fix: format
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@@ -22,7 +22,7 @@ main()
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if(isdefined(oilspill) && oilspill.size > 0)
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{
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level.breakables_fx["oilspill"]["burn"] = loadfx ("props/barrel_fire");
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level.breakables_fx["oilspill"]["spark"] = loadfx("impacts/small_metalhit_1");
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level.breakables_fx["oilspill"]["spark"] = loadfx("impacts/small_metalhit_1");
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}
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//------------------
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@@ -4,7 +4,7 @@
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main()
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{
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//level._effect["firelp_vhc_lrg_pm_farview"] = loadfx ("fire/firelp_vhc_lrg_pm_farview");
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//level._effect["lighthaze"] = loadfx ("misc/lighthaze");
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//level._effect["lighthaze"] = loadfx ("misc/lighthaze");
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level._effect[ "firelp_med_pm" ] = loadfx( "fire/firelp_med_pm" );
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level._effect[ "firelp_small_pm" ] = loadfx( "fire/firelp_small_pm" );
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level._effect[ "firelp_small_pm_a" ] = loadfx( "fire/firelp_small_pm_a" );
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@@ -5,7 +5,7 @@
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FACTION_REF_COL = 0;
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FACTION_NAME_COL = 1;
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FACTION_SHORT_NAME_COL = 1;
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FACTION_WIN_GAME_COL = 3;
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FACTION_WIN_GAME_COL = 3;
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FACTION_WIN_ROUND_COL = 4;
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FACTION_MISSION_ACCOMPLISHED_COL = 5;
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FACTION_ELIMINATED_COL = 6;
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@@ -1099,7 +1099,7 @@ timeUntilRoundEnd()
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timeRemaining = (getTimeLimit() * 60) - timePassed;
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if ( isDefined( level.timePaused ) )
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timeRemaining += level.timePaused;
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timeRemaining += level.timePaused;
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return timeRemaining + level.postRoundTime;
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}
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@@ -1238,7 +1238,7 @@ Callback_StartGameType()
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levelFlagInit( "round_over", false );
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levelFlagInit( "game_over", false );
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levelFlagInit( "block_notifies", false );
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levelFlagInit( "block_notifies", false );
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level.prematchPeriod = 0;
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level.prematchPeriodEnd = 0;
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@@ -492,7 +492,7 @@ suspenseMusic()
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{
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wait ( randomFloatRange( 60, 120 ) );
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playSoundOnPlayers( game["music"]["suspense"][randomInt(numTracks)] );
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playSoundOnPlayers( game["music"]["suspense"][randomInt(numTracks)] );
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}
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}
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@@ -619,7 +619,7 @@ spawnPlayer()
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self setClientDvar( "cg_thirdPerson", "0" );
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self setDepthOfField( 0, 0, 512, 512, 4, 0 );
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//self setClientDvar( "cg_fov", "65" );
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//self setClientDvar( "cg_fov", "65" );
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// Don't do this stuff for TI spawn points
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if ( isDefined( spawnPoint ) )
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@@ -692,7 +692,7 @@ bombPlanted( destroyedObj, player )
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if ( level.destroyedObject.label == "_a" )
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level.aPlanted = true;
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else
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level.bPlanted = true;
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level.bPlanted = true;
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level.destroyedObject.bombPlanted = true;
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@@ -719,7 +719,7 @@ bombHandler( player, destType )
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if ( self.label == "_a" )
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level.aPlanted = false;
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else
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level.bPlanted = false;
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level.bPlanted = false;
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self.bombPlanted = 0;
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@@ -519,7 +519,7 @@ flagCaptured( winningTeam, endReasonText )
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onTimeLimit()
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{
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if ( level.flagCaptured )
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return;
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return;
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// TODO: change to "Flag Defended" or some such
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maps\mp\gametypes\_gamelogic::endGame( game["defenders"], game["strings"]["time_limit_reached"] );
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@@ -185,21 +185,21 @@ init_sounds()
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add_context_sensative_dialog( "ai", "in_sight", 7, "ac130_fco_gonnagethim" ); // You gonna get him?
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add_context_sensative_dialog( "ai", "in_sight", 8, "ac130_fco_personnelthere" ); // Personnel right there.
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add_context_sensative_dialog( "ai", "in_sight", 9, "ac130_fco_nailthoseguys" ); // Nail those guys.
