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Quake Remake Devkit v1.04 (All sources were converted to LF endings
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776 files changed

+651540
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lines changed

baseq.wad

4.87 MB
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change.log

+15
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v 1.03
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- some bugfixes
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- update code to new version of Xash3D engine
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v 1.02
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- update code to new version of Xash3D engine
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v 1.01
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- fixed trap_shooter invalid delay between shoots
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- porting game to the latest version of Xash3D engine
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- record a new demos because network protocol was changed
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- now game demos playing as menu background
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v 1.00
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- initial release

gfx.wad/GfxWad.exe

539 KB
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gfx.wad/backtile.bmp

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gfx.wad/conchars.bmp

33.1 KB
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gfx.wad/conchars.txt

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// conchars.bmp
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// font height - all fonts have same height
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12
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// rows
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6
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// font data - just edit the numbers
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// format: [font] [x] [y] [width]
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0 0 4
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! 4 0 3
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" 7 0 5
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# 12 0 7
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$ 19 0 7
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% 26 0 8
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& 34 0 7
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' 41 0 5
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( 46 0 4
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) 50 0 4
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* 54 0 6
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+ 60 0 7
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, 67 0 3
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- 70 0 6
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. 76 0 3
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/ 79 0 8
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0 87 0 7
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= 171 0 5
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> 176 0 6
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U 70 12 7
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[ 114 12 4
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] 126 12 4
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z 40 24 6
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{ 46 24 5
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| 51 24 3
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} 54 24 5
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~ 59 24 7
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< 66 24 5
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71 24 8 // grey |-
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79 24 8 // grey -
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87 24 8 // grey -|
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0 95 24 9
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1 104 24 8
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A 193 24 8
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201 24 4
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# 213 24 7
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% 227 24 8
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& 235 24 7
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' 242 24 5
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( 247 24 4
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8 93 36 7
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9 100 36 7
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: 107 36 3
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; 110 36 5
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< 115 36 6
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= 121 36 5
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> 126 36 6
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? 132 36 6
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y 235 48 6
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{ 247 48 5
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| 0 60 3
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~ 8 60 7
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< 15 60 5

gfx.wad/creditsfont.bmp

25.1 KB
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gfx.wad/creditsfont.txt

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// creditsfont.bmp
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// font height - all fonts have same height
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16
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// rows
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6
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// font data - just edit the numbers
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// format: [font] [x] [y] [width]
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0 0 16
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! 16 0 16
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" 32 0 16
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# 48 0 16
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$ 64 0 16
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% 80 0 16
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& 96 0 16
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' 112 0 16
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( 128 0 16
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) 144 0 16
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* 160 0 16
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+ 176 0 16
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, 192 0 16
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- 208 0 16
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. 225 0 8
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/ 240 0 16
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0 0 16 16
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1 16 16 16
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2 32 16 16
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3 48 16 16
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4 64 16 16
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5 80 16 16
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6 96 16 16
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7 112 16 16
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8 128 16 16
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9 144 16 16
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: 160 16 16
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; 176 16 16
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< 192 16 16
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= 208 16 16
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> 224 16 16
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? 240 16 16
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@ 0 32 16
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A 16 32 16
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B 32 32 16
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C 48 32 16
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E 80 32 16
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F 96 32 16
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I 149 32 8
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J 161 32 12
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K 176 32 16
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L 192 32 16
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M 208 32 16
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N 224 32 16
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O 240 32 16
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P 0 48 16
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Q 16 48 16
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R 32 48 16
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S 48 48 16
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T 64 48 16
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U 80 48 16
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V 96 48 16
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W 112 48 16
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X 128 48 16
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Y 144 48 16
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Z 160 48 16
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[ 176 48 16
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\ 192 48 16
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] 208 48 16
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^ 224 48 16
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_ 240 48 16
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` 0 64 16
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a 16 64 16
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b 32 64 16
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t 64 80 16
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x 128 80 16
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y 144 80 16
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z 160 80 16
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{ 176 80 16
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| 192 80 16
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} 208 80 16
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~ 224 80 16
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� 240 80 16

gfx.wad/creditsfont_source.bmp

17.1 KB
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gfx.wad/lambda.bmp

4.43 KB
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gfx.wad/lambda32.bmp

1.72 KB
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gfx.wad/lambda64.bmp

4.43 KB
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gfx.wad/paused.bmp

4.05 KB
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gfx.wad/quake.ttf

105 KB
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hmap2/convert.bat

+1
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@hmap2 -tohl %1

hmap2/convert_all.bat

+2
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@echo off
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for %%i in (maps\*.bsp) do @convert.bat %%i

hmap2/fast.bat

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@hmap2 %1
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@hmap2 -vis -fast %1
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@hmap2 -light %1

hmap2/full.bat

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@hmap2 %1
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@hmap2 -vis %1
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@hmap2 -light -extra8x8 %1

hmap2/hmap2.exe

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hmap2/relight.bat

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@hmap2 -light -relight %1

hmap2/relight_all.bat

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@echo off
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for %%i in (maps\*.bsp) do @relight %%i

hmap2/revis.bat

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@hmap2 -bsp2prt %1
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@hmap2 -vis %1

hmap2/revis_all.bat

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@echo off
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for %%i in (maps\*.bsp) do @revis %%i

maps/quake/B_ARMOR1.MAP

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{
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"wad" "gfx/items.wad"
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"classname" "worldspawn"
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{
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( 0 32 80 ) ( 0 0 80 ) ( 0 0 0 ) ARMOR1 0 0 0 1 1
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( 32 32 80 ) ( 0 32 80 ) ( 0 32 0 ) ARMOR1 0 0 0 1 1
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( 32 0 80 ) ( 32 32 80 ) ( 32 32 0 ) ARMOR1 0 0 0 1 1
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( 0 0 80 ) ( 32 0 80 ) ( 32 0 0 ) ARMOR1 0 0 0 1 1
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( 0 0 32 ) ( 0 32 32 ) ( 32 32 32 ) ARMOR1 0 0 0 1 1
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( 32 32 0 ) ( 0 32 0 ) ( 0 0 0 ) ARMOR1 0 0 0 1 1
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}
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}
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{
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"origin" "40 40 56"
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"classname" "light"
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}
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{
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"origin" "-40 -40 -56"
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"classname" "light"
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}
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{
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"light" "200"
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"origin" "40 -40 0"
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"classname" "light"
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}
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{
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"light" "200"
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"origin" "-40 40 0"
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"classname" "light"
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}

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