mirror of
https://github.com/JezuzLizard/Recompilable-gscs-for-BO2-zombies-and-multiplayer.git
synced 2025-07-06 07:27:52 -05:00
Reorganized the scripts so its easier to search thru.
This commit is contained in:
42
Multiplayer Maps/mp_meltdown/aitype/enemy_dog_mp.gsc
Normal file
42
Multiplayer Maps/mp_meltdown/aitype/enemy_dog_mp.gsc
Normal file
@ -0,0 +1,42 @@
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main()
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{
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self.accuracy = 1;
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self.animstatedef = "";
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self.animtree = "dog.atr";
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self.csvinclude = "";
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self.demolockonhighlightdistance = 100;
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self.demolockonviewheightoffset1 = 8;
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self.demolockonviewheightoffset2 = 8;
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self.demolockonviewpitchmax1 = 60;
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self.demolockonviewpitchmax2 = 60;
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self.demolockonviewpitchmin1 = 0;
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self.demolockonviewpitchmin2 = 0;
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self.footstepfxtable = "";
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self.footstepprepend = "";
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self.footstepscriptcallback = 0;
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self.grenadeammo = 0;
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self.grenadeweapon = "";
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self.health = 200;
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self.precachescript = "";
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self.secondaryweapon = "";
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self.sidearm = "";
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self.subclass = "regular";
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self.team = "axis";
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self.type = "dog";
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self.weapon = "";
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self setengagementmindist( 0, 0 );
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self setengagementmaxdist( 100, 300 );
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character/character_mp_german_shepherd::main();
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self setcharacterindex( 0 );
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}
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spawner()
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{
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self setspawnerteam( "axis" );
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}
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precache( ai_index )
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{
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character/character_mp_german_shepherd::precache();
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}
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@ -0,0 +1,12 @@
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main()
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{
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self setmodel( "german_shepherd" );
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self.voice = "american";
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self.skeleton = "base";
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}
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precache()
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{
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precachemodel( "german_shepherd" );
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}
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@ -0,0 +1,18 @@
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main()
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{
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level.tweakfile = 1;
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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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visionsetnaked( "mp_meltdown", 1 );
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setdvar( "r_lightGridEnableTweaks", 1 );
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setdvar( "r_lightGridIntensity", 1 );
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setdvar( "r_lightGridContrast", 0 );
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}
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2589
Multiplayer Maps/mp_meltdown/maps/mp/createfx/mp_meltdown_fx.gsc
Normal file
2589
Multiplayer Maps/mp_meltdown/maps/mp/createfx/mp_meltdown_fx.gsc
Normal file
File diff suppressed because it is too large
Load Diff
17
Multiplayer Maps/mp_meltdown/maps/mp/mp_meltdown.gsc
Normal file
17
Multiplayer Maps/mp_meltdown/maps/mp/mp_meltdown.gsc
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@ -0,0 +1,17 @@
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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_meltdown_fx::main();
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maps/mp/_load::main();
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maps/mp/mp_meltdown_amb::main();
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maps/mp/_compass::setupminimap( "compass_map_mp_meltdown" );
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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", "2100", reset_dvars );
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}
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6
Multiplayer Maps/mp_meltdown/maps/mp/mp_meltdown_amb.gsc
Normal file
6
Multiplayer Maps/mp_meltdown/maps/mp/mp_meltdown_amb.gsc
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@ -0,0 +1,6 @@
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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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69
Multiplayer Maps/mp_meltdown/maps/mp/mp_meltdown_fx.gsc
Normal file
69
Multiplayer Maps/mp_meltdown/maps/mp/mp_meltdown_fx.gsc
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@ -0,0 +1,69 @@
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#include maps/mp/_utility;
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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_meltdown_fx::main();
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maps/mp/createart/mp_meltdown_art::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_mp_fumes_vent_xsm_int" ] = loadfx( "maps/mp_maps/fx_mp_fumes_vent_xsm_int" );
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level._effect[ "fx_mp_steam_pipe_md" ] = loadfx( "maps/mp_maps/fx_mp_steam_pipe_md" );
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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_line" ] = loadfx( "maps/mp_maps/fx_mp_vent_steam_line" );
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level._effect[ "fx_mp_vent_steam_windy" ] = loadfx( "maps/mp_maps/fx_mp_vent_steam_windy" );
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level._effect[ "fx_mp_vent_steam_windy_lg" ] = loadfx( "maps/mp_maps/fx_mp_vent_steam_windy_lg" );
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level._effect[ "fx_mp_steam_smoke" ] = loadfx( "maps/mp_maps/fx_mp_steam_smoke" );
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level._effect[ "fx_mp_water_rain_cooling_tower" ] = loadfx( "maps/mp_maps/fx_mp_water_rain_cooling_tower" );
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level._effect[ "fx_mp_water_rain_cooling_tower_splsh_200" ] = loadfx( "maps/mp_maps/fx_mp_water_rain_cooling_tower_splsh_200" );
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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_steam_cooling_tower" ] = loadfx( "maps/mp_maps/fx_mp_steam_cooling_tower" );
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level._effect[ "fx_mp_steam_cooling_tower_blocker" ] = loadfx( "maps/mp_maps/fx_mp_steam_cooling_tower_blocker" );
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level._effect[ "fx_mp_steam_cooling_tower_door" ] = loadfx( "maps/mp_maps/fx_mp_steam_cooling_tower_door" );
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level._effect[ "fx_mp_steam_cooling_tower_int_top" ] = loadfx( "maps/mp_maps/fx_mp_steam_cooling_tower_int_top" );
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level._effect[ "fx_mp_steam_cooling_tower_thck_sm" ] = loadfx( "maps/mp_maps/fx_mp_steam_cooling_tower_thck_sm" );
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level._effect[ "fx_mp_steam_cooling_tower_thck_md" ] = loadfx( "maps/mp_maps/fx_mp_steam_cooling_tower_thck_md" );
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level._effect[ "fx_mp_steam_cooling_tower_thck_xsm" ] = loadfx( "maps/mp_maps/fx_mp_steam_cooling_tower_thck_xsm" );
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level._effect[ "fx_water_pipe_spill_ocean" ] = loadfx( "water/fx_water_pipe_spill_ocean" );
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level._effect[ "fx_water_surface_heat_lg" ] = loadfx( "water/fx_water_surface_heat_lg" );
