移除水
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// Crest Water System
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// Copyright © 2024 Wave Harmonic. All rights reserved.
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// Define empty namespaces for when assemblies are not present.
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namespace WaveHarmonic.Crest.Paint { }
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namespace WaveHarmonic.Crest.Splines { }
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serializedVersion: 2
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@@ -1,37 +0,0 @@
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// Crest Water System
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// Copyright © 2024 Wave Harmonic. All rights reserved.
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using UnityEngine;
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namespace WaveHarmonic.Crest
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{
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/// <summary>
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/// Contains extensions to support scripting.
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/// </summary>
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public static partial class _Extensions
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{
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/// <summary>
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/// AddComponent that is compatible with Crest inputs.
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/// </summary>
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/// <typeparam name="T">The input type.</typeparam>
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/// <param name="gameObject">The game object to add the input to.</param>
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/// <param name="mode">The input mode. Not all inputs support all modes. Refer to the UI as to what input supports what mode.</param>
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/// <returns>The newly created input component setup with the provided mode.</returns>
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public static T AddComponent<T>(this GameObject gameObject, LodInputMode mode)
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where T : LodInput
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{
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var input = gameObject.AddComponent<T>();
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input._Mode = mode;
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// Not all modes have associated data.
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if (mode is not LodInputMode.Global or LodInputMode.Primitive or LodInputMode.Unset) AddData(input, mode);
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input.InferBlend();
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return input;
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}
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static void AddData<T>(this LodInput input, LodInputMode mode) where T : LodInputData, new()
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{
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input.Data = new T();
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input.Data._Input = input;
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}
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}
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}
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@@ -1,11 +0,0 @@
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fileFormatVersion: 2
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guid: bf4a91d347c104b8b9f5faa060b121ef
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -1,8 +0,0 @@
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fileFormatVersion: 2
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guid: 7ee439ee99fb8490fbe84c3ea930a98c
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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@@ -1,81 +0,0 @@
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// <auto-generated/>
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// Crest Water System
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// Copyright © 2024 Wave Harmonic. All rights reserved.
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using WaveHarmonic.Crest.Splines;
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using WaveHarmonic.Crest.Paint;
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namespace WaveHarmonic.Crest
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{
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static partial class _Extensions
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{
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static void AddData(LodInput input, LodInputMode mode)
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{
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switch (mode)
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{
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case LodInputMode.Renderer when input is AbsorptionLodInput: AddData<AbsorptionRendererLodInputData>(input, mode); break;
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case LodInputMode.Texture when input is AbsorptionLodInput: AddData<AbsorptionTextureLodInputData>(input, mode); break;
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#if d_CrestSplines
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case LodInputMode.Spline when input is AbsorptionLodInput: AddData<AbsorptionSplineLodInputData>(input, mode); break;
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#endif
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#if d_CrestPaint
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case LodInputMode.Paint when input is AbsorptionLodInput: AddData<AbsorptionPaintLodInputData>(input, mode); break;
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#endif
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case LodInputMode.Renderer when input is AlbedoLodInput: AddData<AlbedoRendererLodInputData>(input, mode); break;
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case LodInputMode.Renderer when input is AnimatedWavesLodInput: AddData<AnimatedWavesRendererLodInputData>(input, mode); break;
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case LodInputMode.Renderer when input is ClipLodInput: AddData<ClipRendererLodInputData>(input, mode); break;
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case LodInputMode.Texture when input is ClipLodInput: AddData<ClipTextureLodInputData>(input, mode); break;
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#if d_CrestPaint
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case LodInputMode.Paint when input is ClipLodInput: AddData<ClipPaintLodInputData>(input, mode); break;
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#endif
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case LodInputMode.Renderer when input is DepthLodInput: AddData<DepthRendererLodInputData>(input, mode); break;
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case LodInputMode.Texture when input is DepthLodInput: AddData<DepthTextureLodInputData>(input, mode); break;
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case LodInputMode.Geometry when input is DepthLodInput: AddData<DepthGeometryLodInputData>(input, mode); break;
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case LodInputMode.Renderer when input is DynamicWavesLodInput: AddData<DynamicWavesRendererLodInputData>(input, mode); break;
