Commit dbeb5460 authored by Nathan De Castro's avatar Nathan De Castro

Corrected some glitches

parent 46cf885f
......@@ -13,8 +13,7 @@
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<FileAlignment>512</FileAlignment>
<BaseDirectory>Assets</BaseDirectory>
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<DebugSymbols>true</DebugSymbols>
<DebugType>full</DebugType>
......@@ -24,8 +23,7 @@
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
<NoWarn>0169</NoWarn>
<LangVersion>default</LangVersion>
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<DebugType>pdbonly</DebugType>
<Optimize>true</Optimize>
......@@ -33,8 +31,7 @@
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
<NoWarn>0169</NoWarn>
<LangVersion>default</LangVersion>
</PropertyGroup>
</PropertyGroup>
<ItemGroup>
<Reference Include="System" />
<Reference Include="System.XML" />
......@@ -145,9 +142,6 @@
<None Include="Assets\Standard Assets\Effects\ImageEffects\Shaders\_Antialiasing\FXAAPreset2.shader" />
<None Include="Assets\Standard Assets\Effects\ImageEffects\Shaders\_BloomAndFlares\BlurAndFlares.shader" />
<None Include="Assets\Standard Assets\Effects\ImageEffects\Shaders\_BloomAndFlares\BlendForBloom.shader" />
<Reference Include="UnityEngine.Advertisements">
<HintPath>C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/Advertisements/UnityEngine.Advertisements.dll</HintPath>
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<HintPath>C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/Advertisements/Editor/UnityEditor.Advertisements.dll</HintPath>
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......@@ -190,9 +184,6 @@
<Reference Include="UnityEngine.HoloLens">
<HintPath>C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/UnityHoloLens/RuntimeEditor/UnityEngine.HoloLens.dll</HintPath>
</Reference>
<Reference Include="UnityEngine.Purchasing">
<HintPath>C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/UnityPurchasing/UnityEngine.Purchasing.dll</HintPath>
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<Reference Include="UnityEditor.VR">
<HintPath>C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/UnityVR/Editor/UnityEditor.VR.dll</HintPath>
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......@@ -218,4 +209,5 @@
<Target Name="AfterBuild">
</Target>
-->
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......@@ -13,8 +13,7 @@
<TargetFrameworkVersion>v3.5</TargetFrameworkVersion>
<FileAlignment>512</FileAlignment>
<BaseDirectory>Assets</BaseDirectory>
<LangVersion>default</LangVersion>
</PropertyGroup>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
<DebugSymbols>true</DebugSymbols>
<DebugType>full</DebugType>
......@@ -24,8 +23,7 @@
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
<NoWarn>0169</NoWarn>
<LangVersion>default</LangVersion>
</PropertyGroup>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
<DebugType>pdbonly</DebugType>
<Optimize>true</Optimize>
......@@ -33,8 +31,7 @@
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
<NoWarn>0169</NoWarn>
<LangVersion>default</LangVersion>
</PropertyGroup>
</PropertyGroup>
<ItemGroup>
<Reference Include="System" />
<Reference Include="System.XML" />
......@@ -137,9 +134,6 @@
<Reference Include="Assembly-UnityScript">
<HintPath>C:/Users/yuki/Documents/Work/Listen/Library/ScriptAssemblies/Assembly-UnityScript.dll</HintPath>
</Reference>
<Reference Include="UnityEngine.Advertisements">
<HintPath>C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/Advertisements/UnityEngine.Advertisements.dll</HintPath>
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<Reference Include="UnityEditor.Advertisements">
<HintPath>C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/Advertisements/Editor/UnityEditor.Advertisements.dll</HintPath>
</Reference>
......@@ -182,9 +176,6 @@
<Reference Include="UnityEngine.HoloLens">
<HintPath>C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/UnityHoloLens/RuntimeEditor/UnityEngine.HoloLens.dll</HintPath>
</Reference>
<Reference Include="UnityEngine.Purchasing">
<HintPath>C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/UnityPurchasing/UnityEngine.Purchasing.dll</HintPath>
</Reference>
<Reference Include="UnityEditor.VR">
