mirror of
https://github.com/JezuzLizard/Recompilable-gscs-for-BO2-zombies-and-multiplayer.git
synced 2025-06-27 19:17:52 -05:00
Reorganized the scripts so its easier to search thru.
This commit is contained in:
41
Multiplayer Maps/mp_la/maps/mp/createart/mp_la_art.gsc
Normal file
41
Multiplayer Maps/mp_la/maps/mp/createart/mp_la_art.gsc
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@ -0,0 +1,41 @@
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main()
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{
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level.tweakfile = 1;
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setdvar( "scr_fog_exp_halfplane", "3759.28" );
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setdvar( "scr_fog_exp_halfheight", "243.735" );
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setdvar( "scr_fog_nearplane", "601.593" );
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setdvar( "scr_fog_red", "0.806694" );
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setdvar( "scr_fog_green", "0.962521" );
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setdvar( "scr_fog_blue", "0.9624" );
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setdvar( "scr_fog_baseheight", "-475.268" );
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setdvar( "visionstore_glowTweakEnable", "0" );
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setdvar( "visionstore_glowTweakRadius0", "5" );
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setdvar( "visionstore_glowTweakRadius1", "" );
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setdvar( "visionstore_glowTweakBloomCutoff", "0.5" );
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setdvar( "visionstore_glowTweakBloomDesaturation", "0" );
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setdvar( "visionstore_glowTweakBloomIntensity0", "1" );
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setdvar( "visionstore_glowTweakBloomIntensity1", "" );
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setdvar( "visionstore_glowTweakSkyBleedIntensity0", "" );
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setdvar( "visionstore_glowTweakSkyBleedIntensity1", "" );
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start_dist = 740,262;
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half_dist = 4113,21;
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half_height = 1651,45;
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base_height = -80,5565;
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fog_r = 0,372549;
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fog_g = 0,454902;
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fog_b = 0,447059;
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fog_scale = 7,39106;
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sun_col_r = 1;
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sun_col_g = 0,686275;
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sun_col_b = 0,337255;
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sun_dir_x = -0,196011;
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sun_dir_y = 0,785122;
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sun_dir_z = 0,587506;
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sun_start_ang = 0;
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sun_stop_ang = 61,3208;
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time = 0;
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max_fog_opacity = 1;
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setvolfog( start_dist, half_dist, half_height, base_height, fog_r, fog_g, fog_b, fog_scale, sun_col_r, sun_col_g, sun_col_b, sun_dir_x, sun_dir_y, sun_dir_z, sun_start_ang, sun_stop_ang, time, max_fog_opacity );
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visionsetnaked( "mp_la", 0 );
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}
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1939
Multiplayer Maps/mp_la/maps/mp/createfx/mp_la_fx.gsc
Normal file
1939
Multiplayer Maps/mp_la/maps/mp/createfx/mp_la_fx.gsc
Normal file
File diff suppressed because it is too large
Load Diff
72
Multiplayer Maps/mp_la/maps/mp/mp_la.gsc
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72
Multiplayer Maps/mp_la/maps/mp/mp_la.gsc
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@ -0,0 +1,72 @@
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#include maps/mp/_compass;
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#include common_scripts/utility;
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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_la_fx::main();
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if ( gamemodeismode( level.gamemode_wager_match ) )
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{
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maps/mp/_compass::setupminimap( "compass_map_mp_la_wager" );
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}
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else
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{
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maps/mp/_compass::setupminimap( "compass_map_mp_la" );
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}
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maps/mp/_load::main();
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maps/mp/mp_la_amb::main();
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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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registerclientfield( "scriptmover", "police_car_lights", 1, 1, "int" );
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registerclientfield( "scriptmover", "ambulance_lights", 1, 1, "int" );
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level thread destructible_lights();
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level.remotemotarviewleft = 45;
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level.remotemotarviewright = 45;
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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", "2600", reset_dvars );
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}
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destructible_lights()
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{
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wait 0,05;
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destructibles = getentarray( "destructible", "targetname" );
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_a66 = destructibles;
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_k66 = getFirstArrayKey( _a66 );
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while ( isDefined( _k66 ) )
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{
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destructible = _a66[ _k66 ];
