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https://github.com/JezuzLizard/Recompilable-gscs-for-BO2-zombies-and-multiplayer.git
synced 2025-06-23 09:07:52 -05:00
checked 54 patch_mp/maps/mp scripts
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@ -1,8 +1,12 @@
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//checked includes changed to match cerberus output
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#include maps/mp/gametypes/_spawning;
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#include maps/mp/_compass;
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#include maps/mp/mp_skate_amb;
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#include maps/mp/_load;
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#include maps/mp/mp_skate_fx;
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#include maps/mp/_utility;
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main()
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main() //checked did not match cerberus output did not change
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{
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level.levelspawndvars = ::levelspawndvars;
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maps/mp/mp_skate_fx::main();
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@ -26,16 +30,16 @@ main()
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game[ "strings_menu" ][ "war_callsign_c" ] = "@MPUI_CALLSIGN_MAPNAME_C";
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game[ "strings_menu" ][ "war_callsign_d" ] = "@MPUI_CALLSIGN_MAPNAME_D";
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game[ "strings_menu" ][ "war_callsign_e" ] = "@MPUI_CALLSIGN_MAPNAME_E";
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spawncollision( "collision_physics_cylinder_32x128", "collider", ( -1045, -418,5, 292 ), vectorScale( ( 0, 1, 0 ), 359,8 ) );
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spawncollision( "collision_physics_cylinder_32x128", "collider", ( -720, -628, 292 ), vectorScale( ( 0, 1, 0 ), 355,6 ) );
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spawncollision( "collision_clip_wall_128x128x10", "collider", ( -2250,5, -837,5, 422,5 ), ( 0, 1, 0 ) );
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spawncollision( "collision_clip_wall_128x128x10", "collider", ( -2333, -837,5, 422,5 ), ( 0, 1, 0 ) );
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spawncollision( "collision_physics_64x64x10", "collider", ( -663,5, -1975,5, 314 ), ( 0, 1, 0 ) );
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spawncollision( "collision_clip_wall_128x128x10", "collider", ( 791,5, 683,5, 234 ), vectorScale( ( 0, 1, 0 ), 270 ) );
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spawncollision( "collision_clip_64x64x10", "collider", ( 716, 238,5, 240 ), ( 90, 270, 90 ) );
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spawncollision( "collision_physics_cylinder_32x128", "collider", ( -1045, -418.5, 292 ), vectorScale( ( 0, 1, 0 ), 359.8 ) );
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spawncollision( "collision_physics_cylinder_32x128", "collider", ( -720, -628, 292 ), vectorScale( ( 0, 1, 0 ), 355.6 ) );
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spawncollision( "collision_clip_wall_128x128x10", "collider", ( -2250.5, -837.5, 422.5 ), ( 0, 1, 0 ) );
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spawncollision( "collision_clip_wall_128x128x10", "collider", ( -2333, -837.5, 422.5 ), ( 0, 1, 0 ) );
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spawncollision( "collision_physics_64x64x10", "collider", ( -663.5, -1975.5, 314 ), ( 0, 1, 0 ) );
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spawncollision( "collision_clip_wall_128x128x10", "collider", ( 791.5, 683.5, 234 ), vectorScale( ( 0, 1, 0 ), 270 ) );
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spawncollision( "collision_clip_64x64x10", "collider", ( 716, 238.5, 240 ), ( 90, 270, 90 ) );
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spawncollision( "collision_clip_64x64x10", "collider", ( 716, 198, 240 ), ( 90, 270, 90 ) );
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spawncollision( "collision_clip_64x64x10", "collider", ( 684,5, 223, 200,5 ), ( 1,048, 270, 42 ) );
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spawncollision( "collision_clip_64x64x10", "collider", ( 684,5, 182,5, 200,5 ), ( 1,048, 270, 42 ) );
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spawncollision( "collision_clip_64x64x10", "collider", ( 684.5, 223, 200,5 ), ( 1.048, 270, 42 ) );
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spawncollision( "collision_clip_64x64x10", "collider", ( 684.5, 182.5, 200,5 ), ( 1,048, 270, 42 ) );
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pipe1 = spawn( "script_model", ( -1368, -1541, 257 ) );
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pipe1.angles = vectorScale( ( 0, 1, 0 ), 90 );
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pipe1 setmodel( "paris_construction_scaffold_piece_01" );
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@ -46,7 +50,7 @@ main()
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level.remotemotarviewdown = 65;
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}
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levelspawndvars( reset_dvars )
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levelspawndvars( reset_dvars ) //checked did not match cerberus output did not change
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{
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ss = level.spawnsystem;
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ss.enemy_influencer_radius = set_dvar_float_if_unset( "scr_spawn_enemy_influencer_radius", "2475", reset_dvars );
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