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level._effect[ "fx_water_surface_heat_md" ] = loadfx( "water/fx_water_surface_heat_md" );
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level._effect[ "fx_mp_steam_tunnel" ] = loadfx( "maps/mp_maps/fx_mp_steam_tunnel" );
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level._effect[ "fx_mp_steam_tunnel_lng" ] = loadfx( "maps/mp_maps/fx_mp_steam_tunnel_lng" );
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level._effect[ "fx_water_wave_break_md" ] = loadfx( "water/fx_water_wave_break_md" );
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level._effect[ "fx_water_wave_break_lg" ] = loadfx( "water/fx_water_wave_break_lg" );
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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_paper_interior_short" ] = loadfx( "debris/fx_paper_interior_short" );
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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_light_gray_white_ribbon_sm" ] = loadfx( "light/fx_light_gray_white_ribbon_sm" );
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level._effect[ "fx_light_flourescent_ceiling_panel_2" ] = loadfx( "light/fx_light_flourescent_ceiling_panel_2" );
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level._effect[ "fx_light_reactor_glw_blue" ] = loadfx( "light/fx_light_reactor_glw_blue" );
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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_garage_parking_red" ] = loadfx( "light/fx_light_emergency_red" );
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level._effect[ "fx_light_m_p6_ext_wall_sml" ] = loadfx( "light/fx_light_m_p6_ext_wall_sml" );
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level._effect[ "fx_light_outdoor_wall03_white" ] = loadfx( "light/fx_light_outdoor_wall03_white" );
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level._effect[ "fx_light_flourescent_ceiling_panel" ] = loadfx( "light/fx_light_flourescent_ceiling_panel_soft" );
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level._effect[ "fx_light_recessed_cool_sm" ] = loadfx( "light/fx_light_recessed_cool_sm_soft" );
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level._effect[ "fx_light_floodlight_sqr_wrm_sm" ] = loadfx( "light/fx_light_floodlight_sqr_wrm_sm" );
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level._effect[ "fx_light_flour_glow_cool_dbl_md" ] = loadfx( "light/fx_light_flour_glow_cool_dbl_md" );
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level._effect[ "fx_lf_mp_meltdown_sun1" ] = loadfx( "lens_flares/fx_lf_mp_meltdown_sun1" );
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level._effect[ "fx_sand_gust_ground_sm" ] = loadfx( "dirt/fx_sand_gust_ground_sm_slw" );
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level._effect[ "fx_sand_gust_ground_md" ] = loadfx( "dirt/fx_sand_gust_ground_md_slw" );
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level._effect[ "fx_sand_gust_door" ] = loadfx( "dirt/fx_sand_gust_door_slw" );
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level._effect[ "fx_sand_blowing_lg_vista" ] = loadfx( "dirt/fx_sand_blowing_lg_vista" );
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level._effect[ "fx_dust_gray_street_low" ] = loadfx( "dirt/fx_dust_gray_street_low" );
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level._effect[ "fx_dust_swirl_sm_gray_runner" ] = loadfx( "dirt/fx_dust_swirl_sm_gray_runner" );
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level._effect[ "fx_pak_tower_fire_flareup" ] = loadfx( "maps/mp_maps/fx_mp_fire_tower_flareup" );
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level._effect[ "fx_mp_fire_tower_flareup_amb" ] = loadfx( "maps/mp_maps/fx_mp_fire_tower_flareup_amb" );
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}
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precache_fxanim_props()
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{
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}
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218
Multiplayer Maps/mp_meltdown/maps/mp/mp_meltdown_lift.gsc
Normal file
218
Multiplayer Maps/mp_meltdown/maps/mp/mp_meltdown_lift.gsc
Normal file
@ -0,0 +1,218 @@
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#include maps/mp/killstreaks/_supplydrop;
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#include maps/mp/_tacticalinsertion;
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#include maps/mp/gametypes/_weaponobjects;
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#include common_scripts/utility;
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#include maps/mp/_utility;
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init()
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{
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precachestring( &"MP_LIFT_OPERATE" );
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precachestring( &"MP_LIFT_COOLDOWN" );
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trigger = getent( "lift_trigger", "targetname" );
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platform = getent( "lift_platform", "targetname" );
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if ( !isDefined( trigger ) || !isDefined( platform ) )
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{
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return;
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}
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trigger enablelinkto();
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trigger linkto( platform );
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part = getent( "lift_part", "targetname" );
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if ( isDefined( part ) )
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{
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part linkto( platform );
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}
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level thread lift_think( trigger, platform );
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}
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lift_think( trigger, platform )
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{
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level waittill( "prematch_over" );
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location = 0;
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for ( ;; )
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{
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trigger sethintstring( &"MP_LIFT_OPERATE" );
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trigger waittill( "trigger" );
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trigger sethintstring( &"MP_LIFT_COOLDOWN" );
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if ( location == 0 )
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{
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goal = platform.origin + vectorScale( ( 0, 0, 1 ), 128 );
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location = 1;
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}
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else
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{
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goal = platform.origin - vectorScale( ( 0, 0, 1 ), 128 );
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location = 0;
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}
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platform thread lift_move_think( goal );
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platform waittill( "movedone" );
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if ( location == 1 )
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{
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trigger thread lift_auto_lower_think();
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}
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wait 10;
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}
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}
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lift_move_think( goal )
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{
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self endon( "movedone" );
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timer = 5;
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self moveto( goal, 5 );
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while ( timer >= 0 )
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{
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self destroy_equipment();
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self destroy_tactical_insertions();
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self destroy_supply_crates();
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self destroy_corpses();
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self destroy_stuck_weapons();
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wait 0,5;
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timer -= 0,5;
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}
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}
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lift_auto_lower_think()
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{