<HintPath>C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/UnityVR/Editor/UnityEditor.VR.dll</HintPath>
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......@@ -201,8 +192,6 @@
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<ProjectReference Include="Assembly-CSharp-firstpass.csproj">
<Project>{AE6F01BE-C035-8190-5EA0-F4E015BA1AA5}</Project> <Name>Assembly-CSharp-firstpass</Name> </ProjectReference>
<ProjectReference Include="Assembly-CSharp.csproj">
<Project>{5387FFB3-27F8-102A-A952-46EE5E594FD5}</Project> <Name>Assembly-CSharp</Name> </ProjectReference>
<ProjectReference Include="Assembly-CSharp-Editor-firstpass.csproj">
<Project>{FC5182C2-BC2C-59E8-06A2-46F98E721705}</Project> <Name>Assembly-CSharp-Editor-firstpass</Name> </ProjectReference>
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......@@ -214,4 +203,5 @@
<Target Name="AfterBuild">
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-->
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......@@ -13,8 +13,7 @@
<TargetFrameworkVersion>v3.5</TargetFrameworkVersion>
<FileAlignment>512</FileAlignment>
<BaseDirectory>Assets</BaseDirectory>
<LangVersion>default</LangVersion>
</PropertyGroup>
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<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
<DebugSymbols>true</DebugSymbols>
<DebugType>full</DebugType>
......@@ -24,8 +23,7 @@
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
<NoWarn>0169</NoWarn>
<LangVersion>default</LangVersion>
</PropertyGroup>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
<DebugType>pdbonly</DebugType>
<Optimize>true</Optimize>
......@@ -33,8 +31,7 @@
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
<NoWarn>0169</NoWarn>
<LangVersion>default</LangVersion>
</PropertyGroup>
</PropertyGroup>
<ItemGroup>
<Reference Include="System" />
<Reference Include="System.XML" />
......@@ -208,9 +205,6 @@
<None Include="Assets\Standard Assets\Effects\ImageEffects\Shaders\_Antialiasing\FXAAPreset2.shader" />
<None Include="Assets\Standard Assets\Effects\ImageEffects\Shaders\_BloomAndFlares\BlurAndFlares.shader" />
<None Include="Assets\Standard Assets\Effects\ImageEffects\Shaders\_BloomAndFlares\BlendForBloom.shader" />
<Reference Include="UnityEngine.Advertisements">
<HintPath>C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/Advertisements/UnityEngine.Advertisements.dll</HintPath>
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<HintPath>C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/GUISystem/UnityEngine.UI.dll</HintPath>
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......@@ -226,9 +220,6 @@
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<HintPath>C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/UnityHoloLens/RuntimeEditor/UnityEngine.HoloLens.dll</HintPath>
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<Reference Include="UnityEngine.Purchasing">
<HintPath>C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/UnityPurchasing/UnityEngine.Purchasing.dll</HintPath>
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<HintPath>C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/UnityVR/RuntimeEditor/UnityEngine.VR.dll</HintPath>
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......@@ -241,4 +232,5 @@
<Target Name="AfterBuild">
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......@@ -13,8 +13,7 @@
<TargetFrameworkVersion>v3.5</TargetFrameworkVersion>
<FileAlignment>512</FileAlignment>
<BaseDirectory>Assets</BaseDirectory>
<LangVersion>default</LangVersion>
</PropertyGroup>
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<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
<DebugSymbols>true</DebugSymbols>
<DebugType>full</DebugType>
......@@ -24,8 +23,7 @@
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
<NoWarn>0169</NoWarn>
<LangVersion>default</LangVersion>
</PropertyGroup>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
<DebugType>pdbonly</DebugType>
<Optimize>true</Optimize>
......@@ -33,8 +31,7 @@
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
<NoWarn>0169</NoWarn>
<LangVersion>default</LangVersion>
</PropertyGroup>
</PropertyGroup>
<ItemGroup>
<Reference Include="System" />
<Reference Include="System.XML" />