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add_context_sensative_dialog( "ai", "in_sight", 11, "ac130_fco_lightemup" ); // Light ‘em up.
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add_context_sensative_dialog( "ai", "in_sight", 11, "ac130_fco_lightemup" ); // Light �em up.
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add_context_sensative_dialog( "ai", "in_sight", 12, "ac130_fco_takehimout" ); // Yeah take him out.
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add_context_sensative_dialog( "ai", "in_sight", 14, "ac130_plt_yeahcleared" ); // Yeah, cleared to engage.
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add_context_sensative_dialog( "ai", "in_sight", 15, "ac130_plt_copysmoke" ); // Copy, smoke ‘em.
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add_context_sensative_dialog( "ai", "in_sight", 15, "ac130_plt_copysmoke" ); // Copy, smoke �em.
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add_context_sensative_dialog( "ai", "in_sight", 16, "ac130_fco_rightthere" ); // Right there...tracking.
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add_context_sensative_dialog( "ai", "in_sight", 17, "ac130_fco_tracking" ); // Tracking.
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add_context_sensative_dialog( "ai", "wounded_crawl", 0, "ac130_fco_movingagain" ); // Ok he’s moving again.
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add_context_sensative_dialog( "ai", "wounded_crawl", 0, "ac130_fco_movingagain" ); // Ok he�s moving again.
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add_context_sensative_timeout( "ai", "wounded_crawl", undefined, 6 );
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add_context_sensative_dialog( "ai", "wounded_pain", 0, "ac130_fco_doveonground" ); // Yeah, he just dove on the ground.
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add_context_sensative_dialog( "ai", "wounded_pain", 1, "ac130_fco_knockedwind" ); // Probably just knocked the wind out of him.
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add_context_sensative_dialog( "ai", "wounded_pain", 2, "ac130_fco_downstillmoving" ); // That guy's down but still moving.
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add_context_sensative_dialog( "ai", "wounded_pain", 3, "ac130_fco_gettinbackup" ); // He's gettin' back up.
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add_context_sensative_dialog( "ai", "wounded_pain", 4, "ac130_fco_yepstillmoving" ); // Yep, that guy’s still moving.
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add_context_sensative_dialog( "ai", "wounded_pain", 4, "ac130_fco_yepstillmoving" ); // Yep, that guy�s still moving.
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add_context_sensative_dialog( "ai", "wounded_pain", 5, "ac130_fco_stillmoving" ); // He's still moving.
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add_context_sensative_timeout( "ai", "wounded_pain", undefined, 12 );
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@@ -594,7 +594,7 @@ removeAC130Player( player, disconnected )
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{
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player clearUsingRemote();
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player stopLocalSound( "missile_incoming" );
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player stopLocalSound( "missile_incoming" );
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player show();
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player unlink();
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@@ -1673,7 +1673,7 @@ stingerProximityDetonate( player, missileTeam )
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missileTarget = newTarget;
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if ( isDefined( level.ac130player ) )
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level.ac130player stopLocalSound( "missile_incoming" );
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level.ac130player stopLocalSound( "missile_incoming" );
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}
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if ( curDist < minDist )
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@@ -1699,7 +1699,7 @@ stingerProximityDetonate( player, missileTeam )
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if ( isDefined( level.ac130player ) )
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{
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level.ac130player stopLocalSound( "missile_incoming" );
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level.ac130player stopLocalSound( "missile_incoming" );
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if ( level.ac130player.team != missileTeam )
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radiusDamage( self.origin, 1000, 1000, 1000, player );
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@@ -417,7 +417,7 @@ airstrikeDamageEntsThread( sWeapon )
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ent = level.airstrikeDamagedEnts[level.airstrikeDamagedEntsIndex];
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if ( !isDefined( ent.entity ) )
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continue;
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continue;
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if ( !ent.isPlayer || isAlive( ent.entity ) )
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{
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@@ -533,7 +533,7 @@ doBomberStrike( lifeId, owner, requiredDeathCount, bombsite, startPoint, endPoin
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plane.angles = direction;
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forward = anglesToForward( direction );
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plane moveTo( pathEnd, flyTime, 0, 0 );
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plane moveTo( pathEnd, flyTime, 0, 0 );
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thread stealthBomber_killCam( plane, pathEnd, flyTime, airStrikeType );
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@@ -542,7 +542,7 @@ doBomberStrike( lifeId, owner, requiredDeathCount, bombsite, startPoint, endPoin
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// Delete the plane after its flyby
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wait ( flyTime );
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plane notify( "delete" );
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plane delete();
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plane delete();
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}
