mirror of
https://github.com/JezuzLizard/Recompilable-gscs-for-BO2-zombies-and-multiplayer.git
synced 2025-07-01 04:57:51 -05:00
Reorganized the scripts so its easier to search thru.
This commit is contained in:
1505
Multiplayer Maps/mp_paintball/maps/mp/createfx/mp_paintball_fx.gsc
Normal file
1505
Multiplayer Maps/mp_paintball/maps/mp/createfx/mp_paintball_fx.gsc
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File diff suppressed because it is too large
Load Diff
111
Multiplayer Maps/mp_paintball/maps/mp/mp_paintball.gsc
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111
Multiplayer Maps/mp_paintball/maps/mp/mp_paintball.gsc
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#include maps/mp/gametypes/_spawning;
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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_paintball_fx::main();
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precachemodel( "collision_physics_cylinder_32x128" );
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precachemodel( "collision_physics_64x64x10" );
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precachemodel( "collision_physics_32x32x10" );
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precachemodel( "p6_pai_fence_pole" );
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maps/mp/_load::main();
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maps/mp/mp_paintball_amb::main();
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maps/mp/_compass::setupminimap( "compass_map_mp_paintball" );
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setdvar( "compassmaxrange", "2100" );
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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_cylinder_32x128", "collider", ( 1071,5, -1998,5, 373,5 ), ( 0, 0, 1 ) );
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spawncollision( "collision_physics_cylinder_32x128", "collider", ( 1071,5, -1998,5, 262 ), ( 0, 0, 1 ) );
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spawncollision( "collision_physics_cylinder_32x128", "collider", ( 1071,5, -1998,5, 150 ), ( 0, 0, 1 ) );
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spawncollision( "collision_physics_cylinder_32x128", "collider", ( 1071,5, -1998,5, 37,5 ), ( 0, 0, 1 ) );
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spawncollision( "collision_physics_cylinder_32x128", "collider", ( -1446,5, 524,5, 401,5 ), ( 0, 0, 1 ) );
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spawncollision( "collision_physics_cylinder_32x128", "collider", ( -1446,5, 524,5, 290 ), ( 0, 0, 1 ) );
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spawncollision( "collision_physics_cylinder_32x128", "collider", ( -1446,5, 524,5, 178 ), ( 0, 0, 1 ) );
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spawncollision( "collision_physics_cylinder_32x128", "collider", ( -1446,5, 524,5, 65,5 ), ( 0, 0, 1 ) );
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spawncollision( "collision_physics_cylinder_32x128", "collider", ( -1303,5, 1611,5, 394,5 ), ( 0, 0, 1 ) );
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spawncollision( "collision_physics_cylinder_32x128", "collider", ( -1303,5, 1611,5, 283 ), ( 0, 0, 1 ) );
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spawncollision( "collision_physics_cylinder_32x128", "collider", ( -1303,5, 1611,5, 171 ), ( 0, 0, 1 ) );
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spawncollision( "collision_physics_cylinder_32x128", "collider", ( -1303,5, 1611,5, 58,5 ), ( 0, 0, 1 ) );
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spawncollision( "collision_physics_64x64x10", "collider", ( -104,5, -1176,5, 9 ), ( 9,93, 310, 79,786 ) );
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spawncollision( "collision_physics_32x32x10", "collider", ( -105, -1166,5, 38 ), ( 317,842, 319,39, 76,1599 ) );
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spawncollision( "collision_physics_32x32x10", "collider", ( -96,5, -1173, 38,5 ), ( 310,109, 322,353, 74,0248 ) );
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spawncollision( "collision_physics_32x32x10", "collider", ( -93, -1180,5, 38,5 ), ( 310,109, 322,353, 74,0248 ) );
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pole1 = spawn( "script_model", ( 385, 572,5, -39 ) );
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pole1.angles = vectorScale( ( 0, 0, 1 ), 282,6 );
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pole1 setmodel( "p6_pai_fence_pole" );
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maps/mp/gametypes/_spawning::level_use_unified_spawning( 1 );
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registerclientfield( "scriptmover", "police_car_lights", 1, 1, "int" );
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level thread destructible_lights();
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level.remotemotarviewleft = 35;
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level.remotemotarviewright = 35;
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level.remotemotarviewup = 18;
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level thread glass_node_think();
