

<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://wiki.zeroy.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=AoKMiKeY</id>
	<title>COD Modding &amp; Mapping Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.zeroy.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=AoKMiKeY"/>
	<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Special:Contributions/AoKMiKeY"/>
	<updated>2026-04-18T09:07:54Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.0</generator>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_bo3:_Modding&amp;diff=17001</id>
		<title>Call of Duty bo3: Modding</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_bo3:_Modding&amp;diff=17001"/>
		<updated>2016-10-16T01:19:24Z</updated>

		<summary type="html">&lt;p&gt;AoKMiKeY: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Scripting:===&lt;br /&gt;
*[[Call of Duty bo3: Damage types and MeansOfDeath|Damage types and MeansOfDeath]]&lt;/div&gt;</summary>
		<author><name>AoKMiKeY</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_bo3:_Damage_types_and_MeansOfDeath&amp;diff=17000</id>
		<title>Call of Duty bo3: Damage types and MeansOfDeath</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_bo3:_Damage_types_and_MeansOfDeath&amp;diff=17000"/>
		<updated>2016-10-16T01:13:11Z</updated>

		<summary type="html">&lt;p&gt;AoKMiKeY: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Note|This is a list of available damage types and MeansOfDeath (MOD)}}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| MOD_DROWN&lt;br /&gt;
| When the player drowns&lt;br /&gt;
|-&lt;br /&gt;
| MOD_HIT_BY_OBJECT&lt;br /&gt;
| Hit by an object&lt;br /&gt;
|-&lt;br /&gt;
| MOD_MELEE_WEAPON_BUTT&lt;br /&gt;
| Killed by being hit with the end of a weapon. &lt;br /&gt;
|-&lt;br /&gt;
| MOD_BAYONET&lt;br /&gt;
| Injured or killed by Bayonet&lt;br /&gt;
|-&lt;br /&gt;
| MOD_BURNED&lt;br /&gt;
| Burned with flamethrower or molotov&lt;br /&gt;
|-&lt;br /&gt;
| MOD_CRUSH&lt;br /&gt;
| Run over by a tank &lt;br /&gt;
|-&lt;br /&gt;
| MOD_EXPLOSIVE&lt;br /&gt;
| Damage received by explosive type weapon&lt;br /&gt;
|-&lt;br /&gt;
| MOD_FALLING&lt;br /&gt;
| Fall damage&lt;br /&gt;
|-&lt;br /&gt;
| MOD_GRENADE&lt;br /&gt;
| Grenade launcher impact, molotov direct hit, satchel detonation (if stuck to a vehicle for instance)&lt;br /&gt;
|-&lt;br /&gt;
| MOD_GRENADE_SPLASH&lt;br /&gt;
| Grenade and satchel explosion&lt;br /&gt;
|-&lt;br /&gt;
| MOD_HEAD_SHOT&lt;br /&gt;
| Headshot death&lt;br /&gt;
|-&lt;br /&gt;
| MOD_IMPACT&lt;br /&gt;
| Direct impact of flares, grenades etc.&lt;br /&gt;
|-&lt;br /&gt;
| MOD_MELEE	&lt;br /&gt;
| Knife attack&lt;br /&gt;
|-&lt;br /&gt;
| MOD_PISTOL_BULLET&lt;br /&gt;
| Pistols and shotguns&lt;br /&gt;
|-&lt;br /&gt;
| MOD_PROJECTILE&lt;br /&gt;
| Projectile type weapon&lt;br /&gt;
|-&lt;br /&gt;
| MOD_PROJECTILE_SPLASH&lt;br /&gt;
| Projectile explosion&lt;br /&gt;
|-&lt;br /&gt;
| MOD_RIFLE_BULLET&lt;br /&gt;
| Rifle bullet&lt;br /&gt;
|-&lt;br /&gt;
| MOD_SUICIDE&lt;br /&gt;
| Self murder (e.g. carried out by an anti-camping script)&lt;br /&gt;
|-&lt;br /&gt;
| MOD_TELEFRAG&lt;br /&gt;
| Telefragged (entity spawned into another kills the first entity)&lt;br /&gt;
|-&lt;br /&gt;
| MOD_TRIGGER_HURT&lt;br /&gt;
