Add Advanced Grabbing Unit Jr
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518846b3d3
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Subproject commit d2070d816c135e471be1d1bc2429cb2e98be3198
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Subproject commit d7bf6b3d612154854cf05ec2b38f251cccebfe3d
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// Patches applying art changes to the asteroid claw
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// Contents:
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// - Advanced Grabbing Unit (GrapplingDevice)
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// Advanced Grabbing Unit
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@PART[GrapplingDevice]:HAS[~RestockIgnore[*]]:FOR[ReStock]
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{
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@author = Andrew Cassidy
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!mesh = DELETE
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MODEL
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{
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model = ReStock/Assets/Coupling/restock-claw-125
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}
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%rescaleFactor = 1
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%node_stack_top = 0.0, -0.14082675, 0.00, 0.0, -1.0, 0.0, 1
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@MODULE[ModuleGrappleNode]
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{
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nodeTransformName = Pivot
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}
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@MODULE[ModuleAnimateGeneric]
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{
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animationName = Deploy
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}
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@MODULE[FlagDecal]
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{
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textureQuadName = flagTransform
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}
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!MODULE[FXModuleLookAtConstraint]
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MODULE
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{
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name = FXModuleLookAtConstraint
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CONSTRAINLOOKFX
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{
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rotatorsName = act_cylU.001
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targetName = act_cylL.001
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}
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CONSTRAINLOOKFX
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{
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rotatorsName = act_cylL.001
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targetName = act_cylU.001
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}
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CONSTRAINLOOKFX
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{
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rotatorsName = act_cylU.002
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targetName = act_cylL.002
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}
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CONSTRAINLOOKFX
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{
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rotatorsName = act_cylL.002
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targetName = act_cylU.002
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}
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CONSTRAINLOOKFX
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{
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rotatorsName = act_cylU.003
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targetName = act_cylL.003
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}
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CONSTRAINLOOKFX
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{
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rotatorsName = act_cylL.003
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targetName = act_cylU.003
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}
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CONSTRAINLOOKFX
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{
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rotatorsName = act_cylU.004
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targetName = act_cylL.004
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}
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CONSTRAINLOOKFX
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{
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rotatorsName = act_cylL.004
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targetName = act_cylU.004
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}
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CONSTRAINLOOKFX
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{
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rotatorsName = act_cylU.005
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targetName = act_cylL.005
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}
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CONSTRAINLOOKFX
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{
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rotatorsName = act_cylL.005
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targetName = act_cylU.005
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}
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CONSTRAINLOOKFX
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{
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rotatorsName = act_cylU.006
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targetName = act_cylL.006
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}
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CONSTRAINLOOKFX
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{
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rotatorsName = act_cylL.006
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targetName = act_cylU.006
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}
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CONSTRAINLOOKFX
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{
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rotatorsName = act_cylU.007
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targetName = act_cylL.007
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}
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CONSTRAINLOOKFX
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{
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rotatorsName = act_cylL.007
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targetName = act_cylU.007
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}
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CONSTRAINLOOKFX
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{
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rotatorsName = act_cylU.008
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targetName = act_cylL.008
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}
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CONSTRAINLOOKFX
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{
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rotatorsName = act_cylL.008
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targetName = act_cylU.008
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}
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}
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MODULE
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{
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name = ModuleLight
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lightName = Lamp
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useAnimationDim = true
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lightBrightenSpeed = 2.5
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lightDimSpeed = 2.5
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resourceAmount = 0.02
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useResources = true
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animationName = RestockClawLamp_On
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}
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}
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@ -0,0 +1,287 @@
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// Patches applying art changes to the asteroid claw
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// Contents:
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// - Advanced Grabbing Unit (GrapplingDevice)
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// Advanced Grabbing Unit
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@PART[GrapplingDevice]:HAS[~RestockIgnore[*]]:FOR[ReStock]
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{
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@author = Andrew Cassidy
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!mesh = DELETE
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MODEL
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{
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model = ReStock/Assets/Coupling/restock-claw-125
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}
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%rescaleFactor = 1
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%node_stack_top = 0.0, -0.14082675, 0.00, 0.0, -1.0, 0.0, 1
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@MODULE[ModuleGrappleNode]
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{
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nodeTransformName = Pivot
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}
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@MODULE[ModuleAnimateGeneric]
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{
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animationName = Deploy
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}
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@MODULE[FlagDecal]
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{
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textureQuadName = flagTransform
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}
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!MODULE[FXModuleLookAtConstraint]
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MODULE
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{
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name = FXModuleLookAtConstraint
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CONSTRAINLOOKFX
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{
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rotatorsName = act_cylU.001
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targetName = act_cylL.001
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}
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CONSTRAINLOOKFX
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{
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rotatorsName = act_cylL.001
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targetName = act_cylU.001
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}
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CONSTRAINLOOKFX
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{
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rotatorsName = act_cylU.002
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targetName = act_cylL.002
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}
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CONSTRAINLOOKFX
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{
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rotatorsName = act_cylL.002
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targetName = act_cylU.002
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}
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CONSTRAINLOOKFX
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{
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rotatorsName = act_cylU.003
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targetName = act_cylL.003
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}
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CONSTRAINLOOKFX
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{
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rotatorsName = act_cylL.003
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targetName = act_cylU.003
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}
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CONSTRAINLOOKFX
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{
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rotatorsName = act_cylU.004
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targetName = act_cylL.004
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}
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CONSTRAINLOOKFX
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{
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rotatorsName = act_cylL.004
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targetName = act_cylU.004
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}
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CONSTRAINLOOKFX
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{
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rotatorsName = act_cylU.005
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targetName = act_cylL.005
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}
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CONSTRAINLOOKFX
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{
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rotatorsName = act_cylL.005
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targetName = act_cylU.005
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}
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CONSTRAINLOOKFX
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{
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rotatorsName = act_cylU.006
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targetName = act_cylL.006
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}
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CONSTRAINLOOKFX
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{
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rotatorsName = act_cylL.006
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targetName = act_cylU.006
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}
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CONSTRAINLOOKFX
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{
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rotatorsName = act_cylU.007
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targetName = act_cylL.007
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}
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CONSTRAINLOOKFX
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{
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rotatorsName = act_cylL.007
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targetName = act_cylU.007
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}
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CONSTRAINLOOKFX
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{
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rotatorsName = act_cylU.008
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targetName = act_cylL.008
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}
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CONSTRAINLOOKFX
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{
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rotatorsName = act_cylL.008
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targetName = act_cylU.008
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}
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}
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MODULE
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{
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name = ModuleLight
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lightName = Lamp
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useAnimationDim = true
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lightBrightenSpeed = 2.5
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lightDimSpeed = 2.5
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resourceAmount = 0.02
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useResources = true
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animationName = RestockClawLamp_On
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}
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}
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// Advanced Grabbing Unit Jr.
