Template:PatchDiff/February 2, 2012 Patch/team fortress 2 materials.gcf/tf/materials/models/player/items/soldier/jag bob haircut.vmt

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N/A1"VertexlitGeneric"
N/A2{
N/A3 "$baseTexture" "models/player/items/soldier/jag_bob_haircut"
N/A4 "$detail" "effects/tiledfire/fireLayeredSlowTiled512.vtf"
N/A5 "$bumpmap" "models/player/items/soldier/jag_bob_haircut_normal"
N/A6 "$basemapalphaphongmask" "0"
N/A7 
N/A8 "$detailscale" "5"
N/A9 "$detailblendfactor" .01
N/A10 "$detailblendmode" 6
N/A11 
N/A12 "$yellow" "0"
N/A13 "$one" "1"
N/A14 
N/A15 "$phong" "1"
N/A16 "$phongexponent" "10"
N/A17 "$phongboost" ".5"
N/A18 "$lightwarptexture" "models/player/pyro/pyro_lightwarp"
N/A19 "$phongfresnelranges" "[.3 1 8]"
N/A20 "$halflambert" "0"
N/A21 
N/A22 "$blendtintbybasealpha" "1"
N/A23 "$blendtintcoloroverbase" "0"
N/A24 
N/A25// "$color2" "{48 35 24}"
N/A26 "$colortint_base" "{48 35 24}"
N/A27 "$colortint_tmp" "[0 0 0]"
N/A28 
N/A29 "$rimlight" "1" // To enable rim lighting (requires phong)
N/A30 "$rimlightexponent" "4" // Exponent for phong component of rim lighting
N/A31 "$rimlightboost" "2" // Boost for ambient cube component of rim lighting
N/A32 
N/A33 // Cloaking
N/A34 "$cloakPassEnabled" "1"
N/A35 
N/A36 "360?$color2" "[ 0.7 0.7 0.7 ]"
N/A37 
N/A38 "Proxies"
N/A39 {
N/A40 "weapon_invis"
N/A41 {
N/A42 }
N/A43 "AnimatedTexture"
N/A44 {
N/A45 "animatedtexturevar" "$detail"
N/A46 "animatedtextureframenumvar" "$detailframe"
N/A47 "animatedtextureframerate" 30
N/A48 }
N/A49 "BurnLevel"
N/A50 {
N/A51 "resultVar" "$detailblendfactor"
N/A52 }
N/A53 "YellowLevel"
N/A54 {
N/A55 "resultVar" "$yellow"
N/A56 }
N/A57 "Equals"
N/A58 {
N/A59 "srcVar1" "$yellow"
N/A60 "resultVar" "$color2"
N/A61 }
N/A62 "ItemTintColor"
N/A63 {
N/A64 "resultVar" "$colortint_tmp"
N/A65 }
N/A66 "SelectFirstIfNonZero"
N/A67 {
N/A68 "srcVar1" "$colortint_tmp"
N/A69 "srcVar2" "$colortint_base"
N/A70 "resultVar" "$color2"
N/A71 }
N/A72 
N/A73 }
N/A74}