mirror of
https://github.com/JezuzLizard/Recompilable-gscs-for-BO2-zombies-and-multiplayer.git
synced 2025-06-10 10:47:58 -05:00
51 lines
2.6 KiB
Plaintext
51 lines
2.6 KiB
Plaintext
#include maps/mp/_utility;
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#using_animtree( "fxanim_props" );
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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_raid_fx::main();
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maps/mp/createart/mp_raid_art::main();
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}
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precache_scripted_fx()
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{
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level._effect[ "water_splash_sm" ] = loadfx( "bio/player/fx_player_water_splash_mp_sm" );
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}
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precache_createfx_fx()
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{
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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_raid_mist" ] = loadfx( "maps/mp_maps/fx_mp_raid_mist" );
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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_insects_butterfly_flutter" ] = loadfx( "bio/insects/fx_insects_butterfly_flutter" );
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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_raid_mist_water" ] = loadfx( "maps/mp_maps/fx_mp_raid_mist_water" );
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level._effect[ "fx_paper_interior_short" ] = loadfx( "debris/fx_paper_interior_short" );
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level._effect[ "fx_mp_raid_vista_smoke01" ] = loadfx( "maps/mp_maps/fx_mp_raid_vista_smoke01" );
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level._effect[ "fx_mp_raid_vista_fire01" ] = loadfx( "maps/mp_maps/fx_mp_raid_vista_fire01" );
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level._effect[ "fx_mp_slums_dark_smoke_sm" ] = loadfx( "maps/mp_maps/fx_mp_slums_dark_smoke_sm" );
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level._effect[ "fx_mp_slums_fire_sm" ] = loadfx( "maps/mp_maps/fx_mp_slums_fire_sm" );
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level._effect[ "fx_mp_slums_fire_lg" ] = loadfx( "maps/mp_maps/fx_mp_slums_fire_lg" );
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level._effect[ "fx_mp_slums_dark_smoke" ] = loadfx( "maps/mp_maps/fx_mp_slums_dark_smoke" );
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level._effect[ "fx_mp_village_car_smoke" ] = loadfx( "maps/mp_maps/fx_mp_village_car_smoke" );
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level._effect[ "fx_raid_hot_tub_sm" ] = loadfx( "water/fx_raid_hot_tub_sm" );
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level._effect[ "fx_raid_hot_tub_lg" ] = loadfx( "water/fx_raid_hot_tub_lg" );
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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_light_god_ray_mp_raid" ] = loadfx( "env/light/fx_light_god_ray_mp_raid" );
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level._effect[ "fx_raid_spot_light" ] = loadfx( "light/fx_raid_spot_light" );
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level._effect[ "fx_mp_nightclub_flr_glare" ] = loadfx( "maps/mp_maps/fx_mp_nightclub_flr_glare" );
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level._effect[ "fx_raid_spot_light_picture" ] = loadfx( "light/fx_raid_spot_light_picture" );
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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_lf_mp_raid_sun1" ] = loadfx( "lens_flares/fx_lf_mp_raid_sun1" );
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}
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precache_fxanim_props()
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{
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level.scr_anim[ "fxanim_props" ][ "umbrella" ] = %fxanim_gp_umbrella_01_anim;
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level.scr_anim[ "fxanim_props" ][ "dryer_loop" ] = %fxanim_gp_dryer_loop_anim;
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}
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