Half-Life: Opposing Force main protagonist, Cpl. Adrian Shephard, after Gman put him in stasis...
*Note: this will contain 1 base avatar package that is unarmed because of the file size limit (it's about 50+mb), but you can get the complete version here:
https://www.dropbox.com/s/7bo42ntreruihb5/Adrian%20Shephard%20Miko%20Avatar.zip?dl=0 *Requires Unity 2017 (Unity 2017.4.15f1)
*To upload the complete version, after u've clicked on the "build & publish" button, while on playmode, uncheck the "gameobject" thing and then hit the pause button again:
https://i.imgur.com/44oNCU3.jpg Triggers:
~> For desktop users, you can access the triggers via the emote menu or by doing Shift+(F1-F8).
~> General Control Layout:
https://i.imgur.com/9phAw9I.png ~> For VR users, you can access the triggers by doing the "rocknroll" hand gesture (firing gesture for all weapons), "thumbsup" (deploy snark), "victory/peace" gesture (switch to secondary weapon), "fingerpoint" gesture (reload weapon) and "handgun" (fire grenade launcher) *if you want to fire with your pistol out, simply do a combination of both the "victory/peace" and "rocknroll" gesture with either your left or right hand.
*Gordon Freeman & Barney Calhoun Mikos in the works atm, stay tuned for those...
Credits:
~> Black Mesa models & textures from the Black Mesa Devs:
https://www.facebook.com/BlackMesaDevs/ (Official facebook page)
~> Colt 727 Model and Textures from Garry's mod:
https://steamcommunity.com/sharedfiles/filedetails/?id=362530602 ~> Adrian Shephard playermodel from Garry's mod:
https://steamcommunity.com/sharedfiles/filedetails/?id=105684099, created by:
https://steamcommunity.com/profiles/76561198008297400
Assets (257 files inside Unity Package)
/Assets/Adrian Shephard Miko Base Avatar.prefab
/Assets/Adrian Shephard Miko Assets/Adrian Shephard Miko Base Avatar.unity
/Assets/Adrian Shephard Miko Assets/MantisLODEditor/Common/Mantis_Mesh.cs
/Assets/Adrian Shephard Miko Assets/MantisLODEditor/Common/MantisLODEditorOnline.cs
/Assets/Adrian Shephard Miko Assets/MantisLODEditor/Editor/InnerMantisLODEditorOnline.cs
/Assets/Adrian Shephard Miko Assets/NoeNoe Overlay Shader/NoeNoe Overlay Shader (Opaque).shader
/Assets/Adrian Shephard Miko Assets/NoeNoe Overlay Shader/Textures/noenoe_toon_ramp.png
/Assets/Adrian Shephard Miko Assets/DynamicBone/Demo/GameController.cs
/Assets/Adrian Shephard Miko Assets/DynamicBone/Scripts/DynamicBone.cs
/Assets/Adrian Shephard Miko Assets/DynamicBone/Scripts/DynamicBoneCollider.cs
/Assets/Adrian Shephard Miko Assets/KriptoFX/MeshEffect/PostEffects/Mobile/ME_DistortionAndBloom.cs
/Assets/Adrian Shephard Miko Assets/KriptoFX/MeshEffect/PostEffects/PC/Common/ME_RenderTextureUtility_FPS.cs
/Assets/Adrian Shephard Miko Assets/KriptoFX/MeshEffect/PostEffects/PC/Common/ME_MinAttribute_FPS.cs
/Assets/Adrian Shephard Miko Assets/KriptoFX/MeshEffect/PostEffects/PC/Common/ME_ImageEffectHelper_FPS.cs
/Assets/Adrian Shephard Miko Assets/KriptoFX/MeshEffect/PostEffects/PC/Common/Editor/ME_MinDrawer.cs