| Injured by a [[Call_of_Duty_5:_Triggers#Hurt|trigger_hurt]]&lt;br /&gt;
|-&lt;br /&gt;
| MOD_UNKNOWN&lt;br /&gt;
| Misc. type (undefined MOD)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Code examples==&lt;br /&gt;
&lt;br /&gt;
===Damage===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
self waittill( &amp;quot;damage&amp;quot;, damage, attacker, direction, point, type, modelName, tagName, partname, weapon, flags, inflictor, chargeLevel );&lt;br /&gt;
&lt;br /&gt;
[[level.callbackPlayerDamage]]( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, weapon, vPoint, vDir, sHitLoc, vDamageOrigin, psOffsetTime, &lt;br /&gt;
boneIndex, vSurfaceNormal );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| eInflictor&lt;br /&gt;
| The entity that causes the damage (e.g. a turret)&lt;br /&gt;
|-&lt;br /&gt;
| eAttacker&lt;br /&gt;
| The entity that is attacking&lt;br /&gt;
|-&lt;br /&gt;
| iDamage&lt;br /&gt;
| Integer specifying the amount of damage done&lt;br /&gt;
|-&lt;br /&gt;
| iDFlags&lt;br /&gt;
| Integer specifying flags that are to be applied to the damage&lt;br /&gt;
|-&lt;br /&gt;
| sMeansOfDeath&lt;br /&gt;
| Integer specifying the method of death&lt;br /&gt;
|-&lt;br /&gt;
| sWeapon&lt;br /&gt;
| The weapon number of the weapon used to inflict the damage&lt;br /&gt;
|-&lt;br /&gt;
| vPoint&lt;br /&gt;
| The point the damage is from?&lt;br /&gt;
|-&lt;br /&gt;
| vDir&lt;br /&gt;
| The direction of the damage&lt;br /&gt;
|-&lt;br /&gt;
| sHitLoc&lt;br /&gt;
| The location of the hit&lt;br /&gt;
|-&lt;br /&gt;
| psOffsetTime&lt;br /&gt;
| The time offset for the damage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;iDFlags:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
level.iDFLAGS_NOFLAG                            = 0;&lt;br /&gt;
level.iDFLAGS_RADIUS                            = 1;        // damage was indirect&lt;br /&gt;
level.iDFLAGS_NO_ARMOR                          = 2;        // armor does not protect from this damage&lt;br /&gt;
level.iDFLAGS_NO_KNOCKBACK                      = 4;        // do not affect velocity, just view angles&lt;br /&gt;
level.iDFLAGS_PENETRATION                       = 8;        // damage occurred after one or more penetrations&lt;br /&gt;
level.iDFLAGS_DESTRUCTIBLE_ENTITY               = 16;       // force the destructible system to do damage to the entity&lt;br /&gt;
level.iDFLAGS_SHIELD_EXPLOSIVE_IMPACT           = 32;       // missile impacted on the front of the victim&#039;s shield&lt;br /&gt;
level.iDFLAGS_SHIELD_EXPLOSIVE_IMPACT_HUGE      = 64;       // ...and was from a projectile with &amp;quot;Big Explosion&amp;quot; checked on.&lt;br /&gt;
level.iDFLAGS_SHIELD_EXPLOSIVE_SPLASH           = 128;      // explosive splash, somewhat deflected by the victim&#039;s shield&lt;br /&gt;
level.iDFLAGS_HURT_TRIGGER_ALLOW_LASTSTAND      = 256;      // The trigger that applied the damage will ignore laststand&lt;br /&gt;
level.iDFLAGS_DISABLE_RAGDOLL_SKIP              = 512;      // Don&#039;t go to ragdoll if got damage while playing death animation&lt;br /&gt;
&lt;br /&gt;
// script-defined:&lt;br /&gt;
level.iDFLAGS_NO_TEAM_PROTECTION                = 1024;&lt;br /&gt;
level.iDFLAGS_NO_PROTECTION                     = 2048;&lt;br /&gt;