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case LodInputMode.Renderer when input is FlowLodInput: AddData<FlowRendererLodInputData>(input, mode); break;
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case LodInputMode.Texture when input is FlowLodInput: AddData<FlowTextureLodInputData>(input, mode); break;
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#if d_CrestPaint
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case LodInputMode.Paint when input is FlowLodInput: AddData<FlowPaintLodInputData>(input, mode); break;
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#endif
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#if d_CrestSplines
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case LodInputMode.Spline when input is FlowLodInput: AddData<FlowSplineLodInputData>(input, mode); break;
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#endif
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case LodInputMode.Renderer when input is FoamLodInput: AddData<FoamRendererLodInputData>(input, mode); break;
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case LodInputMode.Texture when input is FoamLodInput: AddData<FoamTextureLodInputData>(input, mode); break;
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#if d_CrestPaint
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case LodInputMode.Paint when input is FoamLodInput: AddData<FoamPaintLodInputData>(input, mode); break;
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#endif
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#if d_CrestSplines
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case LodInputMode.Spline when input is FoamLodInput: AddData<FoamSplineLodInputData>(input, mode); break;
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#endif
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case LodInputMode.Renderer when input is LevelLodInput: AddData<LevelRendererLodInputData>(input, mode); break;
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case LodInputMode.Texture when input is LevelLodInput: AddData<LevelTextureLodInputData>(input, mode); break;
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#if d_CrestPaint
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case LodInputMode.Paint when input is LevelLodInput: AddData<LevelPaintLodInputData>(input, mode); break;
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#endif
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#if d_CrestSplines
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case LodInputMode.Spline when input is LevelLodInput: AddData<LevelSplineLodInputData>(input, mode); break;
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#endif
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case LodInputMode.Geometry when input is LevelLodInput: AddData<LevelGeometryLodInputData>(input, mode); break;
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case LodInputMode.Renderer when input is ScatteringLodInput: AddData<ScatteringRendererLodInputData>(input, mode); break;
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case LodInputMode.Texture when input is ScatteringLodInput: AddData<ScatteringTextureLodInputData>(input, mode); break;
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#if d_CrestSplines
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case LodInputMode.Spline when input is ScatteringLodInput: AddData<ScatteringSplineLodInputData>(input, mode); break;
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#endif
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#if d_CrestPaint
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case LodInputMode.Paint when input is ScatteringLodInput: AddData<ScatteringPaintLodInputData>(input, mode); break;
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#endif
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case LodInputMode.Renderer when input is ShadowLodInput: AddData<ShadowRendererLodInputData>(input, mode); break;
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case LodInputMode.Renderer when input is ShapeWaves: AddData<ShapeWavesRendererLodInputData>(input, mode); break;
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case LodInputMode.Texture when input is ShapeWaves: AddData<ShapeWavesTextureLodInputData>(input, mode); break;
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#if d_CrestPaint
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case LodInputMode.Paint when input is ShapeWaves: AddData<ShapeWavesPaintLodInputData>(input, mode); break;
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#endif
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#if d_CrestSplines
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case LodInputMode.Spline when input is ShapeWaves: AddData<ShapeWavesSplineLodInputData>(input, mode); break;
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#endif
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}
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}
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}
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}
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@@ -1,11 +0,0 @@
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fileFormatVersion: 2
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guid: 9fe46e95241264fffb8a0455642f04f0
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MonoImporter:
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serializedVersion: 2
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -1,30 +0,0 @@
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{
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"name": "WaveHarmonic.Crest.Scripting",
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"rootNamespace": "",
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"references": [
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"GUID:7c347618730f5467f86a58f333ce21df",
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"GUID:14c30fdc5e1c1403a8ae14a752f3df85",
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"GUID:1a8679b518d374790a83a275d183e377"
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],
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"includePlatforms": [],
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"excludePlatforms": [],
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"allowUnsafeCode": false,
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"overrideReferences": false,
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"precompiledReferences": [],
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"autoReferenced": true,
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"defineConstraints": [],
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"versionDefines": [
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{
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"name": "com.waveharmonic.crest.splines",
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"expression": "",
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"define": "d_CrestSplines"
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},
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{
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"name": "com.waveharmonic.crest.paint",
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"expression": "",
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"define": "d_CrestPaint"
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}
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],
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"noEngineReferences": false
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}
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