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if ( destructible.destructibledef == "veh_t6_police_car_destructible_mp" )
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{
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destructible thread destructible_think( "police_car_lights" );
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destructible setclientfield( "police_car_lights", 1 );
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}
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else
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{
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if ( destructible.destructibledef == "veh_iw_civ_ambulance_destructible" )
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{
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destructible thread destructible_think( "ambulance_lights" );
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destructible setclientfield( "ambulance_lights", 1 );
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}
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}
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_k66 = getNextArrayKey( _a66, _k66 );
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}
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}
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destructible_think( clientfield )
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{
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self waittill_any( "death", "destructible_base_piece_death" );
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self setclientfield( clientfield, 0 );
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}
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16
Multiplayer Maps/mp_la/maps/mp/mp_la_amb.gsc
Normal file
16
Multiplayer Maps/mp_la/maps/mp/mp_la_amb.gsc
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@ -0,0 +1,16 @@
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#include maps/mp/_ambientpackage;
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#include maps/mp/_utility;
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#include common_scripts/utility;
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main()
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{
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array_thread( getentarray( "advertisement", "targetname" ), ::advertisements );
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}
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advertisements()
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{
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self playloopsound( "amb_" + self.script_noteworthy + "_ad" );
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self waittill( "damage" );
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self stoploopsound();
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self playloopsound( "amb_" + self.script_noteworthy + "_damaged_ad" );
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}
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92
Multiplayer Maps/mp_la/maps/mp/mp_la_fx.gsc
Normal file
92
Multiplayer Maps/mp_la/maps/mp/mp_la_fx.gsc
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@ -0,0 +1,92 @@
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#include maps/mp/_utility;
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#using_animtree( "fxanim_props" );
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precache_util_fx()
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{
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}
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precache_scripted_fx()
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{
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level._effect[ "fx_light_police_car" ] = loadfx( "maps/mp_maps/fx_mp_light_police_car" );
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}
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precache_createfx_fx()
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{
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level._effect[ "fx_water_fire_sprinkler" ] = loadfx( "water/fx_water_fire_sprinkler" );
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level._effect[ "fx_water_fire_sprinkler_splash" ] = loadfx( "water/fx_water_fire_sprinkler_splash" );
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level._effect[ "fx_water_fire_sprinkler_sputter" ] = loadfx( "water/fx_water_fire_sprinkler_sputter" );
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level._effect[ "fx_water_fire_sprinkler_gush" ] = loadfx( "water/fx_water_fire_sprinkler_gush" );
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level._effect[ "fx_water_fire_sprinkler_gush_splash" ] = loadfx( "water/fx_water_fire_sprinkler_gush_splash" );
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level._effect[ "fx_water_fountian_pool_md" ] = loadfx( "water/fx_water_fountain_pool_md" );
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level._effect[ "fx_mp_water_splash_mist_fountain" ] = loadfx( "maps/mp_maps/fx_mp_water_splash_mist_fountain" );
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level._effect[ "fx_mp_water_drip_light_long" ] = loadfx( "maps/mp_maps/fx_mp_water_drip_light_long" );
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level._effect[ "fx_mp_water_drip_light_shrt" ] = loadfx( "maps/mp_maps/fx_mp_water_drip_light_shrt" );
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level._effect[ "fx_insects_swarm_md_light" ] = loadfx( "bio/insects/fx_insects_swarm_md_light" );
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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_mp_debris_papers" ] = loadfx( "maps/mp_maps/fx_mp_debris_papers" );
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level._effect[ "fx_mp_debris_papers_narrow" ] = loadfx( "maps/mp_maps/fx_mp_debris_papers_narrow" );
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level._effect[ "fx_paper_interior_short" ] = loadfx( "debris/fx_paper_interior_short" );
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level._effect[ "fx_paper_burning_fall_slow" ] = loadfx( "debris/fx_paper_burning_fall_slow" );
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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_dust_crumble_lg" ] = loadfx( "dirt/fx_dust_crumble_lg_runner" );
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level._effect[ "fx_mp_fire_md" ] = loadfx( "maps/mp_maps/fx_mp_fire_md" );
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level._effect[ "fx_fire_bldg_ext_dist_falling_debris" ] = loadfx( "fire/fx_fire_bldg_ext_dist_falling_debris" );
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level._effect[ "fx_fire_lg" ] = loadfx( "env/fire/fx_fire_lg" );
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level._effect[ "fx_fire_sm" ] = loadfx( "env/fire/fx_fire_sm" );