/Assets/Adrian Shephard Miko Assets/KriptoFX/MeshEffect/PostEffects/PC/Common/Editor/ME_EditorGUIHelper.cs
/Assets/Adrian Shephard Miko Assets/KriptoFX/MeshEffect/PostEffects/PC/Common/Editor/ME_FieldFinder.cs
/Assets/Adrian Shephard Miko Assets/KriptoFX/MeshEffect/PostEffects/PC/Bloom/ME_Bloom.cs
/Assets/Adrian Shephard Miko Assets/KriptoFX/MeshEffect/PostEffects/PC/Bloom/Editor/ME_BloomEditor.cs
/Assets/Adrian Shephard Miko Assets/KriptoFX/MeshEffect/PostEffects/PC/Bloom/Editor/ME_BloomGraphDrawer.cs
/Assets/Adrian Shephard Miko Assets/KriptoFX/MeshEffect/Shaders/Editor/ME_CustomShaderGUI.cs
/Assets/Adrian Shephard Miko Assets/KriptoFX/MeshEffect/Shaders/Editor/ME_CustomMaterialInspectorParticle.cs
/Assets/Adrian Shephard Miko Assets/KriptoFX/MeshEffect/DemoResources/Scripts/ME_FPS.cs
/Assets/Adrian Shephard Miko Assets/KriptoFX/MeshEffect/DemoResources/Scripts/ME_RealtimeReflection.cs
/Assets/Adrian Shephard Miko Assets/KriptoFX/MeshEffect/DemoResources/Scripts/ME_DemoGUI.cs
/Assets/Adrian Shephard Miko Assets/KriptoFX/MeshEffect/DemoResources/Scripts/ME_MouseOrbit.cs
/Assets/Adrian Shephard Miko Assets/KriptoFX/MeshEffect/Scripts/ME_ParticleTrails.cs
/Assets/Adrian Shephard Miko Assets/KriptoFX/MeshEffect/Scripts/ME_ParticleGravityPoint.cs
/Assets/Adrian Shephard Miko Assets/KriptoFX/MeshEffect/Scripts/ME_CustomPostEffectIgnore.cs
/Assets/Adrian Shephard Miko Assets/KriptoFX/MeshEffect/Scripts/ME_LightCurves.cs
/Assets/Adrian Shephard Miko Assets/KriptoFX/MeshEffect/Scripts/ME_TrailRendererNoise.cs
/Assets/Adrian Shephard Miko Assets/KriptoFX/MeshEffect/Scripts/ME_MeshMaterialEffect.cs
/Assets/Adrian Shephard Miko Assets/KriptoFX/MeshEffect/Scripts/PSMeshRendererUpdater.cs
/Assets/Adrian Shephard Miko Assets/KriptoFX/MeshEffect/Scripts/ME_ParticleCollisionDecal.cs
/Assets/Adrian Shephard Miko Assets/KriptoFX/MeshEffect/Scripts/Helpers/ME_AnimatorEvents.cs
/Assets/Adrian Shephard Miko Assets/KriptoFX/MeshEffect/Scripts/Helpers/ME_EffectSettingColor.cs
/Assets/Adrian Shephard Miko Assets/KriptoFX/MeshEffect/Scripts/Helpers/ME_ColorHelper.cs
/Assets/Adrian Shephard Miko Assets/KriptoFX/MeshEffect/Scripts/Editor/ME_LayerUtilsDistortion.cs
/Assets/Adrian Shephard Miko Assets/KriptoFX/MeshEffect/Scripts/Editor/MeshRendererEditor.cs
/Assets/Adrian Shephard Miko Assets/EffectExamples/Shared/Scripts/GunAim.cs
/Assets/Adrian Shephard Miko Assets/EffectExamples/Shared/Scripts/ParticleExamples.cs
/Assets/Adrian Shephard Miko Assets/EffectExamples/Shared/Scripts/GunShoot.cs
/Assets/Adrian Shephard Miko Assets/EffectExamples/Shared/Scripts/DecalDestroyer.cs
/Assets/Adrian Shephard Miko Assets/EffectExamples/Shared/Scripts/ParticleMenu.cs
/Assets/Adrian Shephard Miko Assets/PostProcessing/Editor/PostProcessingModelEditor.cs
/Assets/Adrian Shephard Miko Assets/PostProcessing/Editor/PostProcessingFactory.cs
/Assets/Adrian Shephard Miko Assets/PostProcessing/Editor/PostProcessingBehaviourEditor.cs
/Assets/Adrian Shephard Miko Assets/PostProcessing/Editor/PostProcessingMonitor.cs
