mirror of
https://github.com/JezuzLizard/Recompilable-gscs-for-BO2-zombies-and-multiplayer.git
synced 2025-06-29 12:07:51 -05:00
Reorganized the scripts so its easier to search thru.
This commit is contained in:
1605
Multiplayer Maps/mp_castaway/maps/mp/createfx/mp_castaway_fx.gsc
Normal file
1605
Multiplayer Maps/mp_castaway/maps/mp/createfx/mp_castaway_fx.gsc
Normal file
File diff suppressed because it is too large
Load Diff
56
Multiplayer Maps/mp_castaway/maps/mp/mp_castaway.gsc
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56
Multiplayer Maps/mp_castaway/maps/mp/mp_castaway.gsc
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@ -0,0 +1,56 @@
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#include maps/mp/_compass;
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#include maps/mp/_utility;
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main()
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{
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level.levelspawndvars = ::levelspawndvars;
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maps/mp/mp_castaway_fx::main();
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precachemodel( "collision_physics_64x64x10" );
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precachemodel( "collision_clip_64x64x10" );
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precachemodel( "collision_physics_128x128x10" );
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precachemodel( "p6_cas_rock_medium_02_trimmed" );
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maps/mp/_load::main();
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maps/mp/mp_castaway_amb::main();
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maps/mp/_compass::setupminimap( "compass_map_mp_castaway" );
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setdvar( "compassmaxrange", "2100" );
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setdvar( "bg_dog_swim_enabled", 1 );
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game[ "strings" ][ "war_callsign_a" ] = &"MPUI_CALLSIGN_MAPNAME_A";
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game[ "strings" ][ "war_callsign_b" ] = &"MPUI_CALLSIGN_MAPNAME_B";
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game[ "strings" ][ "war_callsign_c" ] = &"MPUI_CALLSIGN_MAPNAME_C";
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game[ "strings" ][ "war_callsign_d" ] = &"MPUI_CALLSIGN_MAPNAME_D";
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game[ "strings" ][ "war_callsign_e" ] = &"MPUI_CALLSIGN_MAPNAME_E";
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game[ "strings_menu" ][ "war_callsign_a" ] = "@MPUI_CALLSIGN_MAPNAME_A";
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game[ "strings_menu" ][ "war_callsign_b" ] = "@MPUI_CALLSIGN_MAPNAME_B";
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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_64x64x10", "collider", ( -1181, 1602, 242 ), ( 9,8, 270, 106 ) );
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spawncollision( "collision_physics_64x64x10", "collider", ( -1181, 1635, 242 ), ( 9,81, 270, 106 ) );
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spawncollision( "collision_physics_64x64x10", "collider", ( -1174, 1602, 197 ), ( 360, 270, 90 ) );
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spawncollision( "collision_physics_64x64x10", "collider", ( -1174, 1635, 197 ), ( 360, 270, 90 ) );
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spawncollision( "collision_physics_64x64x10", "collider", ( -329, 656, 123 ), ( 359,424, 286,385, 127,196 ) );
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spawncollision( "collision_physics_64x64x10", "collider", ( -342, 699, 124 ), ( 354,888, 295,033, 125,723 ) );
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spawncollision( "collision_physics_64x64x10", "collider", ( -707, 2358, 145 ), vectorScale( ( 0, 1, 0 ), 90 ) );
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spawncollision( "collision_clip_64x64x10", "collider", ( 407,5, 518, 103 ), vectorScale( ( 0, 1, 0 ), 270 ) );
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spawncollision( "collision_clip_64x64x10", "collider", ( 381, 552, 103 ), ( 270, 65,4, 6,57 ) );
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spawncollision( "collision_clip_64x64x10", "collider", ( 343, 559, 103 ), ( 270, 112,8, 0 ) );
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spawncollision( "collision_clip_64x64x10", "collider", ( 370,5, 526, 128,5 ), vectorScale( ( 0, 1, 0 ), 66,2 ) );
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spawncollision( "collision_clip_64x64x10", "collider", ( 357, 525, 129,5 ), vectorScale( ( 0, 1, 0 ), 23 ) );
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rock1 = spawn( "script_model", ( 373,607, 484,974, 42,6 ) );
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rock1.angles = ( 350,899, 243,975, 4,02471 );