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self endon( "trigger" );
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wait 30;
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self notify( "trigger" );
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}
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destroy_equipment()
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{
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grenades = getentarray( "grenade", "classname" );
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i = 0;
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while ( i < grenades.size )
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{
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item = grenades[ i ];
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if ( !isDefined( item.name ) )
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{
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i++;
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continue;
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}
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else if ( !isDefined( item.owner ) )
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{
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i++;
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continue;
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}
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else if ( !isweaponequipment( item.name ) )
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{
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i++;
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continue;
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}
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else if ( !item istouching( self ) )
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{
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i++;
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continue;
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}
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else watcher = item.owner getwatcherforweapon( item.name );
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if ( !isDefined( watcher ) )
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{
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i++;
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continue;
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}
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else
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{
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watcher thread maps/mp/gametypes/_weaponobjects::waitanddetonate( item, 0, undefined );
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}
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i++;
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}
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}
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destroy_tactical_insertions()
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{
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players = get_players();
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i = 0;
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while ( i < players.size )
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{
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player = players[ i ];
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if ( !isDefined( player.tacticalinsertion ) )
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{
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i++;
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continue;
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}
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else
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{
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if ( player.tacticalinsertion istouching( self ) )
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{
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player.tacticalinsertion maps/mp/_tacticalinsertion::destroy_tactical_insertion();
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}
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}
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i++;
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}
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}
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destroy_supply_crates()
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{
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crates = getentarray( "care_package", "script_noteworthy" );
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i = 0;
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while ( i < crates.size )
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{
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crate = crates[ i ];
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if ( crate istouching( self ) )
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{
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playfx( level._supply_drop_explosion_fx, crate.origin );
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playsoundatposition( "wpn_grenade_explode", crate.origin );
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wait 0,1;
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crate maps/mp/killstreaks/_supplydrop::cratedelete();
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}
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i++;
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}
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}
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destroy_corpses()
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{
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corpses = getcorpsearray();
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i = 0;
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while ( i < corpses.size )
|
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{
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if ( distance2dsquared( corpses[ i ].origin, self.origin ) < 1048576 )
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{
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corpses[ i ] delete();
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}
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i++;
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}
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}
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destroy_stuck_weapons()
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{
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weapons = getentarray( "sticky_weapon", "targetname" );
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origin = self getpointinbounds( 0, 0, -0,6 );
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z_cutoff = origin[ 2 ];
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i = 0;
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while ( i < weapons.size )
|
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{
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weapon = weapons[ i ];
|
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if ( weapon istouching( self ) && weapon.origin[ 2 ] > z_cutoff )
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{
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weapon delete();
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}
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i++;
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}
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}
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getwatcherforweapon( weapname )
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{
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if ( !isDefined( self ) )
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{
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return undefined;
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}
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if ( !isplayer( self ) )
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{
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return undefined;
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}
|
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i = 0;
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while ( i < self.weaponobjectwatcherarray.size )
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{
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if ( self.weaponobjectwatcherarray[ i ].weapon != weapname )
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{
|
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i++;
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continue;
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}
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else
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{
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return self.weaponobjectwatcherarray[ i ];
|
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}
|
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i++;
|
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}
|
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return undefined;
|
||||
}
|
Reference in New Issue
Block a user