......@@ -147,9 +144,6 @@
<None Include="Assets\Standard Assets\Effects\ImageEffects\Shaders\_Antialiasing\FXAAPreset2.shader" />
<None Include="Assets\Standard Assets\Effects\ImageEffects\Shaders\_BloomAndFlares\BlurAndFlares.shader" />
<None Include="Assets\Standard Assets\Effects\ImageEffects\Shaders\_BloomAndFlares\BlendForBloom.shader" />
<Reference Include="UnityEngine.Advertisements">
<HintPath>C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/Advertisements/UnityEngine.Advertisements.dll</HintPath>
</Reference>
<Reference Include="UnityEngine.UI">
<HintPath>C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/GUISystem/UnityEngine.UI.dll</HintPath>
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......@@ -165,9 +159,6 @@
<Reference Include="UnityEngine.HoloLens">
<HintPath>C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/UnityHoloLens/RuntimeEditor/UnityEngine.HoloLens.dll</HintPath>
</Reference>
<Reference Include="UnityEngine.Purchasing">
<HintPath>C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/UnityPurchasing/UnityEngine.Purchasing.dll</HintPath>
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<Reference Include="UnityEngine.VR">
<HintPath>C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/UnityVR/RuntimeEditor/UnityEngine.VR.dll</HintPath>
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......@@ -184,4 +175,5 @@
<Target Name="AfterBuild">
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This diff is collapsed.
......@@ -4,7 +4,8 @@ public class AI : MonoBehaviour {
//GAMEOBJECT RELATED VARIABLE
public GameObject target; //In this case the player
protected bool played_alert = false; //Makes sure the alert sound isn't looping
public GameObject exclamation; //The exclamation point
public GameObject left_eye; //The exclamation point
public GameObject right_eye;
static public Vector3 last_player_T; //Remembers the player's location at the moment of death for the death cam.
public Light flashlight;
......@@ -140,10 +141,13 @@ public class AI : MonoBehaviour {
void image_effects () {
if (sees_the_player) {
flashlight.gameObject.SetActive (true);
exclamation.SetActive (true);
left_eye.SetActive (true);
right_eye.SetActive (true);
} else {
flashlight.gameObject.SetActive (false);
exclamation.SetActive (false);
left_eye.SetActive (false);
right_eye.SetActive (false);
}
}
}
\ No newline at end of file
......@@ -18,6 +18,7 @@ public class AudioManager : MonoBehaviour {
}
void Update () {
GetSpeqData();
if (GetAverageVolume () >= 5.0f) {
making_sound = true;
} //Only grabs the 128th value form the spectrum (so about 7000Hz))
......@@ -28,7 +29,6 @@ public class AudioManager : MonoBehaviour {
public Vector3 GetFreqSpec3 () {
float[] spec_data = new float[44100]; //Creates an array pre-allocated (We want it quite small to reduce latency, I made it tweakable from the inspector)
mic.GetData (spec_data, 0); //Stores all the output data into the array I pre-allocated
//Low Pitch
......@@ -54,4 +54,15 @@ public class AudioManager : MonoBehaviour {
public float GetAverageVolume () {
return ((GetFreqSpec3 () [0]) + (GetFreqSpec3 () [1]) + (GetFreqSpec3 () [2] / 3)); //Grouping all 3 arrays into 1 to get average of all values (global volume)
}
public void GetSpeqData () {
float[] spectrum = new float[256];
for (int i = 1; i < spectrum.Length - 1; i++) {
Debug.DrawLine (new Vector3 (i - 1, spectrum[i] + 10, 0), new Vector3 (i, spectrum[i + 1] + 10, 0), Color.red);
Debug.DrawLine (new Vector3 (i - 1, Mathf.Log (spectrum[i - 1]) + 10, 2), new Vector3 (i, Mathf.Log (spectrum[i]) + 10, 2), Color.cyan);
Debug.DrawLine (new Vector3 (Mathf.Log (i - 1), spectrum[i - 1] - 10, 1), new Vector3 (Mathf.Log (i), spectrum[i] - 10, 1), Color.green);
Debug.DrawLine (new Vector3 (Mathf.Log (i - 1), Mathf.Log (spectrum[i - 1]), 3), new Vector3 (Mathf.Log (i), Mathf.Log (spectrum[i]), 3), Color.blue);
}
}
}
\ No newline at end of file
//The Plane Vertices calculations have been made by Ben Britten (Open source project: http://benbritten.com/2009/05/19/fun-with-unity/)
//And then modified and re-wrote to suit my needs
// An extremely dilute part of this script has been written thanks to the help of some contributors on Stack Overflow.
