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glow/emissive for held items, even if the actor has no glow/emissive sprites
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@@ -137,6 +137,7 @@ abstract class GameItem(val originalID: ItemID) : Comparable<GameItem>, Cloneabl
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*/
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@Transient open val itemImage: TextureRegion? = null
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@Transient open val itemImageGlow: TextureRegion? = null
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@Transient open val itemImageEmissive: TextureRegion? = null
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/**
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* Apparent mass of the item. (basemass * scale^3)
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