IL-GSC/BO1/PC/ZM/maps/_bayonet.gsc
2024-02-18 17:32:07 -05:00

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init()
{
level._effect["character_bayonet_blood_in"] = LoadFx( "impacts/fx_flesh_bayonet_impact" );
level._effect["character_bayonet_blood_front"] = LoadFx( "impacts/fx_flesh_bayonet_fatal_fr" );
level._effect["character_bayonet_blood_back"] = LoadFx( "impacts/fx_flesh_bayonet_fatal_bk" );
level._effect["character_bayonet_blood_right"] = LoadFx( "impacts/fx_flesh_bayonet_fatal_rt" );
level._effect["character_bayonet_blood_left"] = LoadFx( "impacts/fx_flesh_bayonet_fatal_lf" );
}
has_bayonet()
{
currentWeapon = self.weapon;
if ( !IsDefined( currentWeapon ) )
return false;
return IsSubStr( currentWeapon, "_bayonet" );
}