using UnityEngine;
......@@ -7,7 +6,7 @@ public class RippleEffect : MonoBehaviour {
private int[] buffer1; //Is the first buffer of vertices
private int[] buffer2; //Is the second buffer of vertices
private int[] vertex_indices; //Sotres the indices of the vertices
private int[] vertex_indexes; //Stores the indexes of the vertices
//Because we want a whole plane to distort, we need the plane have more then just 4 vertices to simulate the wave
//This is why we need to create our own plane with many many vertices
......@@ -20,8 +19,9 @@ public class RippleEffect : MonoBehaviour {
private int splash_force_mic = 0; //Variable that will update the splash_force according to the mic
private bool swap_buffer = true; //Switches between the first and the second buffer
private bool ticked = false;
public int tick_at = 120;
public int update_rate = 120;
public int mic_threshold = 200;
public int spread_bit_shift = 1;
public int cols = 128; //Number of the columns we want our plane to have (The bigger this is, the more computer intensive the calculations will be)
public int rows = 128; //Number of the rows we want our plane to have
......@@ -30,19 +30,19 @@ public class RippleEffect : MonoBehaviour {
MeshFilter mesh_filter = GetComponent<MeshFilter> (); //Attaches the mesh filter in he object to the mesh filter variable
mesh = mesh_filter.mesh; //Sets mesh as the mesh of the mesh filter
vertices = mesh.vertices; //Sets the vertices variable to the vertices of the the created mesh
buffer1 = new int[vertices.Length]; //Initialises both buffers with the number of vertices in the mesh
buffer1 = new int[vertices.Length]; //Initializes both buffers with the number of vertices in the mesh
buffer2 = new int[vertices.Length];
Bounds bounds = mesh.bounds;
float xStep = (bounds.max.x - bounds.min.x) / cols; //Sets the number of tiles to annimate on the X axies according to the number of columns we selected and the size of the mesh
float zStep = (bounds.max.z - bounds.min.z) / rows; //Sets the number of tiles to annimate on the Y axies according to the number of columns we selected and the size of the mesh
float xStep = (bounds.max.x - bounds.min.x) / cols; //Sets the number of tiles to animate on the X axis according to the number of columns we selected and the size of the mesh
float zStep = (bounds.max.z - bounds.min.z) / rows; //Sets the number of tiles to animate on the Y axis according to the number of columns we selected and the size of the mesh
vertex_indices = new int[vertices.Length]; // Create an int array and allocates it's size to the number of vertices
vertex_indexes = new int[vertices.Length]; // Create an int array and allocates it's size to the number of vertices
/* ***************** Initializes and Populates the buffers (I DID NOT WRITE THIS PART, I ONLY RE-WROTE IT TO WORK FOR MY IDEA) ******************** */
/* ***************** Initializes and Populates the buffers (These two for loops have originally been written by Ben Britten) ******************** */
int vertices_index = 0;
for (vertices_index = 0; vertices_index < vertices.Length; vertices_index++) {
vertex_indices[vertices_index] = -1;
vertex_indexes[vertices_index] = -1;
buffer1[vertices_index] = 0;
buffer2[vertices_index] = 0;
}
......@@ -51,7 +51,7 @@ public class RippleEffect : MonoBehaviour {
float column = ((vertices[vertices_index].x - bounds.min.x) / xStep);
float row = ((vertices[vertices_index].z - bounds.min.z) / zStep);
float position = (row * (cols + 1)) + column + 0.5f;
vertex_indices[(int) position] = vertices_index;
vertex_indexes[(int) position] = vertices_index;
}
}
......@@ -84,7 +84,7 @@ public class RippleEffect : MonoBehaviour {
}
// Update is called once per frame
void Update () {
ticked = tick (tick_at);
ticked = tick (update_rate);
splash_force_mic = (int) EchoSound.instance.Volume;