/Assets/Adrian Shephard Miko Assets/PostProcessing/Editor/PostProcessingInspector.cs
/Assets/Adrian Shephard Miko Assets/PostProcessing/Editor/Utils/ReflectionUtils.cs
/Assets/Adrian Shephard Miko Assets/PostProcessing/Editor/Utils/EditorResources.cs
/Assets/Adrian Shephard Miko Assets/PostProcessing/Editor/Utils/CurveEditor.cs
/Assets/Adrian Shephard Miko Assets/PostProcessing/Editor/Utils/FxStyles.cs
/Assets/Adrian Shephard Miko Assets/PostProcessing/Editor/Utils/EditorGUIHelper.cs
/Assets/Adrian Shephard Miko Assets/PostProcessing/Editor/PropertyDrawers/MinDrawer.cs
/Assets/Adrian Shephard Miko Assets/PostProcessing/Editor/PropertyDrawers/GetSetDrawer.cs
/Assets/Adrian Shephard Miko Assets/PostProcessing/Editor/PropertyDrawers/TrackballGroupDrawer.cs
/Assets/Adrian Shephard Miko Assets/PostProcessing/Editor/Monitors/HistogramMonitor.cs
/Assets/Adrian Shephard Miko Assets/PostProcessing/Editor/Monitors/WaveformMonitor.cs
/Assets/Adrian Shephard Miko Assets/PostProcessing/Editor/Monitors/ParadeMonitor.cs
/Assets/Adrian Shephard Miko Assets/PostProcessing/Editor/Monitors/VectorscopeMonitor.cs
/Assets/Adrian Shephard Miko Assets/PostProcessing/Editor/Attributes/PostProcessingModelEditorAttribute.cs
/Assets/Adrian Shephard Miko Assets/PostProcessing/Editor/Models/DefaultPostFxModelEditor.cs
/Assets/Adrian Shephard Miko Assets/PostProcessing/Editor/Models/DitheringModelEditor.cs
/Assets/Adrian Shephard Miko Assets/PostProcessing/Editor/Models/BloomModelEditor.cs
/Assets/Adrian Shephard Miko Assets/PostProcessing/Editor/Models/GrainModelEditor.cs
/Assets/Adrian Shephard Miko Assets/PostProcessing/Editor/Models/AmbientOcclusionModelEditor.cs
/Assets/Adrian Shephard Miko Assets/PostProcessing/Editor/Models/FogModelEditor.cs
/Assets/Adrian Shephard Miko Assets/PostProcessing/Editor/Models/ChromaticAberrationEditor.cs
/Assets/Adrian Shephard Miko Assets/PostProcessing/Editor/Models/ScreenSpaceReflectionModelEditor.cs
/Assets/Adrian Shephard Miko Assets/PostProcessing/Editor/Models/VignetteModelEditor.cs
/Assets/Adrian Shephard Miko Assets/PostProcessing/Editor/Models/UserLutModelEditor.cs
/Assets/Adrian Shephard Miko Assets/PostProcessing/Editor/Models/EyeAdaptationModelEditor.cs
/Assets/Adrian Shephard Miko Assets/PostProcessing/Editor/Models/DepthOfFieldModelEditor.cs
/Assets/Adrian Shephard Miko Assets/PostProcessing/Editor/Models/AntialiasingModelEditor.cs
/Assets/Adrian Shephard Miko Assets/PostProcessing/Editor/Models/ColorGradingModelEditor.cs
/Assets/Adrian Shephard Miko Assets/PostProcessing/Editor/Models/BuiltinDebugViewsEditor.cs
/Assets/Adrian Shephard Miko Assets/PostProcessing/Editor/Models/MotionBlurModelEditor.cs
/Assets/Adrian Shephard Miko Assets/PostProcessing/Runtime/PostProcessingModel.cs
/Assets/Adrian Shephard Miko Assets/PostProcessing/Runtime/PostProcessingContext.cs
/Assets/Adrian Shephard Miko Assets/PostProcessing/Runtime/PostProcessingProfile.cs
/Assets/Adrian Shephard Miko Assets/PostProcessing/Runtime/PostProcessingBehaviour.cs