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rock1 setmodel( "p6_cas_rock_medium_02_trimmed" );
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spawncollision( "collision_physics_64x64x10", "collider", ( 479,5, 270, 75 ), ( 346,453, 344,758, 4,31137 ) );
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spawncollision( "collision_physics_64x64x10", "collider", ( 477,5, 270, 76 ), ( 349,833, 342,352, 15,9726 ) );
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spawncollision( "collision_physics_128x128x10", "collider", ( 1503, 186, 121 ), ( 16,2357, 331,376, -70,4431 ) );
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spawncollision( "collision_physics_128x128x10", "collider", ( 1571, 147, 97 ), ( 16,2357, 331,376, -70,4431 ) );
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level.levelkothdisable = [];
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level.levelkothdisable[ level.levelkothdisable.size ] = spawn( "trigger_radius", ( 281,5, 443,5, 161 ), 0, 50, 50 );
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}
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levelspawndvars( reset_dvars )
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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", "2200", reset_dvars );
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ss.hq_objective_influencer_inner_radius = set_dvar_float_if_unset( "scr_spawn_hq_objective_influencer_inner_radius", "1000", reset_dvars );
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ss.hq_objective_influencer_radius = 3000;
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}
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6
Multiplayer Maps/mp_castaway/maps/mp/mp_castaway_amb.gsc
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6
Multiplayer Maps/mp_castaway/maps/mp/mp_castaway_amb.gsc
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#include maps/mp/_ambientpackage;
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#include maps/mp/_utility;
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main()
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{
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}
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101
Multiplayer Maps/mp_castaway/maps/mp/mp_castaway_fx.gsc
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101
Multiplayer Maps/mp_castaway/maps/mp/mp_castaway_fx.gsc
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@ -0,0 +1,101 @@
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#include maps/mp/_utility;
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#using_animtree( "fxanim_props" );
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#using_animtree( "fxanim_props_dlc3" );
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main()
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{
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precache_fxanim_props();
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precache_fxanim_props_dlc3();
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precache_scripted_fx();
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precache_createfx_fx();
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maps/mp/createfx/mp_castaway_fx::main();
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}
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precache_scripted_fx()
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{
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level._effect[ "water_splash_sm" ] = loadfx( "bio/player/fx_player_water_splash_mp_sm" );
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}
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precache_createfx_fx()
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{
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level._effect[ "fx_mp_castaway_crate_fire" ] = loadfx( "maps/mp_maps/fx_mp_castaway_crate_fire" );
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level._effect[ "fx_mp_castaway_oil_slick" ] = loadfx( "maps/mp_maps/fx_mp_castaway_oil_slick" );
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level._effect[ "fx_mp_castaway_splash_md" ] = loadfx( "maps/mp_maps/fx_mp_castaway_splash_md" );
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level._effect[ "fx_mp_castaway_rock_splash01_runner" ] = loadfx( "maps/mp_maps/fx_mp_castaway_rock_splash01_runner" );
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level._effect[ "fx_mp_castaway_cave_drip" ] = loadfx( "maps/mp_maps/fx_mp_castaway_cave_drip" );
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level._effect[ "fx_xtreme_water_hit_mp_castaway" ] = loadfx( "impacts/fx_xtreme_water_hit_mp_castaway" );
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level._effect[ "fx_mp_slums_dark_smoke_sm" ] = loadfx( "maps/mp_maps/fx_mp_slums_dark_smoke_sm" );
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level._effect[ "fx_mp_castaway_fire_md" ] = loadfx( "maps/mp_maps/fx_mp_castaway_fire_md" );
