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/usr/share/games/searchandrescue/textures.ini is in searchandrescue-data 1.3.0-1.

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The actual contents of the file can be viewed below.

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#                       SAR Texture References List
#
# Introduction
# ------------
#
# Contains a list of texture reference names and associated file names
# to be loaded whenever a scene (.scn file) is to be loaded.
#
# Try to keep the list as minimal as possable, only the basic textures
# that you know you will need most of the time should be loaded.
#
# All texture reference names specific to the game (the game's basic
# exected to exist textures) should be prefixed with sar_ in their
# reference names.
#
#
# Notes
# -----
#
# First argument to TextureAdd is the texture reference name. It is
# not case sensitive and may not contain white spaces. Avoid using
# any funny characters.
#
# The local data directory will be prefixed to the value of
# TextureFileName and checked if the file exists, if not then the
# global data directory will be prefixed to the value of TextureFileName
# and then checked if the file exists (UNIX version only). It's always
# best to use a relative path statement.
#
# TexturePriority specifies the urgency of the texture to be placed into
# resident texture memory. Higher values will make the texture more likly
# to be placed into resident texture memory.
#


# Celestial
#
# These textures are greyscale unless otherwise noted where pure black is
# transparent. These texture names are used internally by the program by
# may be used in scenery and objects as long as they are not overloaded
# by the scenery or object file.
#
# All celestial textures are displayed as billboards.
#
TextureAdd = sar_sun
	TextureFileName = textures/celestial/sun.tex
	TextureFlags = 0
	TexturePriority = 0.99
TextureAdd = sar_moon
	TextureFileName = textures/celestial/moon.tex
	TextureFlags = 0
	TexturePriority = 0.99

# Weather: Clouds
#
TextureAdd = sar_clouds_clear
	TextureFileName = textures/weather/clouds_clear.tex
	TextureFlags = 0
	TexturePriority = 0.95

TextureAdd = sar_clouds_hazy
        TextureFileName = textures/weather/clouds_hazy.tex
        TextureFlags = 0
	TexturePriority = 0.95

TextureAdd = sar_clouds_scattered
        TextureFileName = textures/weather/clouds_scattered.tex
        TextureFlags = 0
	TexturePriority = 0.95

TextureAdd = sar_clouds_dense
        TextureFileName = textures/weather/clouds_dense.tex
        TextureFlags = 0
	TexturePriority = 0.95

TextureAdd = sar_clouds_overcast
        TextureFileName = textures/weather/clouds_overcast.tex
        TextureFlags = 0
	TexturePriority = 0.95

# Weather: Cloud `Billboards'
#
TextureAdd = sar_clouds_bb_cumulonimbus
	TextureFileName = textures/weather/clouds_bb_cumulonimbus01.tex
	TextureFlags = 0
	TexturePriority = 0.95

TextureAdd = sar_clouds_bb_cumulus
        TextureFileName = textures/weather/clouds_bb_cumulus01.tex
        TextureFlags = 0
	TexturePriority = 0.95


# Skyports: Runways and Helipads
#
TextureAdd = sar_runway
	TextureFileName = textures/runway.tex
        TextureFlags = 0
	TexturePriority = 0.80

TextureAdd = sar_helipad_paved
        TextureFileName = textures/helipad_paved.tex
        TextureFlags = 0
	TexturePriority = 0.80
TextureAdd = sar_helipad_bare
	TextureFileName = textures/helipad_bare.tex
	TextureFlags = 0
	TexturePriority = 0.80
TextureAdd = sar_helipad_building
	TextureFileName = textures/helipad_building.tex
	TextureFlags = 0
	TexturePriority = 0.80
TextureAdd = sar_helipad_vehicle
	TextureFileName = textures/helipad_vehicle.tex
	TextureFlags = 0
	TexturePriority = 0.80

# Special Effects
TextureAdd = sar_smoke_light
        TextureFileName = textures/effects/smoke_light.tex
        TextureFlags = 0
	TexturePriority = 0.50

TextureAdd = sar_smoke_medium
        TextureFileName = textures/effects/smoke_medium.tex
        TextureFlags = 0
        TexturePriority = 0.50

TextureAdd = sar_smoke_dark
        TextureFileName = textures/effects/smoke_dark.tex
        TextureFlags = 0
	TexturePriority = 0.50

TextureAdd = sar_splash
	TextureFileName = textures/effects/splash.tex
	TextureFlags = 0
	TexturePriority = 0.50

TextureAdd = sar_explosion
        TextureFileName = textures/effects/explosion.tex
        TextureFlags = 0
	TexturePriority = 0.50
TextureAdd = sar_explosion_ir
	TextureFileName = textures/effects/explosion_ir.tex
	TextureFlags = 0
	TexturePriority = 0.30

TextureAdd = sar_fire
        TextureFileName = textures/effects/fire.tex
        TextureFlags = 0
        TexturePriority = 0.50
TextureAdd = sar_fire_ir
	TextureFileName = textures/effects/fire_ir.tex
	TextureFlags = 0
	TexturePriority = 0.50

TextureAdd = sar_rotor_wash
	TextureFileName = textures/effects/rotor_wash.tex
        TextureFlags = 0
	TexturePriority = 0.90
TextureAdd = sar_rotor_blade_blur
	TextureFileName = textures/effects/rotor_blade_blur.tex
	TextureFlags = 0
	TexturePriority = 0.95

TextureAdd = sar_water_ripple
        TextureFileName = textures/effects/water_ripple.tex
        TextureFlags = 0
	TexturePriority = 0.90

# Spot light cast
TextureAdd = sar_spotlightcast
	TextureFileName = textures/spotlightcast.tex
	TextureFlags = 0
	TexturePriority = 0.95

# Rescue Basket
TextureAdd = sar_basket_side
        TextureFileName = textures/basket_side.tex
        TextureFlags = 0
	TexturePriority = 0.80

TextureAdd = sar_basket_end
        TextureFileName = textures/basket_end.tex
        TextureFlags = 0
	TexturePriority = 0.80

TextureAdd = sar_basket_bottom
        TextureFileName = textures/basket_bottom.tex
        TextureFlags = 0
	TexturePriority = 0.80

# User created textures (that are definatly needed on almost all scenes)
# should go here.

# TextureAdd = mytexture
#	TextureFileName = textures/mytexture.tex
#	TextureFlags = 0
#	TexturePriority = 0.50