232 lines
6.4 KiB
Plaintext
232 lines
6.4 KiB
Plaintext
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#include maps\_anim;
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#include maps\_utility;
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#include common_scripts\utility;
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prop_notetrack_exist( animname, name )
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{
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if ( !isdefined( level.prop_notetracks ) )
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level.prop_notetracks = [];
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if ( !isdefined( level.prop_notetracks[ animname ] ) )
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level.prop_notetracks[ animname ] = [];
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if ( isdefined( level.prop_notetracks[ animname ][ name ] ) )
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return true;
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level.prop_notetracks[ animname ][ name ] = 1;
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return false;
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}
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add_smoking_notetracks( animname )
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{
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if ( prop_notetrack_exist( animname, "add_smoking_notetracks" ) )
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return;
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addNotetrack_customFunction( animname, "attach cig", ::attach_cig );
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addNotetrack_customFunction( animname, "detach cig", ::detach_cig );
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addNotetrack_customFunction( animname, "puff", ::smoke_puff );
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addNotetrack_customFunction( animname, "exhale", ::smoke_exhale );
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level._effect[ "cigar_glow" ] = loadfx( "fire/cigar_glow_far" );
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level._effect[ "cigar_glow_puff" ] = loadfx( "fire/cigar_glow_puff" );
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level._effect[ "cigar_smoke_puff" ] = loadfx( "smoke/cigarsmoke_puff_far" );
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level._effect[ "cigar_exhale" ] = loadfx( "smoke/cigarsmoke_exhale_far" );
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level.scr_model[ "cigar" ] = "prop_price_cigar";
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}
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detach_idle_clip( guy )
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{
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if ( isdefined( guy.clip ) )
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guy.clip delete();
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}
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add_sit_load_ak_notetracks( animname )
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{
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if ( prop_notetrack_exist( animname, "add_cellphone_notetracks" ) )
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return;
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addNotetrack_customFunction( animname, "attach clip left", ::attach_clip );
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addNotetrack_customFunction( animname, "detach clip left", ::detach_idle_clip );
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level.scr_model[ "clip" ] = "weapon_ak47_clip";
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}
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attach_clip( guy )
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{
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guy notify( "new_prop_rotation" ); // runs a thread to cleanup the cigar if the anim is cut off, this starts the thread over again
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clip = spawn( "script_model", ( 0, 0, 0 ) );
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clip linkto( guy, "tag_inhand", ( 0, 0, 0 ), ( 0, 0, 0 ) );
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clip setmodel( getModel( "clip" ) );
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guy.clip = clip;
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self thread prop_delete( clip, guy );
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}
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add_cellphone_notetracks( animname )
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{
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if ( prop_notetrack_exist( animname, "add_cellphone_notetracks" ) )
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return;
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addNotetrack_customFunction( animname, "attach phone", ::attach_phone );
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addNotetrack_customFunction( animname, "detach phone", ::detach_phone );
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level.scr_model[ "cellphone" ] = "com_cellphone_off";
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}
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attach_phone( guy )
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{
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guy notify( "new_phone_rotation" ); // runs a thread to cleanup the cigar if the anim is cut off, this starts the thread over again
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phone = spawn( "script_model", ( 0, 0, 0 ) );
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phone linkto( guy, "tag_inhand", ( 0, 0, 0 ), ( 0, 0, 0 ) );
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phone setmodel( getModel( "cellphone" ) );
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guy.phone = phone;
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self thread prop_delete( phone, guy );
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}
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detach_phone( guy )
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{
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if ( isdefined( guy.phone ) )
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guy.phone delete();
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}
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attach_cig( guy )
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{
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guy notify( "new_cigar_rotation" ); // runs a thread to cleanup the cigar if the anim is cut off, this starts the thread over again
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cigar = spawn( "script_model", ( 0, 0, 0 ) );
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cigar linkto( guy, "tag_inhand", ( 0, 0, 0 ), ( 0, 0, 0 ) );
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cigar setmodel( getModel( "cigar" ) );
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playfxontag( getfx( "cigar_glow" ), cigar, "tag_cigarglow" );
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guy.cigar = cigar;
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self thread prop_delete_cig( cigar, guy );
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}
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detach_cig( guy )
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{
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if ( isdefined( guy.cigar ) )
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guy.cigar thread prop_cig_throw();
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}
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prop_delete( prop, guy )
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{
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guy notify( "new_prop_rotation" + prop.model );// kill the old prop
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guy endon( "new_prop_rotation" + prop.model );
