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301
gamedata/configs/misc/postprocess.ltx
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301
gamedata/configs/misc/postprocess.ltx
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[postprocess_base]
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pp_eff_name = radiation.ppe
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duality_h = .015
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duality_v = .015
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blur = 1
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gray = .0
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noise = .01
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noise_scale = 1
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noise_color = 255,255,255,70
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[postprocess_anomaly]
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pp_eff_name = radiation.ppe
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duality_h = 0
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duality_v = 0
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blur = 1
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gray = .7 ;.9
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noise = .2 ;.5
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noise_scale = 1
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noise_color = 155,155,155,70
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;-------------------------------------------------------------------------------
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; New zone postprocess
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;-------------------------------------------------------------------------------
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[postprocess_steam_mine]
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pp_eff_cyclic = 1
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pp_eff_overlap = true
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pp_eff_name = steam_mine.ppe
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radius_min = 0.7
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radius_max = 1.0
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[postprocess_acidic]
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pp_eff_cyclic = 1
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pp_eff_overlap = true
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pp_eff_name = acidic.ppe
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radius_min = 0.3
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radius_max = 1.0
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[postprocess_acidic_mine]
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pp_eff_cyclic = 1
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pp_eff_overlap = true
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pp_eff_name = acidic_mine.ppe
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radius_min = 0.7
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radius_max = 1.0
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[postprocess_thermal]
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pp_eff_cyclic = 1
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pp_eff_overlap = true
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pp_eff_name = thermal.ppe
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radius_min = 0.3
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radius_max = 1.0
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[postprocess_thermal_mine]
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pp_eff_cyclic = 1
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pp_eff_overlap = true
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pp_eff_name = thermal_mine.ppe
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radius_min = 0.7
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radius_max = 1.0
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[postprocess_rad]
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pp_eff_cyclic = 1
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pp_eff_overlap = true
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pp_eff_name = radiation.ppe
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radius_min = 0.3
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radius_max = 1.0
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[postprocess_psi]
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pp_eff_cyclic = 1
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pp_eff_overlap = true
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pp_eff_name = psi.ppe
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radius_min = 0.3
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radius_max = 1.0
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[psy_antenna]
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pp_eff_name = psi.ppe
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pp_eff_cyclic = 1
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pp_eff_overlap = true
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radius_min = 0.3
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radius_max = 1.0
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[postprocess_death]
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pp_eff_name = death.ppe
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radius_min = 0.5
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radius_max = 1.1
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[postprocess_flame]
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pp_eff_name = flame.ppe
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radius_min = 0.5
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radius_max = 0.8
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[postprocess_fuzz]
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pp_eff_name = fuzz.ppe
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radius_min = 0.5
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radius_max = 0.8
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[postprocess_gravi]
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pp_eff_name = gravi.ppe
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radius_min = 0.8
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radius_max = 1.4
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[postprocess_gravi_mine]
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pp_eff_name = gravi_mine.ppe
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radius_min = 0.7
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radius_max = 1.0
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[postprocess_electra]
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pp_eff_name = electra.ppe
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radius_min = 0.5
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radius_max = 0.9
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[postprocess_electra_mine]
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pp_eff_name = electra_mine.ppe
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radius_min = 0.3
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radius_max = 1.0
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[mosquito_bald]
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pp_eff_name = mosquito_bald.ppe
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radius_min = 0.2
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radius_max = 2.7
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[postprocess_gas]
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pp_eff_name = alcohol.ppe
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radius_min = 0.3
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radius_max = 1.0
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;-------------------------------------------------------------------------------
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[effector_alcohol]
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pp_eff_name = alcohol.ppe
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pp_eff_cyclic = 1
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pp_eff_overlap = true
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cam_eff_name = camera_effects\drunk.anm
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cam_eff_cyclic = 1
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[alcohol]
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pp_eff_name = alcohol.ppe
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pp_eff_overlap = true
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pp_eff_cyclic = 0
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cam_eff_name = camera_effects\drunk.anm
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cam_eff_cyclic = 0
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[effector_explode_hit]
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cam_eff_cyclic = 0
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cam_eff_name = camera_effects\shell_shock.anm
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cam_eff_hud_affect = true
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[effector_fire_hit]
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pp_eff_name = fire_hit.ppe
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pp_eff_cyclic = 0
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pp_eff_overlap = true