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@@ -693,11 +693,11 @@ doPlaneStrike( lifeId, owner, requiredDeathCount, bombsite, startPoint, endPoint
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plane.angles = direction;
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forward = anglesToForward( direction );
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plane thread playPlaneFx();
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plane moveTo( pathEnd, flyTime, 0, 0 );
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plane moveTo( pathEnd, flyTime, 0, 0 );
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/#
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if ( getdvar("scr_airstrikedebug") == "1" )
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thread airstrikeLine( pathStart, pathEnd, (1,1,1), 20 );
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thread airstrikeLine( pathStart, pathEnd, (1,1,1), 20 );
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#/
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//thread callStrike_planeSound( plane, bombsite );
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@@ -706,7 +706,7 @@ doPlaneStrike( lifeId, owner, requiredDeathCount, bombsite, startPoint, endPoint
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// Delete the plane after its flyby
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wait flyTime;
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plane notify( "delete" );
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plane delete();
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plane delete();
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}
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callStrike_bombEffect( plane, pathEnd, flyTime, launchTime, owner, requiredDeathCount, typeOfStrike )
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@@ -1025,7 +1025,7 @@ targetisinfront(other, target)
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{
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forwardvec = anglestoforward(flat_angle(other.angles));
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normalvec = vectorNormalize(flat_origin(target)-other.origin);
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dot = vectordot(forwardvec,normalvec);
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dot = vectordot(forwardvec,normalvec);
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if(dot > 0)
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return true;
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else
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@@ -813,7 +813,7 @@ makeGunShip()
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mgTurret makeTurretInoperable();
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mgTurret.pers["team"] = self.team;
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mgTurret.killCamEnt = self;
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self.mgTurretLeft = mgTurret;
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self.mgTurretLeft = mgTurret;
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self.mgTurretLeft SetDefaultDropPitch( 0 );
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mgTurret = spawnTurret( "misc_turret", self.origin, "pavelow_minigun_mp" );
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@@ -825,7 +825,7 @@ makeGunShip()
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mgTurret makeTurretInoperable();
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mgTurret.pers["team"] = self.team;
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mgTurret.killCamEnt = self;
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self.mgTurretRight = mgTurret;
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self.mgTurretRight = mgTurret;
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self.mgTurretRight SetDefaultDropPitch( 0 );
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if ( level.teamBased )
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@@ -8,7 +8,7 @@ main()
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setdvar( "compassmaxrange", "2000" );
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ambientPlay( "ambient_trainer_ext2" );
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ambientPlay( "ambient_trainer_ext2" );
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game["attackers"] = "axis";
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game["defenders"] = "allies";
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@@ -10,7 +10,7 @@ main()
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setdvar( "compassmaxrange", "2000" );
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ambientPlay( "ambient_trainer_ext2" );
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ambientPlay( "ambient_trainer_ext2" );
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game["attackers"] = "axis";
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game["defenders"] = "allies";
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@@ -5,7 +5,7 @@ main()
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level._effect[ "leaves_ground_gentlewind_dust" ] = loadfx( "misc/leaves_ground_gentlewind_dust_sh" );
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level._effect[ "dust_wind_slow_yel_loop" ] = loadfx( "dust/dust_wind_slow_yel_loop_sh" );
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//level._effect[ "drips_player_hand" ] = loadfx( "water/drips_player_hand_sh" );
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level._effect["water_spill_fall"] = loadfx("maps/mp_maps/fx_mp_water_spill");
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level._effect["water_spill_fall"] = loadfx("maps/mp_maps/fx_mp_water_spill");
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/#
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if ( getdvar( "clientSideEffects" ) != "1" )
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@@ -1,4 +1,4 @@
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#include maps\mp\_utility;
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#include maps\mp\_utility;
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// Scripted effects
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precache_scripted_fx()
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@@ -1,4 +1,4 @@
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#include maps\mp\_utility;
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#include maps\mp\_utility;
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// fx used by utility scripts
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precache_util_fx()
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