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level._effect[ "fx_mp_castaway_fire_sm" ] = loadfx( "maps/mp_maps/fx_mp_castaway_fire_sm" );
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level._effect[ "fx_mp_castaway_fire_lg" ] = loadfx( "maps/mp_maps/fx_mp_castaway_fire_lg" );
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level._effect[ "fx_smk_smolder_gray_slow_dark" ] = loadfx( "smoke/fx_smk_smolder_gray_slow_dark" );
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level._effect[ "fx_mp_studio_smoke_area" ] = loadfx( "maps/mp_maps/fx_mp_studio_smoke_area" );
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level._effect[ "fx_mp_castaway_smoke_area" ] = loadfx( "maps/mp_maps/fx_mp_castaway_smoke_area" );
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level._effect[ "fx_mp_castaway_wing_fire" ] = loadfx( "maps/mp_maps/fx_mp_castaway_wing_fire" );
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level._effect[ "fx_mp_castaway_fire_geo" ] = loadfx( "maps/mp_maps/fx_mp_castaway_fire_geo" );
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level._effect[ "fx_mp_castaway_fire_geo2" ] = loadfx( "maps/mp_maps/fx_mp_castaway_fire_geo2" );
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level._effect[ "fx_mp_castaway_crate_smoke01" ] = loadfx( "maps/mp_maps/fx_mp_castaway_crate_smoke01" );
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level._effect[ "fx_mp_castaway_crate_smoke02" ] = loadfx( "maps/mp_maps/fx_mp_castaway_crate_smoke02" );
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level._effect[ "fx_mp_castaway_smoke_sm" ] = loadfx( "maps/mp_maps/fx_mp_castaway_smoke_sm" );
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level._effect[ "fx_mp_castaway_smoke_tunnel" ] = loadfx( "maps/mp_maps/fx_mp_castaway_smoke_tunnel" );
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level._effect[ "fx_mp_castaway_elec_fire" ] = loadfx( "maps/mp_maps/fx_mp_castaway_elec_fire" );
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level._effect[ "fx_mp_castaway_smoke_area_white" ] = loadfx( "maps/mp_maps/fx_mp_castaway_smoke_area_white" );
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level._effect[ "fx_mp_castaway_wing02_smoke" ] = loadfx( "maps/mp_maps/fx_mp_castaway_wing02_smoke" );
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level._effect[ "fx_mp_castaway_fire_only_sm" ] = loadfx( "maps/mp_maps/fx_mp_castaway_fire_only_sm" );
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level._effect[ "fx_mp_castaway_smoke_blow" ] = loadfx( "maps/mp_maps/fx_mp_castaway_smoke_blow" );
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level._effect[ "fx_mp_castaway_fire_drip" ] = loadfx( "maps/mp_maps/fx_mp_castaway_fire_drip" );
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level._effect[ "fx_insects_swarm_lg_light" ] = loadfx( "bio/insects/fx_insects_swarm_lg_light" );
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level._effect[ "fx_insects_flies_dragonflies" ] = loadfx( "bio/insects/fx_insects_flies_dragonflies" );
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level._effect[ "fx_insects_butterfly_flutter" ] = loadfx( "bio/insects/fx_insects_butterfly_flutter" );
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level._effect[ "fx_mp_castaway_fire_int" ] = loadfx( "maps/mp_maps/fx_mp_castaway_fire_int" );
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level._effect[ "fx_mp_castaway_god_ray_lg" ] = loadfx( "maps/mp_maps/fx_mp_castaway_god_ray_lg" );
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level._effect[ "fx_mp_castaway_god_ray_lg_r" ] = loadfx( "maps/mp_maps/fx_mp_castaway_god_ray_lg_r" );
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level._effect[ "fx_mp_castaway_god_ray_lg_02" ] = loadfx( "maps/mp_maps/fx_mp_castaway_god_ray_lg_02" );
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level._effect[ "fx_mp_castaway_fire_dlite" ] = loadfx( "maps/mp_maps/fx_mp_castaway_fire_dlite" );
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level._effect[ "fx_mp_castaway_fire_dlite02" ] = loadfx( "maps/mp_maps/fx_mp_castaway_fire_dlite02" );
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level._effect[ "fx_mp_castaway_case_lite" ] = loadfx( "maps/mp_maps/fx_mp_castaway_case_lite" );
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level._effect[ "fx_mp_light_dust_motes_md" ] = loadfx( "maps/mp_maps/fx_mp_light_dust_motes_md" );
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level._effect[ "fx_mp_castaway_air_dust" ] = loadfx( "maps/mp_maps/fx_mp_castaway_air_dust" );
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level._effect[ "fx_mp_castaway_air_mist" ] = loadfx( "maps/mp_maps/fx_mp_castaway_air_mist" );
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level._effect[ "fx_mp_castaway_air_dust_blow" ] = loadfx( "maps/mp_maps/fx_mp_castaway_air_dust_blow" );