//if (splash_force > wave_force_max) splash_force = wave_force_max;
//if (splash_force_mic > wave_force_max) splash_force_mic = wave_force_max;
......@@ -103,12 +103,12 @@ public class RippleEffect : MonoBehaviour {
/* ************************************************************************************************************************************** */
// THE CODE THAT RAISES THE WAVE
Vector3[] current_vertices = new Vector3[vertices.Length]; // initiates a array of verctor3 vertices
Vector3[] current_vertices = new Vector3[vertices.Length]; // initiates a array of vector3 vertices
int current_index; //Will store the current index of a vertex
int i = 0;
for (i = 0; i < current_buffer.Length; i++) //For all the vertices in the current buffer
{
current_index = vertex_indices[i];
current_index = vertex_indexes[i];
current_vertices[current_index] = vertices[current_index];
current_vertices[current_index].y += (current_buffer[i] * 1.0f / splash_force); //This is what raises the current "tile"'s Y value by the splash force times the maximum height of the wave}
//print(current_vertices[current_index].y);
......@@ -124,7 +124,7 @@ public class RippleEffect : MonoBehaviour {
/* Ray cast function to set the splash position */
RaycastHit hit; //Will store all the info on the object the ray will collide
Vector3 down = PlayerSettings.instance.player.transform.TransformDirection (Vector3.down); //Create a raycast from the player's position downwards
if (Physics.Raycast (PlayerSettings.instance.player.transform.position, down, out hit)) // Draws a ray dowards from the player and stores the impact location
if (Physics.Raycast (PlayerSettings.instance.player.transform.position, down, out hit)) // Draws a ray downwards from the player and stores the impact location
{
// First we must init the tiles
Bounds bounds = mesh.bounds;
......@@ -141,7 +141,6 @@ public class RippleEffect : MonoBehaviour {
}
//THE CODE THAT MAKES THE WAVE MOVE AND FADE OUT
//From Ben Britten's code
void ripple_effect (int[] source, int[] dest) {
int x = 0;
int y = 0;
......@@ -149,7 +148,7 @@ public class RippleEffect : MonoBehaviour {
for (y = 1; y < rows - 1; y++) {
for (x = 1; x < cols; x++) {
position = (y * (cols + 1)) + x;
dest[position] = (((source[position - 1] + source[position + 1] + source[position - (cols + 1)] + source[position + (cols + 1)]) >> 1) - dest[position]); //Makes the wave move forward
dest[position] = (((source[position - 1] + source[position + 1] + source[position - (cols + 1)] + source[position + (cols + 1)]) >> spread_bit_shift) - dest[position]); //Makes the wave move forward
dest[position] = (int) (dest[position] * dampner); //Makes the wave fade out
}
}
......@@ -157,9 +156,9 @@ public class RippleEffect : MonoBehaviour {
//Timer function to control how has you want to update the splash while using th mic
int timer;
public bool tick (int tick_at) {
public bool tick (int update_rate) {
timer++;
if (timer >= tick_at) {
if (timer >= update_rate) {
timer = 0;
return true;
}
......
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value: 0.3
value: 0.4
objectReference: {fileID: 0}
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objectReference: {fileID: 0}
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......@@ -21107,7 +21173,7 @@ MonoBehaviour:
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......@@ -26817,7 +26883,7 @@ MonoBehaviour:
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death_cam_set: {fileID: 0}
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......@@ -30193,67 +30259,6 @@ MeshFilter:
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No preview for this file type
No preview for this file type
Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio 2012
Microsoft Visual Studio Solution File, Format Version 11.00
# Visual Studio 2008
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...