, VC6 toolchain + DX SDKs, build outputs, deployed game, and _UNUSED archive. Large binaries in Git LFS; text preserved byte-for-byte (core.autocrlf=false, no eol attributes). See RECOVERY.md for the one-clone rebuild procedure.
28 lines
701 B
Plaintext
28 lines
701 B
Plaintext
!include = Content\Defines\BuildingArmor.defines
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// fake the system for Network destruction
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[DamageObject]
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BaseArmorValue=0.1
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InternalDamageZone=Generic
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[joint_BASE]
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BaseArmorValue=$(TURRET_ARMOR)
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InternalDamageZone=Generic
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[joint_TWIST]
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BaseArmorValue=$(TURRET_ARMOR)
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InternalDamageZone=Generic
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[joint_PITCH]
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BaseArmorValue=$(TURRET_ARMOR)
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InternalDamageZone=Generic
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[InternalDamageObject]
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DamageZone=Generic
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BaseInternalDamage=$(TURRET_INTERNAL)
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DamageEffect=Effects\MechPart_Destruction\MechPart_Destruction.data,.99
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DamageEffect=Effects\InternalStructure_Hit\InternalStructure_Hit_C.data,.5
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DamageMode=DestructionDamageMode
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ParentEntityName=joint_BASE
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OmniSlots=20
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