mirror of
https://github.com/JezuzLizard/Recompilable-gscs-for-BO2-zombies-and-multiplayer.git
synced 2025-07-05 23:17:51 -05:00
79 lines
5.1 KiB
Plaintext
79 lines
5.1 KiB
Plaintext
#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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