/Assets/Adrian Shephard Miko Assets/PostProcessing/Runtime/PostProcessingComponent.cs
/Assets/Adrian Shephard Miko Assets/PostProcessing/Runtime/Components/BuiltinDebugViewsComponent.cs
/Assets/Adrian Shephard Miko Assets/PostProcessing/Runtime/Components/FogComponent.cs
/Assets/Adrian Shephard Miko Assets/PostProcessing/Runtime/Components/VignetteComponent.cs
/Assets/Adrian Shephard Miko Assets/PostProcessing/Runtime/Components/TaaComponent.cs
/Assets/Adrian Shephard Miko Assets/PostProcessing/Runtime/Components/UserLutComponent.cs
/Assets/Adrian Shephard Miko Assets/PostProcessing/Runtime/Components/ColorGradingComponent.cs
/Assets/Adrian Shephard Miko Assets/PostProcessing/Runtime/Components/DepthOfFieldComponent.cs
/Assets/Adrian Shephard Miko Assets/PostProcessing/Runtime/Components/BloomComponent.cs
/Assets/Adrian Shephard Miko Assets/PostProcessing/Runtime/Components/MotionBlurComponent.cs
/Assets/Adrian Shephard Miko Assets/PostProcessing/Runtime/Components/GrainComponent.cs
/Assets/Adrian Shephard Miko Assets/PostProcessing/Runtime/Components/EyeAdaptationComponent.cs
/Assets/Adrian Shephard Miko Assets/PostProcessing/Runtime/Components/FxaaComponent.cs
/Assets/Adrian Shephard Miko Assets/PostProcessing/Runtime/Components/ChromaticAberrationComponent.cs
/Assets/Adrian Shephard Miko Assets/PostProcessing/Runtime/Components/ScreenSpaceReflectionComponent.cs
/Assets/Adrian Shephard Miko Assets/PostProcessing/Runtime/Components/AmbientOcclusionComponent.cs
/Assets/Adrian Shephard Miko Assets/PostProcessing/Runtime/Components/DitheringComponent.cs
/Assets/Adrian Shephard Miko Assets/PostProcessing/Runtime/Utils/MaterialFactory.cs
/Assets/Adrian Shephard Miko Assets/PostProcessing/Runtime/Utils/GraphicsUtils.cs
/Assets/Adrian Shephard Miko Assets/PostProcessing/Runtime/Utils/ColorGradingCurve.cs
/Assets/Adrian Shephard Miko Assets/PostProcessing/Runtime/Utils/RenderTextureFactory.cs
/Assets/Adrian Shephard Miko Assets/PostProcessing/Runtime/Attributes/GetSetAttribute.cs
/Assets/Adrian Shephard Miko Assets/PostProcessing/Runtime/Attributes/MinAttribute.cs
/Assets/Adrian Shephard Miko Assets/PostProcessing/Runtime/Attributes/TrackballGroupAttribute.cs
/Assets/Adrian Shephard Miko Assets/PostProcessing/Runtime/Attributes/TrackballAttribute.cs
/Assets/Adrian Shephard Miko Assets/PostProcessing/Runtime/Models/MotionBlurModel.cs
/Assets/Adrian Shephard Miko Assets/PostProcessing/Runtime/Models/ColorGradingModel.cs
/Assets/Adrian Shephard Miko Assets/PostProcessing/Runtime/Models/ScreenSpaceReflectionModel.cs
/Assets/Adrian Shephard Miko Assets/PostProcessing/Runtime/Models/ChromaticAberrationModel.cs
/Assets/Adrian Shephard Miko Assets/PostProcessing/Runtime/Models/AmbientOcclusionModel.cs
/Assets/Adrian Shephard Miko Assets/PostProcessing/Runtime/Models/AntialiasingModel.cs
/Assets/Adrian Shephard Miko Assets/PostProcessing/Runtime/Models/VignetteModel.cs
/Assets/Adrian Shephard Miko Assets/PostProcessing/Runtime/Models/GrainModel.cs
