Template:PatchDiff/December 20, 2012 Patch/team fortress 2 materials.gcf/tf/materials/models/weapons/c items/c medigun defense.vmt

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N/A1"VertexlitGeneric"
N/A2{
N/A3 "$baseTexture" "models\weapons\c_items/c_medigun_defense"
N/A4 "$bumpmap" "models\effects\flat_normal"
N/A5 "$basemapalphaphongmask" "1"
N/A6 
N/A7 "$detail" "effects/tiledfire/fireLayeredSlowTiled512.vtf"
N/A8 "$detailscale" "5"
N/A9 "$detailblendfactor" .00
N/A10 "$yellow" "0"
N/A11 "$phong" "1"
N/A12 "$phongexponent" "20"
N/A13 "$phongboost" "10"
N/A14 "$lightwarptexture" "models/player/pyro/pyro_lightwarp"
N/A15 "$phongfresnelranges" "[.3 1 8]"
N/A16 "$halflambert" "0"
N/A17 
N/A18 
N/A19 
N/A20 //"$blendtintbybasealpha" "1"
N/A21 //"$blendtintcoloroverbase" "0"
N/A22 //"$colortint_base" "{166 134 103}"
N/A23 //"$color2" "{69 53 48}"
N/A24 "$colortint_tmp" "[0 0 0]"
N/A25 
N/A26 "$rimlight" "1" // To enable rim lighting (requires phong)
N/A27 "$rimlightexponent" "4" // Exponent for phong component of rim lighting
N/A28 "$rimlightboost" "2"
N/A29 
N/A30 "$cloakPassEnabled" "1"
N/A31 
N/A32 "Proxies"
N/A33 {
N/A34 "weapon_invis"
N/A35 {
N/A36 }
N/A37 
N/A38 "AnimatedTexture"
N/A39 {
N/A40 "animatedtexturevar" "$detail"
N/A41 "animatedtextureframenumvar" "$detailframe"
N/A42 "animatedtextureframerate" 30
N/A43 }
N/A44 
N/A45 "BurnLevel"
N/A46 {
N/A47 "resultVar" "$detailblendfactor"
N/A48 }
N/A49 
N/A50 "YellowLevel"
N/A51 {
N/A52 "resultVar" "$yellow"
N/A53 }
N/A54 
N/A55 "Equals"
N/A56 {
N/A57 "srcVar1" "$yellow"
N/A58 "resultVar" "$color2"
N/A59 }
N/A60 }
N/A61}