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.
59 lines
1.2 KiB
Plaintext
59 lines
1.2 KiB
Plaintext
STD_OBSERVERMODE - NO ENEMY
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STD_OBSERVERMODE
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FIXED_TRACKING_SHOT_LONG
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FIXED_TRACKING_SHOT_LONG
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OVERSHOULDER_SHOT_CLOSE
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FIXED_TRACKING_SHOT_LONG
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FIXED_TRACKING_SHOT_LONG
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FIXED_TRACKING_SHOT_LONG
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FIXED_TRACKING_SHOT_LONG
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FRONT_SHOT_CLOSE
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STD_OBSERVERMODE
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STD_OBSERVERMODE
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STD_OBSERVERMODE
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STD_OBSERVERMODE
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FIXED_TRACKING_SHOT_LONG
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STD_OBSERVERMODE
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FRONT_SHOT_CLOSE
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FRONT_SHOT_CLOSE
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FRONT_SHOT_CLOSE
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OVERSHOULDER_SHOT_CLOSE
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FRONT_SHOT_CLOSE
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STD_OBSERVERMODE
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FRONT_SHOT_CLOSE
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OVERSHOULDER_SHOT_CLOSE
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FRONT_SHOT_CLOSE
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OVERSHOULDER_SHOT_CLOSE
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FRONT_SHOT_CLOSE
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STD_OBSERVERMODE - NO ENEMY
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STD_OBSERVERMODE - NO ENEMY
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STD_OBSERVERMODE
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FIXED_TRACKING_SHOT_LONG
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STD_OBSERVERMODE
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FRONT_SHOT_CLOSE
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FRONT_SHOT_CLOSE
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FRONT_SHOT_CLOSE
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OVERSHOULDER_SHOT_CLOSE
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FRONT_SHOT_CLOSE
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STD_OBSERVERMODE
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FRONT_SHOT_CLOSE
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OVERSHOULDER_SHOT_CLOSE
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FRONT_SHOT_CLOSE
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OVERSHOULDER_SHOT_CLOSE
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FRONT_SHOT_CLOSE
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STD_OBSERVERMODE
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FIXED_TRACKING_SHOT_LONG
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FRONT_SHOT_CLOSE
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STD_OBSERVERMODE
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FIXED_TRACKING_SHOT_LONG
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OVERSHOULDER_SHOT_CLOSE
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FRONT_SHOT_CLOSE
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OVERSHOULDER_SHOT_CLOSE
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FRONT_SHOT_CLOSE
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STD_OBSERVERMODE
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FRONT_SHOT_CLOSE
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FRONT_SHOT_CLOSE
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STD_OBSERVERMODE - NO ENEMY
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