/Assets/Adrian Shephard Miko Assets/PostProcessing/Runtime/Models/FogModel.cs
/Assets/Adrian Shephard Miko Assets/PostProcessing/Runtime/Models/BuiltinDebugViewsModel.cs
/Assets/Adrian Shephard Miko Assets/PostProcessing/Runtime/Models/DitheringModel.cs
/Assets/Adrian Shephard Miko Assets/PostProcessing/Runtime/Models/DepthOfFieldModel.cs
/Assets/Adrian Shephard Miko Assets/PostProcessing/Runtime/Models/BloomModel.cs
/Assets/Adrian Shephard Miko Assets/PostProcessing/Runtime/Models/UserLutModel.cs
/Assets/Adrian Shephard Miko Assets/PostProcessing/Runtime/Models/EyeAdaptationModel.cs
/Assets/Adrian Shephard Miko Assets/csgosas/csgo sexydance.wav
/Assets/Adrian Shephard Miko Assets/FireExplosionVFX/Scripts/FxSplash.cs
/Assets/Adrian Shephard Miko Assets/FireExplosionVFX/Scripts/LaunchEffect.cs
/Assets/Adrian Shephard Miko Assets/Cubed's Unity Shaders/UnityChan/SplashScreen/Scripts/SplashScreen.cs
/Assets/Adrian Shephard Miko Assets/Cubed's Unity Shaders/UnityChan/Scripts/IKCtrlRightHand.cs
/Assets/Adrian Shephard Miko Assets/Cubed's Unity Shaders/UnityChan/Scripts/RandomWind.cs
/Assets/Adrian Shephard Miko Assets/Cubed's Unity Shaders/UnityChan/Scripts/CameraController.cs
/Assets/Adrian Shephard Miko Assets/Cubed's Unity Shaders/UnityChan/Scripts/SpringManager.cs
/Assets/Adrian Shephard Miko Assets/Cubed's Unity Shaders/UnityChan/Scripts/FaceUpdate.cs
/Assets/Adrian Shephard Miko Assets/Cubed's Unity Shaders/UnityChan/Scripts/IdleChanger.cs
/Assets/Adrian Shephard Miko Assets/Cubed's Unity Shaders/UnityChan/Scripts/SpringCollider.cs
/Assets/Adrian Shephard Miko Assets/Cubed's Unity Shaders/UnityChan/Scripts/SpringBone.cs
/Assets/Adrian Shephard Miko Assets/Cubed's Unity Shaders/UnityChan/Scripts/ThirdPersonCamera.cs
/Assets/Adrian Shephard Miko Assets/Cubed's Unity Shaders/UnityChan/Scripts/AutoBlink.cs
/Assets/Adrian Shephard Miko Assets/Cubed's Unity Shaders/UnityChan/Scripts/AutoBlinkforSD.cs
/Assets/Adrian Shephard Miko Assets/Cubed's Unity Shaders/UnityChan/Scripts/UnityChanControlScriptWithRgidBody.cs
/Assets/Adrian Shephard Miko Assets/Cubed's Unity Shaders/Shaders/Flat Lit Toon.shader
/Assets/Adrian Shephard Miko Assets/Cubed's Unity Shaders/Editor/FlatLitToonInspector.cs
/Assets/Adrian Shephard Miko Assets/Miko HECU/HECM adrian shephard gear v2.fbx
/Assets/Adrian Shephard Miko Assets/Miko HECU/BMS Nade.FBX
/Assets/Adrian Shephard Miko Assets/Miko HECU/You Reposted in the Wrong Area of Operations.wav
/Assets/Adrian Shephard Miko Assets/Miko HECU/M40 Gasmask.FBX
/Assets/Adrian Shephard Miko Assets/Miko HECU/barracks08.wav
/Assets/Adrian Shephard Miko Assets/Miko HECU/Helmet.FBX
/Assets/Adrian Shephard Miko Assets/Miko HECU/miko sleeves.fbx
/Assets/Adrian Shephard Miko Assets/Miko HECU/HECM adrian shephard gear.fbx
/Assets/Adrian Shephard Miko Assets/Miko HECU/Materials/tex004.mat
/Assets/Adrian Shephard Miko Assets/Miko HECU/Materials/tex001.mat
/Assets/Adrian Shephard Miko Assets/Miko HECU/Materials/eyeball_r.bmp.mat
/Assets/Adrian Shephard Miko Assets/Miko HECU/Materials/tex001 v2.png
