mirror of
https://github.com/JezuzLizard/Recompilable-gscs-for-BO2-zombies-and-multiplayer.git
synced 2025-06-10 10:47:58 -05:00
110 lines
7.9 KiB
Plaintext
110 lines
7.9 KiB
Plaintext
#include maps/mp/_utility;
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#using_animtree( "fxanim_props" );
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#using_animtree( "fxanim_props_dlc" );
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main()
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{
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precache_fxanim_props();
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precache_fxanim_props_dlc();
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precache_scripted_fx();
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precache_createfx_fx();
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maps/mp/createfx/mp_studio_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_mp_express_train_blow_dust" ] = loadfx( "maps/mp_maps/fx_mp_express_train_blow_dust" );
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level._effect[ "fx_mp_village_grass" ] = loadfx( "maps/mp_maps/fx_mp_village_grass" );
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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_debris_papers" ] = loadfx( "maps/mp_maps/fx_mp_debris_papers" );
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level._effect[ "fx_mp_studio_dust_ledge_runner" ] = loadfx( "maps/mp_maps/fx_mp_studio_dust_ledge_runner" );
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level._effect[ "fx_sand_moving_in_air_pcloud" ] = loadfx( "dirt/fx_sand_moving_in_air_pcloud" );
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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_studio_fog" ] = loadfx( "maps/mp_maps/fx_mp_studio_fog" );
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level._effect[ "fx_mp_studio_fog_ground" ] = loadfx( "maps/mp_maps/fx_mp_studio_fog_ground" );
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level._effect[ "fx_mp_studio_fog_background" ] = loadfx( "maps/mp_maps/fx_mp_studio_fog_background" );
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level._effect[ "fx_mp_studio_rolling_fog" ] = loadfx( "maps/mp_maps/fx_mp_studio_rolling_fog" );
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level._effect[ "fx_mp_studio_fog_machine" ] = loadfx( "maps/mp_maps/fx_mp_studio_fog_machine" );
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level._effect[ "fx_mp_studio_fog_sm" ] = loadfx( "maps/mp_maps/fx_mp_studio_fog_sm" );
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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_smk_smolder_gray_slow_shrt" ] = loadfx( "smoke/fx_smk_smolder_gray_slow_shrt" );
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level._effect[ "fx_smk_smolder_gray_slow_dark" ] = loadfx( "smoke/fx_smk_smolder_gray_slow_dark" );
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level._effect[ "fx_mp_studio_ufo_fire" ] = loadfx( "maps/mp_maps/fx_mp_studio_ufo_fire" );
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level._effect[ "fx_mp_studio_ufo_smoke" ] = loadfx( "maps/mp_maps/fx_mp_studio_ufo_smoke" );
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level._effect[ "fx_mp_studio_fire_md" ] = loadfx( "maps/mp_maps/fx_mp_studio_fire_md" );
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level._effect[ "fx_mp_studio_smoke_vista" ] = loadfx( "maps/mp_maps/fx_mp_studio_smoke_vista" );
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level._effect[ "fx_mp_studio_smoke_ground" ] = loadfx( "maps/mp_maps/fx_mp_studio_smoke_ground" );
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level._effect[ "fx_mp_studio_smoke_area" ] = loadfx( "maps/mp_maps/fx_mp_studio_smoke_area" );
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level._effect[ "fx_mp_studio_smoke_area_sm" ] = loadfx( "maps/mp_maps/fx_mp_studio_smoke_area_sm" );
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level._effect[ "fx_mp_studio_toy_fire" ] = loadfx( "maps/mp_maps/fx_mp_studio_toy_fire" );
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level._effect[ "fx_mp_studio_torch" ] = loadfx( "maps/mp_maps/fx_mp_studio_torch" );
