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BO2-Reimagined/scripts/zm/replaced/_zm_perk_vulture.csc

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#include clientscripts\mp\zombies\_zm_perk_vulture;
#include clientscripts\mp\_utility;
#include clientscripts\mp\zombies\_zm_utility;
#include clientscripts\mp\_audio;
#include clientscripts\mp\zombies\_zm_perks;
#include clientscripts\mp\_visionset_mgr;
#include clientscripts\mp\_filter;
vulture_vision_enable(localclientnumber)
{
if (isdefined(level.perk_vulture.vulture_vision_fx_list[localclientnumber]))
vulture_vision_disable(localclientnumber);
level.perk_vulture.vulture_vision_fx_list[localclientnumber] = spawnstruct();
s_temp = level.perk_vulture.vulture_vision_fx_list[localclientnumber];
s_temp.player_ent = self;
s_temp.fx_list = [];
s_temp.fx_list_wallbuy = [];
s_temp.fx_list_special = [];
foreach (powerup in level.perk_vulture.vulture_vision.powerups)
powerup _powerup_drop_fx_enable(localclientnumber);
foreach (zombie in level.perk_vulture.vulture_vision.actors_eye_glow)
zombie _zombie_eye_glow_enable(localclientnumber);
self.perk_vulture = s_temp;
level.perk_vulture.fx_array[localclientnumber] = s_temp;
}
vulture_vision_update_wallbuy_list(localclientnumber, b_first_run)
{
// removed
}
vulture_vision_mystery_box(localclientnumber, oldval, newval, bnewent, binitialsnap, fieldname, bwasdemojump)
{
// removed
}