/Assets/Adrian Shephard Miko Assets/Miko HECU/Materials/rpg_screen2.png
/Assets/Adrian Shephard Miko Assets/Miko HECU/Materials/tex003.png
/Assets/Adrian Shephard Miko Assets/Miko HECU/Materials/tex004.tga
/Assets/Adrian Shephard Miko Assets/Miko HECU/Materials/eye emission.png
/Assets/Adrian Shephard Miko Assets/Miko HECU/Materials/humangrunt_sheet.bmp.mat
/Assets/Adrian Shephard Miko Assets/Miko HECU/Materials/Material #49.mat
/Assets/Adrian Shephard Miko Assets/Miko HECU/Materials/mask_glass.bmp.mat
/Assets/Adrian Shephard Miko Assets/Miko HECU/Materials/tex002.png
/Assets/Adrian Shephard Miko Assets/Miko HECU/Materials/v_grenade.bmp
/Assets/Adrian Shephard Miko Assets/Miko HECU/Materials/tex002.mat
/Assets/Adrian Shephard Miko Assets/Miko HECU/Materials/tex003.mat
/Assets/Adrian Shephard Miko Assets/Miko HECU/Materials/Material #51.mat
/Assets/Adrian Shephard Miko Assets/Miko HECU/Materials/tex005.png
/Assets/Adrian Shephard Miko Assets/Miko HECU/Materials/Gasmask_sheet.bmp.mat
/Assets/Adrian Shephard Miko Assets/Miko HECU/Materials/Material #46.mat
/Assets/Adrian Shephard Miko Assets/Miko HECU/Materials/tex006.mat
/Assets/Adrian Shephard Miko Assets/Miko HECU/Materials/v_grenade_normal.bmp
/Assets/Adrian Shephard Miko Assets/Miko HECU/Materials/tex005.mat
/Assets/Adrian Shephard Miko Assets/Miko HECU/Materials/eyeball_l.bmp.mat
/Assets/Adrian Shephard Miko Assets/bms hecu/melee.wav
/Assets/Adrian Shephard Miko Assets/bms hecu/Materials/gloves 2.mat
/Assets/Adrian Shephard Miko Assets/css st6/ammopickup.wav
/Assets/Adrian Shephard Miko Assets/WarFX muzzleshit/Demo/Assets/WFX_Demo_New.cs
/Assets/Adrian Shephard Miko Assets/WarFX muzzleshit/Demo/Assets/CFX_AutoStopLoopedEffect.cs
/Assets/Adrian Shephard Miko Assets/WarFX muzzleshit/Demo/Assets/CFX_Demo_RotateCamera.cs
/Assets/Adrian Shephard Miko Assets/WarFX muzzleshit/Demo/Assets/CFX_Demo_RandomDir.cs
/Assets/Adrian Shephard Miko Assets/WarFX muzzleshit/Demo/Assets/WFX_Demo.cs
/Assets/Adrian Shephard Miko Assets/WarFX muzzleshit/Demo/Assets/CFX_Demo_Translate.cs
/Assets/Adrian Shephard Miko Assets/WarFX muzzleshit/Demo/Assets/WFX_Demo_RandomDir.cs
/Assets/Adrian Shephard Miko Assets/WarFX muzzleshit/Demo/Assets/WFX_Demo_Wall.cs
/Assets/Adrian Shephard Miko Assets/WarFX muzzleshit/Demo/Assets/WFX_Demo_DeleteAfterDelay.cs
/Assets/Adrian Shephard Miko Assets/WarFX muzzleshit/Spawn System/CFX_SpawnSystem.cs
/Assets/Adrian Shephard Miko Assets/WarFX muzzleshit/Editor/CFX_SpawnSystemEditor.cs
/Assets/Adrian Shephard Miko Assets/WarFX muzzleshit/Scripts/CFX_LightIntensityFade.cs
/Assets/Adrian Shephard Miko Assets/WarFX muzzleshit/Scripts/WFX_LightFlicker.cs
/Assets/Adrian Shephard Miko Assets/WarFX muzzleshit/Scripts/WFX_BulletHoleDecal.cs
/Assets/Adrian Shephard Miko Assets/WarFX muzzleshit/Scripts/CFX_AutoDestructShuriken.cs
/Assets/Adrian Shephard Miko Assets/Standard Assets/ParticleSystems/Scripts/Explosive.cs
/Assets/Adrian Shephard Miko Assets/Standard Assets/ParticleSystems/Scripts/AfterburnerPhysicsForce.cs