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level._effect[ "fx_mp_studio_sci_fire_burst_runner" ] = loadfx( "maps/mp_maps/fx_mp_studio_sci_fire_burst_runner" );
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level._effect[ "fx_mp_studio_muzzle_tank_sm" ] = loadfx( "maps/mp_maps/fx_mp_studio_muzzle_tank_sm" );
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level._effect[ "fx_mp_studio_sci_fire" ] = loadfx( "maps/mp_maps/fx_mp_studio_sci_fire" );
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level._effect[ "fx_mp_studio_ufo_electric_runner" ] = loadfx( "maps/mp_maps/fx_mp_studio_ufo_electric_runner" );
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level._effect[ "fx_mp_studio_electric_fence" ] = loadfx( "maps/mp_maps/fx_mp_studio_electric_fence" );
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level._effect[ "fx_mp_studio_spark_sm_runner" ] = loadfx( "maps/mp_maps/fx_mp_studio_spark_sm_runner" );
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level._effect[ "fx_mp_studio_water_dock_splash" ] = loadfx( "maps/mp_maps/fx_mp_studio_water_dock_splash" );
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level._effect[ "fx_mp_studio_water_splash_runner" ] = loadfx( "maps/mp_maps/fx_mp_studio_water_splash_runner" );
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level._effect[ "fx_mp_studio_cannon_splash_runner" ] = loadfx( "maps/mp_maps/fx_mp_studio_cannon_splash_runner" );
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level._effect[ "fx_mp_studio_robot_laser" ] = loadfx( "maps/mp_maps/fx_mp_studio_robot_laser" );
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level._effect[ "fx_light_god_ray_mp_studio" ] = loadfx( "env/light/fx_light_god_ray_mp_studio" );
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level._effect[ "fx_mp_studio_ufo_light_flash" ] = loadfx( "maps/mp_maps/fx_mp_studio_ufo_light_flash" );
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level._effect[ "fx_mp_studio_ufo_light_flash_lg" ] = loadfx( "maps/mp_maps/fx_mp_studio_ufo_light_flash_lg" );
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level._effect[ "fx_mp_studio_fence_god_ray" ] = loadfx( "maps/mp_maps/fx_mp_studio_fence_god_ray" );
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level._effect[ "fx_mp_studio_sconce_glare" ] = loadfx( "maps/mp_maps/fx_mp_studio_sconce_glare" );
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level._effect[ "fx_mp_studio_sconce_glare2" ] = loadfx( "maps/mp_maps/fx_mp_studio_sconce_glare2" );
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level._effect[ "fx_mp_studio_lamp_glare" ] = loadfx( "maps/mp_maps/fx_mp_studio_lamp_glare" );
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level._effect[ "fx_mp_studio_flood_light" ] = loadfx( "maps/mp_maps/fx_mp_studio_flood_light" );
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level._effect[ "fx_mp_studio_tube_glare" ] = loadfx( "maps/mp_maps/fx_mp_studio_tube_glare" );
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level._effect[ "fx_mp_studio_lantern_cave" ] = loadfx( "maps/mp_maps/fx_mp_studio_lantern_cave" );
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level._effect[ "fx_mp_studio_red_blink" ] = loadfx( "maps/mp_maps/fx_mp_studio_red_blink" );
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level._effect[ "fx_studio_sq_glare" ] = loadfx( "light/fx_studio_sq_glare" );
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level._effect[ "fx_mp_village_single_glare" ] = loadfx( "maps/mp_maps/fx_mp_village_single_glare" );
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level._effect[ "fx_mp_studio_gold_sparkle_runner" ] = loadfx( "maps/mp_maps/fx_mp_studio_gold_sparkle_runner" );
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level._effect[ "fx_mp_studio_gold_glow" ] = loadfx( "maps/mp_maps/fx_mp_studio_gold_glow" );
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level._effect[ "fx_mp_studio_ufo_engine_runner" ] = loadfx( "maps/mp_maps/fx_mp_studio_ufo_engine_runner" );
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level._effect[ "fx_mp_studio_ufo_forcefield" ] = loadfx( "maps/mp_maps/fx_mp_studio_ufo_forcefield" );