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prop endon( "death" );
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guy add_endon( "new_prop_rotation" + prop.model );// adds this endon to any of the waits, so we dont get thread leak
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prop add_endon( "death" );// adds this endon to any of the waits, so we dont get thread leak
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self add_wait( ::waittill_msg, "stop_loop" );
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guy add_wait( ::waittill_msg, "death" );
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do_wait_any();// waits for any of the above to occur
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prop delete();
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}
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prop_delete_cig( prop, guy )
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{
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guy notify( "new_prop_rotation" + prop.model );// kill the old prop
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guy endon( "new_prop_rotation" + prop.model );
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prop endon( "death" );
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guy add_endon( "new_prop_rotation" + prop.model );// adds this endon to any of the waits, so we dont get thread leak
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prop add_endon( "death" );// adds this endon to any of the waits, so we dont get thread leak
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self add_wait( ::waittill_msg, "stop_loop" );
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guy add_wait( ::waittill_msg, "death" );
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do_wait_any();// waits for any of the above to occur
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prop thread prop_cig_throw();
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}
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prop_cig_throw()
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{
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self endon( "death" );
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if ( !isdefined( self ) )
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return;
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if ( isdefined( self.cig_throwing ) && self.cig_throwing )
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return;
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self.cig_throwing = true;
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stopfxontag( getfx( "cigar_glow" ), self, "tag_cigarglow" );
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time = 3;
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vec = anglestoforward( self.angles );
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self unlink();
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self movegravity( vec * 100, time );
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self rotatevelocity( (400, 0, 0), time, 0, time );
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wait time;
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self delete();
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}
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smoke_puff( guy )
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{
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if ( !isdefined( guy.cigar ) )
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return;
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guy endon( "death" );
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guy.cigar endon( "death" );
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playfxOnTag( getfx( "cigar_glow_puff" ), guy.cigar, "tag_cigarglow" );
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wait 1;
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playfxOnTag( getfx( "cigar_smoke_puff" ), guy, "tag_eye" );
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}
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smoke_exhale( guy )
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{
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if ( !isdefined( guy.cigar ) )
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return;
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playfxOnTag( getfx( "cigar_exhale" ), guy, "tag_eye" );
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}
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ghillie_leaves()
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{
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bones = [];
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bones[ bones.size ] = "J_MainRoot";
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bones[ bones.size ] = "J_CoatFront_LE";
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bones[ bones.size ] = "J_Hip_LE";
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bones[ bones.size ] = "J_CoatRear_RI";
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bones[ bones.size ] = "J_CoatRear_LE";
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bones[ bones.size ] = "J_CoatFront_RI";
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bones[ bones.size ] = "J_Cheek_RI";
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bones[ bones.size ] = "J_Brow_LE";
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bones[ bones.size ] = "J_Shoulder_RI";
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bones[ bones.size ] = "J_Head";
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bones[ bones.size ] = "J_ShoulderRaise_LE";
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bones[ bones.size ] = "J_Neck";
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bones[ bones.size ] = "J_Clavicle_RI";
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bones[ bones.size ] = "J_Ball_LE";
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bones[ bones.size ] = "J_Knee_Bulge_LE";
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bones[ bones.size ] = "J_Ankle_RI";
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bones[ bones.size ] = "J_Ankle_LE";
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bones[ bones.size ] = "J_SpineUpper";
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bones[ bones.size ] = "J_Knee_RI";
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bones[ bones.size ] = "J_Knee_LE";
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bones[ bones.size ] = "J_HipTwist_RI";
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bones[ bones.size ] = "J_HipTwist_LE";
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bones[ bones.size ] = "J_SpineLower";
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bones[ bones.size ] = "J_Hip_RI";
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bones[ bones.size ] = "J_Elbow_LE";
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bones[ bones.size ] = "J_Wrist_RI";
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self endon( "death" );
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for ( ;; )
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{
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while ( self.movemode != "run" )
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{
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wait( 0.2 );
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continue;
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}
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playfxontag( level._effect[ "ghillie_leaves" ], self, random( bones ) );
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wait( randomfloatrange( 0.1, 2.5 ) );
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}
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}
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attach_cig_self()
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{
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attach_cig( self );
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}
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