/Assets/Adrian Shephard Miko Assets/Standard Assets/ParticleSystems/Scripts/ExplosionFireAndDebris.cs
/Assets/Adrian Shephard Miko Assets/Standard Assets/ParticleSystems/Scripts/WaterHoseParticles.cs
/Assets/Adrian Shephard Miko Assets/Standard Assets/ParticleSystems/Scripts/ExplosionPhysicsForce.cs
/Assets/Adrian Shephard Miko Assets/Standard Assets/ParticleSystems/Scripts/FireLight.cs
/Assets/Adrian Shephard Miko Assets/Standard Assets/ParticleSystems/Scripts/ParticleSystemMultiplier.cs
/Assets/Adrian Shephard Miko Assets/Standard Assets/ParticleSystems/Scripts/SmokeParticles.cs
/Assets/Adrian Shephard Miko Assets/Standard Assets/ParticleSystems/Scripts/Hose.cs
/Assets/Adrian Shephard Miko Assets/Standard Assets/ParticleSystems/Scripts/ExtinguishableParticleSystem.cs
/Assets/Adrian Shephard Miko Assets/Standard Assets/CrossPlatformInput/Scripts/VirtualInput.cs
/Assets/Adrian Shephard Miko Assets/Standard Assets/CrossPlatformInput/Scripts/Joystick.cs
/Assets/Adrian Shephard Miko Assets/Standard Assets/CrossPlatformInput/Scripts/TouchPad.cs
/Assets/Adrian Shephard Miko Assets/Standard Assets/CrossPlatformInput/Scripts/MobileControlRig.cs
/Assets/Adrian Shephard Miko Assets/Standard Assets/CrossPlatformInput/Scripts/ButtonHandler.cs
/Assets/Adrian Shephard Miko Assets/Standard Assets/CrossPlatformInput/Scripts/CrossPlatformInputManager.cs
/Assets/Adrian Shephard Miko Assets/Standard Assets/CrossPlatformInput/Scripts/TiltInput.cs
/Assets/Adrian Shephard Miko Assets/Standard Assets/CrossPlatformInput/Scripts/AxisTouchButton.cs
/Assets/Adrian Shephard Miko Assets/Standard Assets/CrossPlatformInput/Scripts/InputAxisScrollbar.cs
/Assets/Adrian Shephard Miko Assets/Standard Assets/CrossPlatformInput/Scripts/PlatformSpecific/StandaloneInput.cs
/Assets/Adrian Shephard Miko Assets/Standard Assets/CrossPlatformInput/Scripts/PlatformSpecific/MobileInput.cs
/Assets/Adrian Shephard Miko Assets/Standard Assets/Characters/FirstPersonCharacter/Scripts/FirstPersonController.cs
/Assets/Adrian Shephard Miko Assets/Standard Assets/Characters/FirstPersonCharacter/Scripts/HeadBob.cs
/Assets/Adrian Shephard Miko Assets/Standard Assets/Characters/FirstPersonCharacter/Scripts/MouseLook.cs
/Assets/Adrian Shephard Miko Assets/Standard Assets/Characters/FirstPersonCharacter/Scripts/RigidbodyFirstPersonController.cs
/Assets/Adrian Shephard Miko Assets/Standard Assets/Characters/ThirdPersonCharacter/Scripts/ThirdPersonCharacter.cs
/Assets/Adrian Shephard Miko Assets/Standard Assets/Characters/ThirdPersonCharacter/Scripts/AICharacterControl.cs
/Assets/Adrian Shephard Miko Assets/Standard Assets/Characters/ThirdPersonCharacter/Scripts/ThirdPersonUserControl.cs
/Assets/Adrian Shephard Miko Assets/Standard Assets/Characters/RollerBall/Scripts/BallUserControl.cs
/Assets/Adrian Shephard Miko Assets/Standard Assets/Characters/RollerBall/Scripts/Ball.cs
/Assets/Adrian Shephard Miko Assets/Standard Assets/Editor/CrossPlatformInput/CrossPlatformInputInitialize.cs