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level._effect[ "fx_mp_castaway_leaf_debris" ] = loadfx( "maps/mp_maps/fx_mp_castaway_leaf_debris" );
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level._effect[ "fx_mp_castaway_vista_mist" ] = loadfx( "maps/mp_maps/fx_mp_castaway_vista_mist" );
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level._effect[ "fx_mp_castaway_vista_mist02" ] = loadfx( "maps/mp_maps/fx_mp_castaway_vista_mist02" );
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level._effect[ "fx_mp_carrier_spark_bounce_runner" ] = loadfx( "maps/mp_maps/fx_mp_carrier_spark_bounce_runner" );
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level._effect[ "fx_mp_elec_spark_burst_xsm_thin_runner" ] = loadfx( "maps/mp_maps/fx_mp_elec_spark_burst_xsm_thin_runner" );
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level._effect[ "fx_mp_castaway_spark_lite_runner" ] = loadfx( "maps/mp_maps/fx_mp_castaway_spark_lite_runner" );
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level._effect[ "fx_lf_mp_castaway_sun" ] = loadfx( "lens_flares/fx_lf_mp_castaway_sun" );
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}
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precache_fxanim_props()
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{
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level.scr_anim = [];
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level.scr_anim[ "fxanim_props" ] = [];
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level.scr_anim[ "fxanim_props" ][ "seagull_circle_01" ] = %fxanim_gp_seagull_circle_01_anim;
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level.scr_anim[ "fxanim_props" ][ "seagull_circle_02" ] = %fxanim_gp_seagull_circle_02_anim;
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level.scr_anim[ "fxanim_props" ][ "seagull_circle_03" ] = %fxanim_gp_seagull_circle_03_anim;
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level.scr_anim[ "fxanim_props" ][ "river_debris_barrel" ] = %fxanim_angola_river_debris_barrel_anim;
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level.scr_anim[ "fxanim_props" ][ "shark_fins" ] = %fxanim_mp_stu_shark_fins_anim;
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}
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precache_fxanim_props_dlc3()
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{
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level.scr_anim[ "fxanim_props_dlc3" ] = [];
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level.scr_anim[ "fxanim_props_dlc3" ][ "speed_boat" ] = %viewmodel_fxanim_mp_cast_speed_boat_anim;
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level.scr_anim[ "fxanim_props_dlc3" ][ "zodiac_boats" ] = %viewmodel_fxanim_mp_cast_zodiac_boats_anim;
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level.scr_anim[ "fxanim_props_dlc3" ][ "palm_tree_float" ] = %viewmodel_fxanim_mp_cast_palm_tree_float_anim;
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level.scr_anim[ "fxanim_props_dlc3" ][ "fish_grp_01" ] = %fxanim_mp_cast_fish_grp_01_anim;
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level.scr_anim[ "fxanim_props_dlc3" ][ "floating_boxes" ] = %fxanim_mp_cast_floating_boxes_anim;
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level.scr_anim[ "fxanim_props_dlc3" ][ "raft_ropes" ] = %fxanim_mp_cast_raft_ropes_anim;
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level.scr_anim[ "fxanim_props_dlc3" ][ "floating_seaweed" ] = %fxanim_mp_cast_seaweed_anim;
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level.scr_anim[ "fxanim_props_dlc3" ][ "floating_boxes_fx" ] = %fxanim_mp_cast_floating_boxes_fx_anim;
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level.scr_anim[ "fxanim_props_dlc3" ][ "crab_blue_01_01" ] = %fxanim_mp_cast_crab_blue_01_01_anim;
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level.scr_anim[ "fxanim_props_dlc3" ][ "crab_blue_01_02" ] = %fxanim_mp_cast_crab_blue_01_02_anim;
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level.scr_anim[ "fxanim_props_dlc3" ][ "crab_blue_02_01" ] = %fxanim_mp_cast_crab_blue_02_01_anim;
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level.scr_anim[ "fxanim_props_dlc3" ][ "crab_blue_02_02" ] = %fxanim_mp_cast_crab_blue_02_02_anim;
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level.scr_anim[ "fxanim_props_dlc3" ][ "crab_blue_03_01" ] = %fxanim_mp_cast_crab_blue_03_01_anim;
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level.scr_anim[ "fxanim_props_dlc3" ][ "crab_blue_03_02" ] = %fxanim_mp_cast_crab_blue_03_02_anim;
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level.scr_anim[ "fxanim_props_dlc3" ][ "hammock" ] = %fxanim_mp_cast_hammock_anim;
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level.scr_anim[ "fxanim_props_dlc3" ][ "vine_cluster" ] = %fxanim_gp_vine_cluster_anim;
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}
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