mirror of
https://github.com/JezuzLizard/Recompilable-gscs-for-BO2-zombies-and-multiplayer.git
synced 2025-07-06 23:47:51 -05:00
Reorganized the scripts so its easier to search thru.
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48
Multiplayer Maps/mp_hijacked/maps/mp/mp_hijacked_fx.gsc
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48
Multiplayer Maps/mp_hijacked/maps/mp/mp_hijacked_fx.gsc
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#include maps/mp/_utility;
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#using_animtree( "fxanim_props" );
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precache_scripted_fx()
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{
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level._effect[ "water_splash" ] = loadfx( "bio/player/fx_player_water_splash_mp" );
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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_fire_candle" ] = loadfx( "fire/fx_fire_candle" );
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level._effect[ "fx_mp_hijacked_jacuzzi_surface" ] = loadfx( "maps/mp_maps/fx_mp_hijacked_jacuzzi_surface" );
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level._effect[ "fx_mp_hijacked_jacuzzi_steam" ] = loadfx( "maps/mp_maps/fx_mp_hijacked_jacuzzi_steam" );
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level._effect[ "fx_raid_hot_tub_sm" ] = loadfx( "water/fx_raid_hot_tub_sm" );
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level._effect[ "fx_mp_vent_heat_distort" ] = loadfx( "maps/mp_maps/fx_mp_vent_heat_distort" );
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level._effect[ "fx_mp_vent_steam_sm" ] = loadfx( "maps/mp_maps/fx_mp_vent_steam_sm" );
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level._effect[ "fx_water_shower_dribble_splsh" ] = loadfx( "water/fx_water_shower_dribble_splsh" );
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level._effect[ "fx_water_shower_dribble" ] = loadfx( "water/fx_water_shower_dribble" );
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level._effect[ "fx_light_beacon_red_blink_fst_sm" ] = loadfx( "light/fx_light_beacon_red_blink_fst_sm" );
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level._effect[ "fx_light_flour_glow_v_shape_cool" ] = loadfx( "light/fx_light_flour_glow_v_shape_cool" );
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level._effect[ "fx_light_flour_glow_v_shape_cool_sm" ] = loadfx( "light/fx_light_flour_glow_v_shape_cool_sm" );
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level._effect[ "fx_light_recessed_cool_sm" ] = loadfx( "light/fx_light_recessed_cool_sm" );
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level._effect[ "fx_light_recessed_cool_sm_soft" ] = loadfx( "light/fx_light_recessed_cool_sm_soft" );
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level._effect[ "fx_lf_mp_hijacked_sun1" ] = loadfx( "lens_flares/fx_lf_mp_hijacked_sun1" );
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level._effect[ "fx_paper_interior_short" ] = loadfx( "debris/fx_paper_interior_short" );
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level._effect[ "fx_mp_fog_thin_sm" ] = loadfx( "maps/mp_maps/fx_mp_fog_thin_sm" );
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level._effect[ "fx_mp_fog_thin_xsm" ] = loadfx( "maps/mp_maps/fx_mp_fog_thin_xsm" );
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}
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precache_fxanim_props()
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{
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level.scr_anim[ "fxanim_props" ][ "dryer" ] = %fxanim_gp_dryer_loop_anim;
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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" ][ "umbrella_01" ] = %fxanim_gp_umbrella_01_anim;
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}
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main()
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{
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precache_fxanim_props();
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precache_scripted_fx();
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precache_createfx_fx();
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maps/mp/createfx/mp_hijacked_fx::main();
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maps/mp/createart/mp_hijacked_art::main();
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}
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