Add h2 mod team to ending credits
This commit is contained in:
parent
9f2a74bed2
commit
3ebf784760
29
data/cdata/scripts/ending/credits.gsc
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29
data/cdata/scripts/ending/credits.gsc
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@ -0,0 +1,29 @@
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main()
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{
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replacefunc(maps\_credit_h2_autogen::_id_B775, ::initiwcredits);
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}
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initcredits_h2mod()
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{
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maps\_credits::addcenterimage("LOGO_H2MOD", 256, 64, 2);
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maps\_credits::addspace();
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maps\_credits::addcenterheading(&"CREDIT_H2MOD_DEVELOPERS");
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maps\_credits::addgap();
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maps\_credits::addcenternamedouble(&"CREDIT_H2MOD_FED", &"CREDIT_H2MOD_VLAD");
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maps\_credits::addcenternamedouble(&"CREDIT_H2MOD_FUTURE", &"CREDIT_H2MOD_NETADR");
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maps\_credits::addgap();
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maps\_credits::addcenterheading(&"CREDIT_H2MOD_SPECIAL_THANKS");
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maps\_credits::addgap();
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maps\_credits::addcenternamedouble(&"CREDIT_H2MOD_SNAKE", &"CREDIT_H2MOD_QUAK");
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maps\_credits::addcenternamedouble(&"CREDIT_H2MOD_XENSIK", &"CREDIT_H2MOD_JARIK");
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}
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initiwcredits()
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{
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initcredits_h2mod();
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maps\_credit_h2_autogen::initiwcredits_iw();
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maps\_credit_h2_autogen::initiwcredits_beenox();
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maps\_credit_h2_autogen::initiwcredits_ca();
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maps\_credit_h2_autogen::initiwcredits_nerve();
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maps\_credit_h2_autogen::initiwcredits_irongalaxy();
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}
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@ -227,6 +227,8 @@ LUI.MenuBuilder.registerType("credits_menu", function(f6_arg0, f6_arg1)
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skipAnim = f6_local2
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skipAnim = f6_local2
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})
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})
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PersistentBackground.ChangeBackground(nil, CoD.Background.CampaignRegular)
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menu:AddButton("MENU_SP_CREDITS_CAPS", creditsmap, nil, true, nil, {
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menu:AddButton("MENU_SP_CREDITS_CAPS", creditsmap, nil, true, nil, {
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desc_text = Engine.Localize("@LUA_MENU_CREDITS_DESC")
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desc_text = Engine.Localize("@LUA_MENU_CREDITS_DESC")
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})
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})
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2
data/zone_source/h2_mod_patch_ending.csv
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2
data/zone_source/h2_mod_patch_ending.csv
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@ -0,0 +1,2 @@
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material,logo_h2mod
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localize,english
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BIN
data/zonetool/h2_mod_patch_ending/images/logo_h2mod.dds
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BIN
data/zonetool/h2_mod_patch_ending/images/logo_h2mod.dds
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@ -0,0 +1,12 @@
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{
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"CREDIT_H2MOD_DEVELOPERS": "DEVELOPERS",
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"CREDIT_H2MOD_SPECIAL_THANKS": "SPECIAL THANKS",
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"CREDIT_H2MOD_FED": "fed",
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"CREDIT_H2MOD_VLAD": "Vlad",
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"CREDIT_H2MOD_FUTURE": "Future",
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"CREDIT_H2MOD_JARIK": "JariKCoding",
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"CREDIT_H2MOD_NETADR": "netadr",
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"CREDIT_H2MOD_QUAK": "quaK",
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"CREDIT_H2MOD_SNAKE": "momo5502",
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"CREDIT_H2MOD_XENSIK": "xensik"
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}
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26
data/zonetool/h2_mod_patch_ending/materials/logo_h2mod.json
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26
data/zonetool/h2_mod_patch_ending/materials/logo_h2mod.json
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@ -0,0 +1,26 @@
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{
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"name": "logo_h2mod",
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"techniqueSet->name": "2d",
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"gameFlags": 4,
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"sortKey": 61,
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"renderFlags": 0,
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"textureAtlasRowCount": 1,
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"textureAtlasColumnCount": 1,
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"textureAtlasFrameBlend": 0,
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"textureAtlasAsArray": 0,
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"surfaceTypeBits": 0,
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"cameraRegion": 14,
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"materialType": 0,
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"assetFlags": 0,
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"constantTable": null,
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"textureTable": [
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{
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"image": "logo_h2mod",
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"semantic": 0,
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"samplerState": 19,
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"lastCharacter": 112,
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"firstCharacter": 99,
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"typeHash": 2695565377
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}
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]
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}
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@ -0,0 +1 @@
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<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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BIN
data/zonetool/h2_mod_patch_ending/techsets/constantbuffer/2d.cbt
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BIN
data/zonetool/h2_mod_patch_ending/techsets/constantbuffer/2d.cbt
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BIN
data/zonetool/h2_mod_patch_ending/techsets/state/2d.statebits
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BIN
data/zonetool/h2_mod_patch_ending/techsets/state/2d.statebits
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@ -0,0 +1,31 @@
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[
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{
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"loadBits": [
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10,
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3759013900,
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65535,
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251732325,
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0,
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0
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],
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"depthStencilStateBits": [
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9938018369548,
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17664666632780,
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4418985394188,
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2211374301773,
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19872279822925,
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9938018369549,
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17664666632781,
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281474443903821,
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281474443903809,
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281474440757260,
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9938018369548
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],
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"blendStateBits": [
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251732325,
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0,
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0
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],
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"rasterizerState": 33
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}
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]
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@ -0,0 +1,3 @@
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{
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"stateFlags": 0
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}
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@ -209,9 +209,9 @@ namespace gsc
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}
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}
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}
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}
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void load_scripts(const std::filesystem::path& root_dir)
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void load_scripts(const std::filesystem::path& root_dir, const std::string& subfolder)
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{
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{
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std::filesystem::path script_dir = root_dir / "scripts";
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std::filesystem::path script_dir = root_dir / subfolder;
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if (!utils::io::directory_exists(script_dir.generic_string()))
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if (!utils::io::directory_exists(script_dir.generic_string()))
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{
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{
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return;
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return;
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@ -248,9 +248,11 @@ namespace gsc
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}
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}
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}, true);
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}, true);
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const auto mapname = game::Dvar_FindVar("mapname");
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for (const auto& path : filesystem::get_search_paths())
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for (const auto& path : filesystem::get_search_paths())
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{
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{
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load_scripts(path);
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load_scripts(path, "scripts");
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load_scripts(path, "scripts/"s + mapname->current.string);
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}
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}
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}
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}
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