mirror of
https://github.com/JezuzLizard/Recompilable-gscs-for-BO2-zombies-and-multiplayer.git
synced 2025-06-26 02:27:52 -05:00
98 lines
6.7 KiB
Plaintext
98 lines
6.7 KiB
Plaintext
#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_mp_drone_robot_sparks" ] = loadfx( "maps/mp_maps/fx_mp_drone_robot_sparks" );
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}
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precache_createfx_fx()
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{
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level._effect[ "fx_leaves_falling_mangrove_lg_dark" ] = loadfx( "env/foliage/fx_leaves_falling_mangrove_lg_dark" );
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level._effect[ "fx_mp_vent_steam" ] = loadfx( "maps/mp_maps/fx_mp_vent_steam" );
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level._effect[ "fx_hvac_steam_md" ] = loadfx( "smoke/fx_hvac_steam_md" );
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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_fog_street_cool_slw_md" ] = loadfx( "fog/fx_fog_street_cool_slw_md" );
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level._effect[ "fx_light_emrgncy_floodlight" ] = loadfx( "light/fx_light_emrgncy_floodlight" );
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level._effect[ "fx_insects_swarm_dark_lg" ] = loadfx( "bio/insects/fx_insects_swarm_dark_lg" );
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level._effect[ "fx_mp_fog_low" ] = loadfx( "maps/mp_maps/fx_mp_fog_low" );
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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_lf_dockside_sun1" ] = loadfx( "lens_flares/fx_lf_mp_drone_sun1" );
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level._effect[ "fx_light_floodlight_rnd_cool_glw_dim" ] = loadfx( "light/fx_light_floodlight_rnd_cool_glw_dim" );
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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_light_dust_motes_md" ] = loadfx( "maps/mp_maps/fx_mp_light_dust_motes_md" );
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level._effect[ "fx_mp_light_dust_motes_sm" ] = loadfx( "maps/mp_maps/fx_mp_light_dust_motes_sm" );
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level._effect[ "fx_mp_fog_cool_ground" ] = loadfx( "maps/mp_maps/fx_mp_fog_cool_ground" );
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level._effect[ "fx_red_button_flash" ] = loadfx( "light/fx_red_button_flash" );
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level._effect[ "fx_mp_distant_cloud" ] = loadfx( "maps/mp_maps/fx_mp_distant_cloud_lowmem" );
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level._effect[ "fx_light_god_ray_mp_drone" ] = loadfx( "env/light/fx_light_god_ray_mp_drone" );
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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_ceiling_circle_light_glare" ] = loadfx( "light/fx_ceiling_circle_light_glare" );
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level._effect[ "fx_drone_rectangle_light" ] = loadfx( "light/fx_drone_rectangle_light" );
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level._effect[ "fx_drone_rectangle_light_02" ] = loadfx( "light/fx_drone_rectangle_light_02" );
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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_pc_panel_lights_runner" ] = loadfx( "props/fx_pc_panel_lights_runner" );
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level._effect[ "fx_drone_red_ring_console" ] = loadfx( "light/fx_drone_red_ring_console" );
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level._effect[ "fx_blue_light_flash" ] = loadfx( "light/fx_blue_light_flash" );
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level._effect[ "fx_window_god_ray" ] = loadfx( "light/fx_window_god_ray" );
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level._effect[ "fx_mp_drone_interior_steam" ] = loadfx( "maps/mp_maps/fx_mp_drone_interior_steam" );
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level._effect[ "fx_pc_panel_heli" ] = loadfx( "props/fx_pc_panel_heli" );
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level._effect[ "fx_red_light_flash" ] = loadfx( "light/fx_red_light_flash" );
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level._effect[ "fx_drone_rectangle_light_blue" ] = loadfx( "light/fx_drone_rectangle_light_blue" );
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level._effect[ "fx_mp_distant_cloud_vista" ] = loadfx( "maps/mp_maps/fx_mp_distant_cloud_vista_lowmem" );
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level._effect[ "fx_drone_rectangle_light_blue_4" ] = loadfx( "light/fx_drone_rectangle_light_blue_4" );
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level._effect[ "fx_drone_rectangle_light_yellow" ] = loadfx( "light/fx_drone_rectangle_light_yellow" );
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level._effect[ "fx_ceiling_circle_light_led" ] = loadfx( "light/fx_ceiling_circle_light_led" );
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level._effect[ "fx_drone_red_ring_console_runner" ] = loadfx( "light/fx_drone_red_ring_console_runner" );
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level._effect[ "fx_light_beacon_red_blink_fst" ] = loadfx( "light/fx_light_beacon_red_blink_fst" );