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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", "1200", 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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_a98 = destructibles;
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_k98 = getFirstArrayKey( _a98 );
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while ( isDefined( _k98 ) )
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{
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destructible = _a98[ _k98 ];
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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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_k98 = getNextArrayKey( _a98, _k98 );
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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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glass_node_think()
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{
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wait 1;
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glass_origin = ( -980,028, -959,375, 60,1195 );
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node_origin = ( -981,75, -934,5, 16 );
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node = getnearestnode( node_origin );
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while ( isDefined( node ) && node.type == "Begin" )
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{
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ent = spawn( "script_model", node.origin, 1 );
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ent setmodel( level.deployedshieldmodel );
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ent hide();
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ent disconnectpaths();
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ent.origin -= vectorScale( ( 0, 0, 1 ), 64 );
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for ( ;; )
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{
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level waittill( "glass_smash", origin );
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if ( distancesquared( origin, glass_origin ) < 16384 )
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{
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ent.origin += vectorScale( ( 0, 0, 1 ), 64 );
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ent delete();
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return;
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}
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}
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}
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}
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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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78
Multiplayer Maps/mp_paintball/maps/mp/mp_paintball_fx.gsc
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78
Multiplayer Maps/mp_paintball/maps/mp/mp_paintball_fx.gsc
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@ -0,0 +1,78 @@
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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_paintball_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_pntbll_light_ray_sun_wide_wndw" ] = loadfx( "light/fx_pntbll_light_ray_sun_wide_wndw" );
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level._effect[ "fx_pntbll_light_ray_sun_md_lng" ] = loadfx( "light/fx_pntbll_light_ray_sun_md_lng" );
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level._effect[ "fx_pntbll_light_ray_sun_md_lng_1s" ] = loadfx( "light/fx_pntbll_light_ray_sun_md_lng_1s" );
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level._effect[ "fx_pntbll_light_ray_sun_md_xlng_1s" ] = loadfx( "light/fx_pntbll_light_ray_sun_md_xlng_1s" );
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level._effect[ "fx_pntbll_light_ray_sun_md_lng_wd_1s" ] = loadfx( "light/fx_pntbll_light_ray_sun_md_lng_wd_1s" );
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level._effect[ "fx_pntbll_light_ray_sun_md_lng_wd" ] = loadfx( "light/fx_pntbll_light_ray_sun_md_lng_wd" );
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level._effect[ "fx_pntbll_light_ray_sun_lg_lng_wide" ] = loadfx( "light/fx_pntbll_light_ray_sun_lg_lng_wide" );
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level._effect[ "fx_pntbll_light_ray_sun_lg_lng_wide_ln" ] = loadfx( "light/fx_pntbll_light_ray_sun_lg_lng_wide_ln" );
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level._effect[ "fx_pntbll_light_ray_sun_md_lng_bright" ] = loadfx( "light/fx_pntbll_light_ray_sun_md_lng_bright" );
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level._effect[ "fx_pntbll_light_ray_tree_md_lng" ] = loadfx( "light/fx_pntbll_light_ray_tree_md_lng" );
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level._effect[ "fx_pntbll_light_ray_tree_md_lng_thin" ] = loadfx( "light/fx_pntbll_light_ray_tree_md_lng_thin" );
