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Archives/BF1942/levels/BangBangOw_s Custom DC Maps/Zero_Dark_Thirty.rfa
bf1942/levels/Zero_Dark_Thirty/standardmesh/dc_mktbldg6_m1.rs
subshader "dc_mktbldg6_m1_Material0" "StandardMesh/Default"
{
   lighting true;
   materialDiffuse 1 1 1;
   lightingSpecular false;
   texture "texture/dc_biz_awnings1";
}
subshader "dc_mktbldg6_m1_Material1" "StandardMesh/Default"
{
   lighting true;
   materialDiffuse 1 1 1;
   lightingSpecular false;
   texture "texture/dc_biz_wall2";
}
subshader "dc_mktbldg6_m1_Material2" "StandardMesh/Default"
{
   lighting true;
   materialDiffuse 1 1 1;
   lightingSpecular false;
   texture "texture/dc_biz_roof1";
}
subshader "dc_mktbldg6_m1_Material3" "StandardMesh/Default"
{
   lighting true;
   materialDiffuse 1 1 1;
   lightingSpecular false;
   texture "texture/dc_slums_generic2";
}
subshader "dc_mktbldg6_m1_Material4" "StandardMesh/Default"
{
   lighting true;
   materialDiffuse 1 1 1;
   lightingSpecular false;
   texture "texture/dc_biz_sidewalk1";
}
subshader "dc_mktbldg6_m1_Material5" "StandardMesh/Default"
{
   lighting true;
   materialDiffuse 1 1 1;
   lightingSpecular false;
   texture "texture/dc_biz_doors1";
}
subshader "dc_mktbldg6_m1_Material6" "StandardMesh/Default"
{
   lighting true;
   materialDiffuse 1 1 1;
   lightingSpecular false;
   texture "texture/dc_biz_wall3";
}
subshader "dc_mktbldg6_m1_Material7" "StandardMesh/Default"
{
   lighting true;
   materialDiffuse 1 1 1;
   lightingSpecular false;
   texture "texture/dc_biz_signs1";
}