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cam_eff_cyclic = 0
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[effector_fire_hit_0]:effector_fire_hit
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cam_eff_name = camera_effects\hit_front.anm
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[effector_fire_hit_1]:effector_fire_hit
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cam_eff_name = camera_effects\hit_right.anm
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[effector_fire_hit_2]:effector_fire_hit
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cam_eff_name = camera_effects\hit_back.anm
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[effector_fire_hit_3]:effector_fire_hit
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cam_eff_name = camera_effects\hit_left.anm
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[effector_fire_hit_4]:effector_fire_hit
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cam_eff_name = camera_effects\hit_front_left.anm
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[effector_fire_hit_5]:effector_fire_hit
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cam_eff_name = camera_effects\hit_back_left.anm
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[effector_fire_hit_6]:effector_fire_hit
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cam_eff_name = camera_effects\hit_front_right.anm
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[effector_fire_hit_7]:effector_fire_hit
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cam_eff_name = camera_effects\hit_back_right.anm
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[snd_shock_effector]
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;pp_eff_name = duality_circle.ppe
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pp_eff_name = snd_shock.ppe
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pp_eff_overlap = true
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pp_eff_cyclic = 1
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[effector_controller_aura]
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pp_eff_name = controller_hit.ppe
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pp_eff_overlap = true
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pp_eff_cyclic = 0
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[effector_blink_black]
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pp_eff_name = blink_black.ppe
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pp_eff_cyclic = 0
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pp_eff_overlap = true
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[effector_controller_aura2]:effector_alcohol
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pp_eff_cyclic = 0
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cam_eff_cyclic = 0
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[effector_monster_hit]
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;pp_eff_name = fire_hit.ppe ; no postprocess
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;pp_eff_cyclic = 0
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cam_eff_cyclic = 0
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[effector_monster_hit_0]:effector_monster_hit
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cam_eff_name = camera_effects\hit_front.anm
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[effector_monster_hit_1]:effector_monster_hit
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cam_eff_name = camera_effects\hit_right.anm
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[effector_monster_hit_2]:effector_monster_hit
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cam_eff_name = camera_effects\hit_back.anm
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[effector_monster_hit_3]:effector_monster_hit
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cam_eff_name = camera_effects\hit_left.anm
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[effector_monster_hit_4]:effector_monster_hit
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cam_eff_name = camera_effects\hit_front_left.anm
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[effector_monster_hit_5]:effector_monster_hit
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cam_eff_name = camera_effects\hit_back_left.anm
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[effector_monster_hit_6]:effector_monster_hit
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cam_eff_name = camera_effects\hit_front_right.anm
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[effector_monster_hit_7]:effector_monster_hit
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cam_eff_name = camera_effects\hit_back_right.anm
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;-------------------------------------------------------------------------------
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; Nightvision postprocess
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;-------------------------------------------------------------------------------
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[effector_nightvision_1]
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pp_eff_name = nightvision_1.ppe
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pp_eff_overlap = false
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pp_eff_cyclic = 1
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[effector_nightvision_2]
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pp_eff_name = nightvision_2.ppe
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pp_eff_cyclic = 1
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pp_eff_overlap = false
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[effector_nightvision_3]
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pp_eff_name = nightvision_3.ppe
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pp_eff_cyclic = 1
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pp_eff_overlap = false
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;-------------------------------------------------------------------------------
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; Äåòåêò íàñ ïîëòåðãåéñòàìè
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;-------------------------------------------------------------------------------
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[poltergeist_detection_effector]
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pp_eff_name = poltergeist_scan.ppe
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pp_eff_cyclic = 1
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pp_eff_overlap = true
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;-------------------------------------------------------------------------------
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[_actor_death_effector]
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pp_eff_name = actor_death.ppe
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pp_eff_cyclic = 0
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pp_eff_overlap = true
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cam_eff_name = camera_effects\drunk.anm
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cam_eff_cyclic = 1
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snd = characters_voice\human_01\dolg\help\wounded_heavy\help_8
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[brighten]
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pp_eff_name = brighten.ppe
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pp_eff_cyclic = 1
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pp_eff_overlap = true
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;-------------------------------------------------------------------------------
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; Fade
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;-------------------------------------------------------------------------------
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[fade_in]
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pp_eff_name = fade_in.ppe
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pp_eff_cyclic = 0
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pp_eff_overlap = false
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[fade_in_out]
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pp_eff_name = fade_in_out.ppe
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pp_eff_cyclic = 0
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pp_eff_overlap = false
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[black]
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pp_eff_name = black.ppe
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pp_eff_cyclic = 1
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pp_eff_overlap = false
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[blink]
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pp_eff_name = blink.ppe
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pp_eff_cyclic = 0
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pp_eff_overlap = false
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[fade_to_black_9_sec]
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pp_eff_name = fade_to_black_9_sec.ppe
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pp_eff_cyclic = 0
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pp_eff_overlap = false
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