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level._effect[ "fx_pntbll_light_ray_tree_md_xlng_thin" ] = loadfx( "light/fx_pntbll_light_ray_tree_md_xlng_thin" );
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level._effect[ "fx_pntbll_light_ray_camo_net_md" ] = loadfx( "light/fx_pntbll_light_ray_camo_net_md" );
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level._effect[ "fx_pntbll_light_ray_camo_net_lng_dim" ] = loadfx( "light/fx_pntbll_light_ray_camo_net_lng_dim" );
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level._effect[ "fx_pntbll_light_ray_shop_md_lng_thin" ] = loadfx( "light/fx_pntbll_light_ray_shop_md_lng_thin" );
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level._effect[ "fx_pntbll_light_ray_shop_md_lng_dim" ] = loadfx( "light/fx_pntbll_light_ray_shop_md_lng_dim" );
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level._effect[ "fx_pntbll_light_ray_shop_md_lng_wide" ] = loadfx( "light/fx_pntbll_light_ray_shop_md_lng_wide" );
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level._effect[ "fx_light_flour_glow_yellow" ] = loadfx( "light/fx_light_flour_glow_yellow" );
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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_dust_motes_xsm_short" ] = loadfx( "light/fx_concert_dust_motes_xsm_short" );
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level._effect[ "fx_light_dust_motes_sm" ] = loadfx( "light/fx_light_dust_motes_sm" );
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level._effect[ "fx_dust_motes_blowing_sm" ] = loadfx( "debris/fx_dust_motes_blowing_sm" );
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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_pntbll_steam_thck_md" ] = loadfx( "maps/mp_maps/fx_mp_pntbll_steam_thck_md" );
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level._effect[ "fx_mp_pntbll_steam_thck_sm" ] = loadfx( "maps/mp_maps/fx_mp_pntbll_steam_thck_sm" );
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level._effect[ "fx_mp_pntbll_steam_thck_xsm" ] = loadfx( "maps/mp_maps/fx_mp_pntbll_steam_thck_xsm" );
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level._effect[ "fx_mp_pntbll_steam_thck_gray" ] = loadfx( "maps/mp_maps/fx_mp_pntbll_steam_thck_gray" );
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level._effect[ "fx_mp_steam_vent_ceiling" ] = loadfx( "maps/mp_maps/fx_mp_steam_vent_ceiling" );
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level._effect[ "fx_mp_steam_vent_ceiling_lg" ] = loadfx( "maps/mp_maps/fx_mp_steam_vent_ceiling_lg" );
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level._effect[ "fx_mp_vent_steam_lite_wind" ] = loadfx( "maps/mp_maps/fx_mp_vent_steam_lite_wind" );
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level._effect[ "fx_mp_pntbll_smk_truck_md" ] = loadfx( "maps/mp_maps/fx_mp_pntbll_smk_truck_md" );
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level._effect[ "fx_mp_pntbll_smk_truck_sm" ] = loadfx( "maps/mp_maps/fx_mp_pntbll_smk_truck_sm" );
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level._effect[ "fx_leaves_falling_pine_nowind" ] = loadfx( "foliage/fx_leaves_falling_pine_nowind" );
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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_light_stadium_flood" ] = loadfx( "light/fx_light_stadium_flood" );
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level._effect[ "fx_light_stadium_flood_flckr" ] = loadfx( "light/fx_light_stadium_flood_flckr" );
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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_light_track_omni" ] = loadfx( "light/fx_light_track_omni" );
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level._effect[ "fx_mp_pntbll_paint_drips" ] = loadfx( "maps/mp_maps/fx_mp_pntbll_paint_drips" );
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level._effect[ "fx_lf_mp_paintball_sun1" ] = loadfx( "lens_flares/fx_lf_mp_paintball_sun1" );
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level._effect[ "fx_mp_light_police_car" ] = loadfx( "maps/mp_maps/fx_mp_light_police_car" );
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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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}
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precache_fxanim_props_dlc3()
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{
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level.scr_anim[ "fxanim_props_dlc3" ][ "wires_01" ] = %fxanim_mp_paint_wires_01_anim;
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level.scr_anim[ "fxanim_props_dlc3" ][ "wires_02" ] = %fxanim_mp_paint_wires_02_anim;
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level.scr_anim[ "fxanim_props_dlc3" ][ "shop_banners" ] = %fxanim_paint_shop_banner_01_anim;
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level.scr_anim[ "fxanim_props_dlc3" ][ "shop_banners_wall" ] = %fxanim_paint_shop_banner_02_anim;
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level.scr_anim[ "fxanim_props_dlc3" ][ "wires_03" ] = %fxanim_mp_paint_wires_03_anim;
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}
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