mirror of
https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2025-12-26 03:36:02 +03:00
added cinder garage doorway, door locked and unlocked
This commit is contained in:
@@ -70,7 +70,36 @@ class CfgSkeletons {
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};
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// The last entry gets no comma
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};
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class locked_steel_garage_skeleton : Default {
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isDiscrete=1;
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skeletonInherit="";
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// The moving objects are here defined
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// If two selections are linked together
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// they can be written next to each seperated by only a comma
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// if they are not linked, they need to be
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// seperated by ,"",
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skeletonBones[]= {
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"garage","","latch",""
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};
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// The last entry gets no comma
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};
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class steel_garage_skeleton : Default {
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isDiscrete=1;
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skeletonInherit="";
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// The moving objects are here defined
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// If two selections are linked together
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// they can be written next to each seperated by only a comma
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// if they are not linked, they need to be
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// seperated by ,"",
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skeletonBones[]= {
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"garage","",
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};
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// The last entry gets no comma
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};
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};
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@@ -78,6 +107,8 @@ class CfgSkeletons {
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class CfgModels {
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//load some bases from which you can derivate
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class rotation;
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class translation;
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// And again: class default
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class Default {
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sectionsInherit="";
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@@ -315,5 +346,86 @@ class CfgModels {
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};
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};
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class unlocked_steel_garage_door {
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sectionsInherit="";
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sections[]= {};
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skeletonName="steel_garage_skeleton"; // same as in cfgskeletons
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};
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//New Anim for steel_garage_door.p3d
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class steel_garage_door : unlocked_steel_garage_door {
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sectionsInherit="unlocked_steel_garage_door";
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sections[]={};
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// the translation(slide) animation
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class Animations {
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class Open_door : Rotation { // name of the animation
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type="rotation"; // Type of movement
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source="user"; // Trigger of the animation
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selection="garage"; // the thing that moves
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axis="garage_axis"; // take a guess what this does...
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memory = 1; // can the axis be found in memory-lod? 1 = yes, 0 = no
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angle0=0; // initial angle of the door in radians
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angle1=1.7; // final position after playing the animation
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};
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};
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};
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class locked_steel_garage_door {
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sectionsInherit="";
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sections[]= {};
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skeletonName="locked_steel_garage_skeleton"; // same as in cfgskeletons
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};
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//New Anim for steel_garage_locked.p3d
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class steel_garage_locked : locked_steel_garage_door {
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sectionsInherit="locked_steel_garage_door";
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sections[]={};
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// the translation(slide) animation
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class Animations {
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class Open_door : Rotation { // name of the animation
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type="rotation"; // Type of movement
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source="user"; // Trigger of the animation
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selection="garage"; // the thing that moves
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axis="garage_axis"; // take a guess what this does...
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memory = 1; // can the axis be found in memory-lod? 1 = yes, 0 = no
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angle0=0; // initial angle of the door in radians
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angle1=1.7; // final position after playing the animation
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};
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class Open_latch : Translation { // name of the animation
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type="translation"; // Type of movement
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source="user"; // Trigger of the animation
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selection="latch"; // the thing that moves
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axis="latch_axis"; // take a guess what this does...
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memory = 1; // can the axis be found in memory-lod? 1 = yes, 0 = no
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offset0=0; // initial angle of the door in radians
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offset1=0.5; // final position after playing the animation
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};
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};
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};
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};
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BIN
SQF/dayz_epoch/models/steel_garage_door.p3d
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SQF/dayz_epoch/models/steel_garage_door.p3d
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BIN
SQF/dayz_epoch/models/steel_garage_frame.p3d
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SQF/dayz_epoch/models/steel_garage_frame.p3d
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SQF/dayz_epoch/models/steel_garage_frame_ghost.p3d
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SQF/dayz_epoch/models/steel_garage_frame_ghost.p3d
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SQF/dayz_epoch/models/steel_garage_locked.p3d
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SQF/dayz_epoch/models/steel_garage_locked.p3d
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92
SQF/dayz_epoch/textures/steel_garage.rvmat
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92
SQF/dayz_epoch/textures/steel_garage.rvmat
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@@ -0,0 +1,92 @@
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ambient[]={0.51372552,0.51372552,0.51372552,0.83999997};
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diffuse[]={0.51372552,0.51372552,0.51372552,0.83999997};
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forcedDiffuse[]={0,0,0,0};
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emmisive[]={0,0,0,1};
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specular[]={0.05882353,0.05882353,0.05882353,0.74000001};
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specularPower=100;
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PixelShaderID="Super";
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VertexShaderID="Super";
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class Stage1
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{
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texture="z\addons\dayz_epoch\textures\steel_garage_nohq.paa";
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uvSource="tex";
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class uvTransform
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{
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aside[]={1,0,0};
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up[]={0,1,0};
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dir[]={0,0,0};
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pos[]={0,0,0};
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};
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};
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class Stage2
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{
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texture="#(argb,8,8,3)color(0.5,0.5,0.5,1,DT)";
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uvSource="tex";
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class uvTransform
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{
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aside[]={1,0,0};
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up[]={0,1,0};
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dir[]={0,0,0};
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pos[]={0,0,0};
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};
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};
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class Stage3
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{
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texture="#(argb,8,8,3)color(0,0,0,0,MC)";
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uvSource="tex";
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class uvTransform
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{
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aside[]={1,0,0};
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up[]={0,1,0};
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dir[]={0,0,0};
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pos[]={0,0,0};
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};
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};
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class Stage4
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{
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texture="#(argb,8,8,3)color(1,1,1,1,AS)";
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uvSource="tex";
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class uvTransform
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{
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aside[]={1,0,0};
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up[]={0,1,0};
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dir[]={0,0,0};
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pos[]={0,0,0};
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};
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};
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class Stage5
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{
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texture="z\addons\dayz_epoch\textures\steel_garage_smdi.paa";
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uvSource="tex";
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class uvTransform
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{
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aside[]={1,0,0};
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up[]={0,1,0};
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dir[]={0,0,0};
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pos[]={0,0,0};
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};
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};
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class Stage6
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{
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texture="#(ai,32,128,1)fresnel(0.3,0.35)";
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uvSource="tex";
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class uvTransform
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{
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aside[]={1,0,0};
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up[]={0,1,0};
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dir[]={0,0,0};
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pos[]={0,0,0};
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};
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};
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class Stage7
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{
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texture="ca\data\env_land_co.paa";
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uvSource="tex";
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class uvTransform
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{
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aside[]={1,0,0};
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up[]={0,1,0};
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dir[]={0,0,0};
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pos[]={0,0,0};
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};
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};
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BIN
SQF/dayz_epoch/textures/steel_garage_co.paa
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SQF/dayz_epoch/textures/steel_garage_co.paa
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BIN
SQF/dayz_epoch/textures/steel_garage_ghost_ca.paa
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SQF/dayz_epoch/textures/steel_garage_ghost_ca.paa
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BIN
SQF/dayz_epoch/textures/steel_garage_nohq.paa
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SQF/dayz_epoch/textures/steel_garage_nohq.paa
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BIN
SQF/dayz_epoch/textures/steel_garage_smdi.paa
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SQF/dayz_epoch/textures/steel_garage_smdi.paa
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