level.iDFLAGS_PASSTHRU                          = 4096;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Death===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
level.player waittill( &amp;quot;death&amp;quot;, attacker, cause, weaponName );&lt;br /&gt;
&lt;br /&gt;
[[level.callbackPlayerKilled]](eInflictor, eAttacker, iDamage, sMeansOfDeath, sWeapon, vDir, sHitLoc, timeOffset, deathAnimDuration);&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| deathAnimDuration&lt;br /&gt;
| Length of the death animation&lt;br /&gt;
|}&lt;br /&gt;
(see above for the rest)&lt;br /&gt;
&lt;br /&gt;
[[Category:CODBO3]]&lt;/div&gt;</summary>
		<author><name>AoKMiKeY</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_bo3:_Damage_types_and_MeansOfDeath&amp;diff=16999</id>
		<title>Call of Duty bo3: Damage types and MeansOfDeath</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_bo3:_Damage_types_and_MeansOfDeath&amp;diff=16999"/>
		<updated>2016-10-16T01:12:54Z</updated>

		<summary type="html">&lt;p&gt;AoKMiKeY: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Note|This is a list of available damage types and MeansOfDeath (MOD)}}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| MOD_DROWN&lt;br /&gt;
| When the player drowns&lt;br /&gt;
|-&lt;br /&gt;
| MOD_HIT_BY_OBJECT&lt;br /&gt;
| Hit by an object&lt;br /&gt;
|-&lt;br /&gt;
| MOD_MELEE_WEAPON_BUTT&lt;br /&gt;
| Killed by being hit with the end of a weapon. &lt;br /&gt;
|-&lt;br /&gt;
| MOD_BAYONET&lt;br /&gt;
| Injured or killed by Bayonet&lt;br /&gt;
|-&lt;br /&gt;
| MOD_BURNED&lt;br /&gt;
| Burned with flamethrower or molotov&lt;br /&gt;
|-&lt;br /&gt;
| MOD_CRUSH&lt;br /&gt;
| Run over by a tank &lt;br /&gt;
|-&lt;br /&gt;
| MOD_EXPLOSIVE&lt;br /&gt;
| Damage received by explosive type weapon&lt;br /&gt;
|-&lt;br /&gt;
| MOD_FALLING&lt;br /&gt;
| Fall damage&lt;br /&gt;
|-&lt;br /&gt;
| MOD_GRENADE&lt;br /&gt;
| Grenade launcher impact, molotov direct hit, satchel detonation (if stuck to a vehicle for instance)&lt;br /&gt;
|-&lt;br /&gt;
| MOD_GRENADE_SPLASH&lt;br /&gt;
| Grenade and satchel explosion&lt;br /&gt;
|-&lt;br /&gt;
| MOD_HEAD_SHOT&lt;br /&gt;
| Headshot death&lt;br /&gt;
|-&lt;br /&gt;
| MOD_IMPACT&lt;br /&gt;
| Direct impact of flares, grenades etc.&lt;br /&gt;
|-&lt;br /&gt;
| MOD_MELEE	&lt;br /&gt;
| Knife attack&lt;br /&gt;
|-&lt;br /&gt;
| MOD_PISTOL_BULLET&lt;br /&gt;
| Pistols and shotguns&lt;br /&gt;
|-&lt;br /&gt;
| MOD_PROJECTILE&lt;br /&gt;
| Projectile type weapon&lt;br /&gt;
|-&lt;br /&gt;
| MOD_PROJECTILE_SPLASH&lt;br /&gt;
| Projectile explosion&lt;br /&gt;
|-&lt;br /&gt;
| MOD_RIFLE_BULLET&lt;br /&gt;
| Rifle bullet&lt;br /&gt;
|-&lt;br /&gt;
| MOD_SUICIDE&lt;br /&gt;
| Self murder (e.g. carried out by an anti-camping script)&lt;br /&gt;
|-&lt;br /&gt;
| MOD_TELEFRAG&lt;br /&gt;
| Telefragged (entity spawned into another kills the first entity)&lt;br /&gt;
|-&lt;br /&gt;
| MOD_TRIGGER_HURT&lt;br /&gt;
| Injured by a [[Call_of_Duty_5:_Triggers#Hurt|trigger_hurt]]&lt;br /&gt;
|-&lt;br /&gt;
| MOD_UNKNOWN&lt;br /&gt;
| Misc. type (undefined MOD)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Code examples==&lt;br /&gt;
&lt;br /&gt;
===Damage===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