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@PART[smallClaw]:HAS[~RestockIgnore[*]]:FOR[ReStock]
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{
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@author = Andrew Cassidy
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!mesh = DELETE
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MODEL
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{
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model = ReStock/Assets/Coupling/restock-claw-625-2
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}
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%rescaleFactor = 1
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%node_stack_top = 0.0, -0.14082675, 0.00, 0.0, -1.0, 0.0, 1
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%node_attach = 0.0, -0.0738, 0.00, 0.0, -1.0, 0.0, 1
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@MODULE[ModuleGrappleNode]
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{
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nodeTransformName = Pivot
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}
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@MODULE[ModuleAnimateGeneric]
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{
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animationName = Deploy
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}
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@MODULE[FlagDecal]
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{
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textureQuadName = FlagTransform
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}
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!MODULE[FXModuleLookAtConstraint] {}
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MODULE
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{
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name = ModuleRestockConstraints
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LOOKATCONSTRAINT
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{
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rotatorsName = Actuator_0_lower
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targetName = Actuator_0_upper
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}
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LOOKATCONSTRAINT
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{
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rotatorsName = Actuator_0_upper
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targetName = Actuator_0_lower
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}
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LOOKATCONSTRAINT
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{
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rotatorsName = Actuator_1_lower
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targetName = Actuator_1_upper
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}
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LOOKATCONSTRAINT
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{
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rotatorsName = Actuator_1_upper
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targetName = Actuator_1_lower
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}
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LOOKATCONSTRAINT
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{
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rotatorsName = Actuator_2_lower
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targetName = Actuator_2_upper
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}
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LOOKATCONSTRAINT
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{
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rotatorsName = Actuator_2_upper
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targetName = Actuator_2_lower
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}
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LOOKATCONSTRAINT
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{
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rotatorsName = Actuator_3_lower
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targetName = Actuator_3_upper
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}
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LOOKATCONSTRAINT
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{
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rotatorsName = Actuator_3_upper
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targetName = Actuator_3_lower
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}
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LOOKATCONSTRAINT
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{
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rotatorsName = Actuator_4_lower
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targetName = Actuator_4_upper
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}
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LOOKATCONSTRAINT
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{
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rotatorsName = Actuator_4_upper
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targetName = Actuator_4_lower
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}
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LOOKATCONSTRAINT
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{
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rotatorsName = Actuator_5_lower
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targetName = Actuator_5_upper
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}
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LOOKATCONSTRAINT
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{
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rotatorsName = Actuator_5_upper
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targetName = Actuator_5_lower
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}
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}
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!MODULE[ModulePartVariants] {}
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MODULE
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{
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name = ModulePartVariants
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baseVariant = White
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useMultipleDragCubes = false
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VARIANT
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{
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name = White
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displayName = #LOC_Restock_variant-surface_white
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themeName = White
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primaryColor = #ffffff
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secondaryColor = #999999
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GAMEOBJECTS
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{
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Body_white = true
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Body_black = false
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Body_yellow = false
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}
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}
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VARIANT
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{
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name = Dark
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displayName = #LOC_Restock_variant-surface_black
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themeName = Dark
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primaryColor = #4c4f47
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secondaryColor = #999999
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GAMEOBJECTS
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{
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Body_white = false
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Body_black = true
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Body_yellow = false
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}
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}
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VARIANT
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{
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name = Yellow
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displayName = #LOC_Restock_variant-surface_yellow
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themeName = YellowAndWhite
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primaryColor = #B08D43
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secondaryColor = #999999
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GAMEOBJECTS
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{
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Body_white = false
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Body_black = false
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Body_yellow = true
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}
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}
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}
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MODULE
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{
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name = ModuleRestockDepthMask
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maskTransform = DepthMask
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}
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MODULE
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{
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name = ModuleLight
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lightName = SpotLight
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useAnimationDim = true
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lightBrightenSpeed = 2.5
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lightDimSpeed = 2.5
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resourceAmount = 0.02
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useResources = true
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animationName = RestockMiniClawLamp_On
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}
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}
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