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level._effect[ "fx_fire_bldg_int_dist_xlg" ] = loadfx( "fire/fx_fire_bldg_int_dist_xlg" );
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level._effect[ "fx_mp_fire_ash_falling_lg" ] = loadfx( "maps/mp_maps/fx_mp_fire_ash_falling_lg" );
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level._effect[ "fx_mp_fire_ash_falling_door" ] = loadfx( "maps/mp_maps/fx_mp_fire_ash_falling_door" );
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level._effect[ "fx_mp_ash_falling_lg" ] = loadfx( "maps/mp_maps/fx_mp_ash_falling_lg" );
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level._effect[ "fx_mp_smk_haze_linger_xlg" ] = loadfx( "maps/mp_maps/fx_mp_smk_haze_linger_xlg" );
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level._effect[ "fx_mp_smk_plume_detail_blk" ] = loadfx( "maps/mp_maps/fx_mp_smk_plume_detail_blk" );
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level._effect[ "fx_mp_smk_plume_md_blk" ] = loadfx( "maps/mp_maps/fx_mp_smk_plume_md_blk" );
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level._effect[ "fx_mp_smk_plume_lg_blk" ] = loadfx( "maps/mp_maps/fx_mp_smk_plume_lg_blk" );
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level._effect[ "fx_mp_smk_smolder_rubble_area" ] = loadfx( "maps/mp_maps/fx_mp_smk_smolder_rubble_area" );
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level._effect[ "fx_mp_smk_smolder_rubble_line" ] = loadfx( "maps/mp_maps/fx_mp_smk_smolder_rubble_line" );
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level._effect[ "fx_mp_smk_smolder_rubble_line_sm" ] = loadfx( "maps/mp_maps/fx_mp_smk_smolder_rubble_line_sm" );
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level._effect[ "fx_mp_smk_plume_lg_blk_distant" ] = loadfx( "maps/mp_maps/fx_mp_smk_plume_lg_blk_distant" );
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level._effect[ "fx_mp_smk_plume_md_blk_distant" ] = loadfx( "maps/mp_maps/fx_mp_smk_plume_md_blk_distant" );
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level._effect[ "fx_mp_elec_spark_burst_xsm_thin" ] = loadfx( "maps/mp_maps/fx_mp_elec_spark_burst_xsm_thin" );
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level._effect[ "fx_mp_elec_spark_burst_sm_runner" ] = loadfx( "maps/mp_maps/fx_mp_elec_spark_burst_sm_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_elec_spark_burst_md_runner" ] = loadfx( "maps/mp_maps/fx_mp_elec_spark_burst_md_runner" );
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level._effect[ "fx_mp_elec_spark_burst_lg_runner" ] = loadfx( "maps/mp_maps/fx_mp_elec_spark_burst_lg_runner" );
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level._effect[ "fx_light_emrgncy_floodlight" ] = loadfx( "light/fx_light_emrgncy_floodlight" );
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level._effect[ "fx_light_recessed_wrm" ] = loadfx( "light/fx_light_recessed_wrm" );
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level._effect[ "fx_light_ambulance_red" ] = loadfx( "env/light/fx_light_ambulance_red" );
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level._effect[ "fx_mp_light_flare_la" ] = loadfx( "maps/mp_maps/fx_mp_light_flare_la" );
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level._effect[ "fx_light_flourescent_glow_cool" ] = loadfx( "light/fx_light_flourescent_glow_cool" );
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level._effect[ "fx_light_gray_white_ribbon_sm" ] = loadfx( "light/fx_light_gray_white_ribbon_sm" );
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level._effect[ "fx_mp_light_police_car" ] = loadfx( "maps/mp_maps/fx_mp_light_police_car" );
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level._effect[ "fx_mp_light_ambulance" ] = loadfx( "maps/mp_maps/fx_mp_light_ambulance" );
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level._effect[ "fx_mp_light_firetruck" ] = loadfx( "maps/mp_maps/fx_mp_light_firetruck" );
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level._effect[ "fx_light_flourescent_ceiling_panel" ] = loadfx( "light/fx_light_flourescent_ceiling_panel" );
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level._effect[ "fx_light_pent_lamp_desk" ] = loadfx( "light/fx_light_pent_lamp_desk" );
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level._effect[ "fx_light_outdoor_wall" ] = loadfx( "light/fx_light_outdoor_wall" );
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level._effect[ "fx_light_recessed_cool" ] = loadfx( "light/fx_light_recessed_cool" );
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level._effect[ "fx_light_garage_parking_green" ] = loadfx( "light/fx_light_garage_parking_green" );
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level._effect[ "fx_light_garage_parking_red" ] = loadfx( "light/fx_light_garage_parking_red" );
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level._effect[ "fx_lf_mp_la_sun1" ] = loadfx( "lens_flares/fx_lf_mp_la_sun1" );
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level._effect[ "fx_dest_fire_hydrant_burst" ] = loadfx( "maps/mp_maps/fx_mp_fire_hydrant_burst" );
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level._effect[ "fx_rain_splash_area_100_hvy_lp" ] = loadfx( "weather/fx_rain_splash_area_100_hvy_lp" );
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}
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precache_fxanim_props()
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{
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level.scr_anim[ "fxanim_props" ][ "clearance_pipe" ] = %fxanim_gp_garage_clearance_pipe_anim;
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level.scr_anim[ "fxanim_props" ][ "elevator_doors" ] = %fxanim_mp_la_elevator_doors_anim;
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level.scr_anim[ "fxanim_props" ][ "sparking_wires_med" ] = %fxanim_gp_wirespark_med_anim;
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level.scr_anim[ "fxanim_props" ][ "sparking_wires_long" ] = %fxanim_gp_wirespark_long_anim;
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level.scr_anim[ "fxanim_props" ][ "hanging_wires" ] = %fxanim_mp_la_hanging_wires_anim;
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}
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main()
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{
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precache_util_fx();
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precache_createfx_fx();
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precache_scripted_fx();
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precache_fxanim_props();
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maps/mp/createfx/mp_la_fx::main();
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maps/mp/createart/mp_la_art::main();
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}
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