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level._effect[ "fx_wall_water_ground" ] = loadfx( "water/fx_wall_water_ground" );
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level._effect[ "fx_drone_rectangle_light_03" ] = loadfx( "light/fx_drone_rectangle_light_03" );
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level._effect[ "fx_drone_red_blink" ] = loadfx( "light/fx_drone_red_blink" );
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level._effect[ "fx_light_god_ray_mp_drone2" ] = loadfx( "env/light/fx_light_god_ray_mp_drone2" );
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level._effect[ "fx_drone_rectangle_light_skinny" ] = loadfx( "light/fx_drone_rectangle_light_skinny" );
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level._effect[ "fx_mp_drone_rapid" ] = loadfx( "maps/mp_maps/fx_mp_drone_rapid" );
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level._effect[ "fx_mp_distant_cloud_vista_lg" ] = loadfx( "maps/mp_maps/fx_mp_distant_cloud_vista_lg_lowmem" );
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level._effect[ "fx_light_exit_sign" ] = loadfx( "light/fx_light_exit_sign_glow" );
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level._effect[ "fx_drone_light_yellow" ] = loadfx( "light/fx_drone_light_yellow" );
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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_util_fx();
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precache_createfx_fx();
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precache_scripted_fx();
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maps/mp/createfx/mp_drone_fx::main();
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maps/mp/createart/mp_drone_art::main();
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}
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precache_fxanim_props()
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{
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level.scr_anim[ "fxanim_props" ][ "vines_aquilaria" ] = %fxanim_gp_vines_aquilaria_anim;
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level.scr_anim[ "fxanim_props" ][ "vines_strangler_fig" ] = %fxanim_gp_vines_strangler_fig_anim;
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level.scr_anim[ "fxanim_props" ][ "drone_factory" ] = %fxanim_mp_drone_factory_link_anim;
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level.scr_anim[ "fxanim_props" ][ "drone_welder1" ] = %fxanim_mp_drone_factory_welder_01_anim;
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level.scr_anim[ "fxanim_props" ][ "drone_welder2" ] = %fxanim_mp_drone_factory_welder_02_anim;
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level.scr_anim[ "fxanim_props" ][ "drone_welder3" ] = %fxanim_mp_drone_factory_welder_03_anim;
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level.scr_anim[ "fxanim_props" ][ "drone_welder4" ] = %fxanim_mp_drone_factory_welder_04_anim;
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level.scr_anim[ "fxanim_props" ][ "drone_suction1" ] = %fxanim_mp_drone_factory_suction_01_anim;
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level.scr_anim[ "fxanim_props" ][ "drone_suction2" ] = %fxanim_mp_drone_factory_suction_02_anim;
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level.scr_anim[ "fxanim_props" ][ "drone_suction3" ] = %fxanim_mp_drone_factory_suction_03_anim;
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level.scr_anim[ "fxanim_props" ][ "drone_suction4" ] = %fxanim_mp_drone_factory_suction_04_anim;
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level.scr_anim[ "fxanim_props" ][ "drone_factory_off" ] = %fxanim_mp_drone_factory_link_off_anim;
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level.scr_anim[ "fxanim_props" ][ "drone_welder1_off" ] = %fxanim_mp_drone_factory_welder_01_off_anim;
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level.scr_anim[ "fxanim_props" ][ "drone_welder2_off" ] = %fxanim_mp_drone_factory_welder_02_off_anim;
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level.scr_anim[ "fxanim_props" ][ "drone_welder3_off" ] = %fxanim_mp_drone_factory_welder_03_off_anim;
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level.scr_anim[ "fxanim_props" ][ "drone_welder4_off" ] = %fxanim_mp_drone_factory_welder_04_off_anim;
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level.scr_anim[ "fxanim_props" ][ "drone_suction1_off" ] = %fxanim_mp_drone_factory_suction_01_off_anim;
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level.scr_anim[ "fxanim_props" ][ "drone_suction2_off" ] = %fxanim_mp_drone_factory_suction_02_off_anim;
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level.scr_anim[ "fxanim_props" ][ "drone_suction3_off" ] = %fxanim_mp_drone_factory_suction_03_off_anim;
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level.scr_anim[ "fxanim_props" ][ "drone_suction4_off" ] = %fxanim_mp_drone_factory_suction_04_off_anim;
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level.scr_anim[ "fxanim_props" ][ "vines_strangler_fig_alt" ] = %fxanim_gp_vines_strangler_fig_alt_anim;
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}
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