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level._effect[ "fx_mp_studio_saloon_glare" ] = loadfx( "maps/mp_maps/fx_mp_studio_saloon_glare" );
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level._effect[ "fx_mp_studio_saloon_glare_sq" ] = loadfx( "maps/mp_maps/fx_mp_studio_saloon_glare_sq" );
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level._effect[ "fx_lf_mp_studio_sun1" ] = loadfx( "lens_flares/fx_lf_mp_studio_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" ][ "roofvent" ] = %fxanim_gp_roofvent_anim;
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level.scr_anim[ "fxanim_props" ][ "roofvent_slow" ] = %fxanim_gp_roofvent_slow_anim;
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level.scr_anim[ "fxanim_props" ][ "dino_eggs" ] = %fxanim_mp_stu_dino_eggs_anim;
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level.scr_anim[ "fxanim_props" ][ "noose" ] = %fxanim_mp_stu_noose_anim;
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level.scr_anim[ "fxanim_props" ][ "t_rex_barn" ] = %fxanim_mp_stu_t_rex_barn_anim;
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level.scr_anim[ "fxanim_props" ][ "t_rex_fence_01" ] = %fxanim_mp_stu_t_rex_fence_01_anim;
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level.scr_anim[ "fxanim_props" ][ "t_rex_fence_02" ] = %fxanim_mp_stu_t_rex_fence_02_anim;
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level.scr_anim[ "fxanim_props" ][ "t_rex_fence_03" ] = %fxanim_mp_stu_t_rex_fence_03_anim;
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level.scr_anim[ "fxanim_props" ][ "robot_spider_01" ] = %fxanim_mp_stu_robot_01_anim;
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level.scr_anim[ "fxanim_props" ][ "robot_spider_02" ] = %fxanim_mp_stu_robot_02_anim;
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level.scr_anim[ "fxanim_props" ][ "robot_spider_03" ] = %fxanim_mp_stu_robot_03_anim;
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level.scr_anim[ "fxanim_props" ][ "shark_fins" ] = %fxanim_mp_stu_shark_fins_anim;
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level.scr_anim[ "fxanim_props" ][ "pirate_boats" ] = %fxanim_mp_stu_pirate_boats_anim;
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level.scr_anim[ "fxanim_props" ][ "brontosaurus_chew_anim" ] = %fxanim_mp_stu_brontosaurus_chew_anim;
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level.scr_anim[ "fxanim_props" ][ "brontosaurus_look_around" ] = %fxanim_mp_stu_brontosaurus_look_around_anim;
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level.scr_anim[ "fxanim_props" ][ "robot_scanning" ] = %fxanim_mp_stu_robot_scanning;
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level.scr_anim[ "fxanim_props" ][ "t_rex_stand_01" ] = %fxanim_mp_stu_t_rex_stand_01_anim;
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level.scr_anim[ "fxanim_props" ][ "t_rex_stand_02" ] = %fxanim_mp_stu_t_rex_stand_02_anim;
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level.scr_anim[ "fxanim_props" ][ "t_rex_stand_03" ] = %fxanim_mp_stu_t_rex_stand_03_anim;
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level.scr_anim[ "fxanim_props" ][ "captain_01" ] = %fxanim_mp_stu_pirate_captain_01_anim;
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level.scr_anim[ "fxanim_props" ][ "captain_02" ] = %fxanim_mp_stu_pirate_captain_02_anim;
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level.scr_anim[ "fxanim_props" ][ "oarsmen_01" ] = %fxanim_mp_stu_pirate_oarsmen_01_anim;
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level.scr_anim[ "fxanim_props" ][ "oarsmen_02" ] = %fxanim_mp_stu_pirate_oarsmen_02_anim;
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level.scr_anim[ "fxanim_props" ][ "captain_jailed" ] = %fxanim_mp_stu_pirate_jailed_captain_anim;
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level.scr_anim[ "fxanim_props" ][ "oarsmen_jailed" ] = %fxanim_mp_stu_pirate_jailed_oarsmen_anim;
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}
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precache_fxanim_props_dlc()
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{
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}
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