mirror of
https://github.com/JezuzLizard/Recompilable-gscs-for-BO2-zombies-and-multiplayer.git
synced 2025-06-29 03:57:51 -05:00
Reorganized the scripts so its easier to search thru.
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59
Multiplayer Maps/mp_dig/maps/mp/mp_dig_fx.gsc
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59
Multiplayer Maps/mp_dig/maps/mp/mp_dig_fx.gsc
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#include maps/mp/_utility;
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#using_animtree( "fxanim_props" );
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#using_animtree( "fxanim_props_dlc4" );
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main()
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{
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precache_fxanim_props();
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precache_fxanim_props_dlc4();
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precache_scripted_fx();
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precache_createfx_fx();
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maps/mp/createfx/mp_dig_fx::main();
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}
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precache_scripted_fx()
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{
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}
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precache_createfx_fx()
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{
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level._effect[ "fx_lf_mp_dig_sun1" ] = loadfx( "lens_flares/fx_lf_mp_dig_sun1" );
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level._effect[ "fx_mp_dig_floor_swirl_sm" ] = loadfx( "maps/mp_maps/fx_mp_dig_floor_swirl_sm" );
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level._effect[ "fx_mp_dig_floor_swirl_lg" ] = loadfx( "maps/mp_maps/fx_mp_dig_floor_swirl_lg" );
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level._effect[ "fx_mp_dig_dust" ] = loadfx( "maps/mp_maps/fx_mp_dig_dust" );
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level._effect[ "fx_mp_dig_dust_fall" ] = loadfx( "maps/mp_maps/fx_mp_dig_dust_fall" );
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level._effect[ "fx_mp_dig_dust_fall_2" ] = loadfx( "maps/mp_maps/fx_mp_dig_dust_fall_2" );
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level._effect[ "fx_mp_dig_dust_fall_3" ] = loadfx( "maps/mp_maps/fx_mp_dig_dust_fall_3" );
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level._effect[ "fx_mp_dig_dust_floor" ] = loadfx( "maps/mp_maps/fx_mp_dig_dust_floor" );
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level._effect[ "fx_mp_dig_dust_floor_fall" ] = loadfx( "maps/mp_maps/fx_mp_dig_dust_floor_fall" );
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level._effect[ "fx_mp_dig_dust_fall_pill" ] = loadfx( "maps/mp_maps/fx_mp_dig_dust_fall_pill" );
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level._effect[ "fx_mp_dig_vista_dust" ] = loadfx( "maps/mp_maps/fx_mp_dig_vista_dust" );
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level._effect[ "fx_mp_dig_vista_dust_sm" ] = loadfx( "maps/mp_maps/fx_mp_dig_vista_dust_sm" );
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level._effect[ "fx_mp_dig_vista_dust_close" ] = loadfx( "maps/mp_maps/fx_mp_dig_vista_dust_close" );
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level._effect[ "fx_mp_dig_heat_distort" ] = loadfx( "maps/mp_maps/fx_mp_dig_heat_distort" );
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level._effect[ "fx_mp_dig_dust_lg" ] = loadfx( "maps/mp_maps/fx_mp_dig_dust_lg" );
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level._effect[ "fx_mp_dig_vista_birds" ] = loadfx( "maps/mp_maps/fx_mp_dig_vista_birds" );
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level._effect[ "fx_mp_dig_godray" ] = loadfx( "maps/mp_maps/fx_mp_dig_godray" );
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level._effect[ "fx_mp_dig_godray_wide" ] = loadfx( "maps/mp_maps/fx_mp_dig_godray_wide" );
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level._effect[ "fx_mp_dig_flood_light" ] = loadfx( "maps/mp_maps/fx_mp_dig_flood_light" );
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level._effect[ "fx_mp_dig_dust_mote" ] = loadfx( "maps/mp_maps/fx_mp_dig_dust_mote" );
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level._effect[ "fx_mp_dig_gas_drip" ] = loadfx( "maps/mp_maps/fx_mp_dig_gas_drip" );
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}
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precache_fxanim_props()
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{
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level.scr_anim[ "fxanim_props" ][ "roaches" ] = %fxanim_gp_roaches_anim;
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}
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precache_fxanim_props_dlc4()
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{
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level.scr_anim[ "fxanim_props_dlc4" ][ "wires_yellow_01" ] = %fxanim_mp_dig_wires_yellow_01_anim;
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level.scr_anim[ "fxanim_props_dlc4" ][ "wires_yellow_02" ] = %fxanim_mp_dig_wires_yellow_02_anim;
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level.scr_anim[ "fxanim_props_dlc4" ][ "wires_yellow_03" ] = %fxanim_mp_dig_wires_yellow_03_anim;
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level.scr_anim[ "fxanim_props_dlc4" ][ "ropes_01" ] = %fxanim_mp_dig_ropes_01_anim;
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level.scr_anim[ "fxanim_props_dlc4" ][ "fuel_pipe" ] = %fxanim_mp_dig_fuel_pipe_anim;
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level.scr_anim[ "fxanim_props_dlc4" ][ "wires_yellow_04" ] = %fxanim_mp_dig_wires_yellow_04_anim;
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level.scr_anim[ "fxanim_props_dlc4" ][ "wires_yellow_05" ] = %fxanim_mp_dig_wires_yellow_05_anim;
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level.scr_anim[ "fxanim_props_dlc4" ][ "wires_yellow_06" ] = %fxanim_mp_dig_wires_yellow_06_anim;
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}
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