/Assets/Adrian Shephard Miko Assets/Standard Assets/Utility/WaypointCircuit.cs
/Assets/Adrian Shephard Miko Assets/Standard Assets/Utility/WaypointProgressTracker.cs
/Assets/Adrian Shephard Miko Assets/Standard Assets/Utility/CameraRefocus.cs
/Assets/Adrian Shephard Miko Assets/Standard Assets/Utility/SimpleMouseRotator.cs
/Assets/Adrian Shephard Miko Assets/Standard Assets/Utility/AutoMoveAndRotate.cs
/Assets/Adrian Shephard Miko Assets/Standard Assets/Utility/EventSystemChecker.cs
/Assets/Adrian Shephard Miko Assets/Standard Assets/Utility/AlphaButtonClickMask.cs
/Assets/Adrian Shephard Miko Assets/Standard Assets/Utility/DragRigidbody.cs
/Assets/Adrian Shephard Miko Assets/Standard Assets/Utility/SimpleActivatorMenu.cs
/Assets/Adrian Shephard Miko Assets/Standard Assets/Utility/AutoMobileShaderSwitch.cs
/Assets/Adrian Shephard Miko Assets/Standard Assets/Utility/ObjectResetter.cs
/Assets/Adrian Shephard Miko Assets/Standard Assets/Utility/PlatformSpecificContent.cs
/Assets/Adrian Shephard Miko Assets/Standard Assets/Utility/CurveControlledBob.cs
/Assets/Adrian Shephard Miko Assets/Standard Assets/Utility/LerpControlledBob.cs
/Assets/Adrian Shephard Miko Assets/Standard Assets/Utility/TimedObjectActivator.cs
/Assets/Adrian Shephard Miko Assets/Standard Assets/Utility/FOVKick.cs
/Assets/Adrian Shephard Miko Assets/Standard Assets/Utility/FollowTarget.cs
/Assets/Adrian Shephard Miko Assets/Standard Assets/Utility/FPSCounter.cs
/Assets/Adrian Shephard Miko Assets/Standard Assets/Utility/ParticleSystemDestroyer.cs
/Assets/Adrian Shephard Miko Assets/Standard Assets/Utility/SmoothFollow.cs
/Assets/Adrian Shephard Miko Assets/Standard Assets/Utility/DynamicShadowSettings.cs
/Assets/Adrian Shephard Miko Assets/Standard Assets/Utility/TimedObjectDestructor.cs
/Assets/Adrian Shephard Miko Assets/Standard Assets/Utility/ActivateTrigger.cs
/Assets/Adrian Shephard Miko Assets/Standard Assets/Utility/ForcedReset.cs
/Assets/Adrian Shephard Miko Assets/_MK/MKGlowFree/MKGlowFree.cs
/Assets/Adrian Shephard Miko Assets/_MK/MKGlowFree/Editor/MKGlowFreeEditor.cs
/Assets/Adrian Shephard Miko Assets/Adrian Shephard/Materials/Material #13.000.mat
/Assets/Adrian Shephard Miko Assets/Adrian Shephard/Materials/humangrunt_sheet.bmp
/Assets/Adrian Shephard Miko Assets/Adrian Shephard/Materials/gasmask_sheet v2.bmp
/Assets/Adrian Shephard Miko Assets/Adrian Shephard/Materials/miko m40 gasmask.mat
/Assets/Adrian Shephard Miko Assets/Adrian Shephard/Materials/humangrunt_sheet 1.mat
/Assets/Adrian Shephard Miko Assets/Adrian Shephard/Materials/gasmask_normal.bmp
/Assets/Adrian Shephard Miko Assets/Adrian Shephard/Materials/humangrunt_normal.bmp
/Assets/Adrian Shephard Miko Assets/Adrian Shephard/Materials/miko m40 gasmask 1.mat
/Assets/Adrian Shephard Miko Assets/Adrian Shephard/Materials/mask_glass.bmp
/Assets/Adrian Shephard Miko Assets/Models/Nanachi/DynamicBone/Scripts/DynamicBoneColliderBase.cs
/Assets/Adrian Shephard Miko Assets/Models/Nanachi/DynamicBone/Scripts/DynamicBonePlaneCollider.cs