self waittill( &amp;quot;damage&amp;quot;, damage, attacker, direction, point, type, modelName, tagName, partname, weapon, flags, inflictor, chargeLevel );&lt;br /&gt;
&lt;br /&gt;
[[level.callbackPlayerDamage]]( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, weapon, vPoint, vDir, sHitLoc, vDamageOrigin, psOffsetTime, boneIndex, vSurfaceNormal );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| eInflictor&lt;br /&gt;
| The entity that causes the damage (e.g. a turret)&lt;br /&gt;
|-&lt;br /&gt;
| eAttacker&lt;br /&gt;
| The entity that is attacking&lt;br /&gt;
|-&lt;br /&gt;
| iDamage&lt;br /&gt;
| Integer specifying the amount of damage done&lt;br /&gt;
|-&lt;br /&gt;
| iDFlags&lt;br /&gt;
| Integer specifying flags that are to be applied to the damage&lt;br /&gt;
|-&lt;br /&gt;
| sMeansOfDeath&lt;br /&gt;
| Integer specifying the method of death&lt;br /&gt;
|-&lt;br /&gt;
| sWeapon&lt;br /&gt;
| The weapon number of the weapon used to inflict the damage&lt;br /&gt;
|-&lt;br /&gt;
| vPoint&lt;br /&gt;
| The point the damage is from?&lt;br /&gt;
|-&lt;br /&gt;
| vDir&lt;br /&gt;
| The direction of the damage&lt;br /&gt;
|-&lt;br /&gt;
| sHitLoc&lt;br /&gt;
| The location of the hit&lt;br /&gt;
|-&lt;br /&gt;
| psOffsetTime&lt;br /&gt;
| The time offset for the damage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;iDFlags:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
level.iDFLAGS_NOFLAG                            = 0;&lt;br /&gt;
level.iDFLAGS_RADIUS                            = 1;        // damage was indirect&lt;br /&gt;
level.iDFLAGS_NO_ARMOR                          = 2;        // armor does not protect from this damage&lt;br /&gt;
level.iDFLAGS_NO_KNOCKBACK                      = 4;        // do not affect velocity, just view angles&lt;br /&gt;
level.iDFLAGS_PENETRATION                       = 8;        // damage occurred after one or more penetrations&lt;br /&gt;
level.iDFLAGS_DESTRUCTIBLE_ENTITY               = 16;       // force the destructible system to do damage to the entity&lt;br /&gt;
level.iDFLAGS_SHIELD_EXPLOSIVE_IMPACT           = 32;       // missile impacted on the front of the victim&#039;s shield&lt;br /&gt;
level.iDFLAGS_SHIELD_EXPLOSIVE_IMPACT_HUGE      = 64;       // ...and was from a projectile with &amp;quot;Big Explosion&amp;quot; checked on.&lt;br /&gt;
level.iDFLAGS_SHIELD_EXPLOSIVE_SPLASH           = 128;      // explosive splash, somewhat deflected by the victim&#039;s shield&lt;br /&gt;
level.iDFLAGS_HURT_TRIGGER_ALLOW_LASTSTAND      = 256;      // The trigger that applied the damage will ignore laststand&lt;br /&gt;
level.iDFLAGS_DISABLE_RAGDOLL_SKIP              = 512;      // Don&#039;t go to ragdoll if got damage while playing death animation&lt;br /&gt;
&lt;br /&gt;
// script-defined:&lt;br /&gt;
level.iDFLAGS_NO_TEAM_PROTECTION                = 1024;&lt;br /&gt;
level.iDFLAGS_NO_PROTECTION                     = 2048;&lt;br /&gt;
level.iDFLAGS_PASSTHRU                          = 4096;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Death===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
level.player waittill( &amp;quot;death&amp;quot;, attacker, cause, weaponName );&lt;br /&gt;
&lt;br /&gt;
[[level.callbackPlayerKilled]](eInflictor, eAttacker, iDamage, sMeansOfDeath, sWeapon, vDir, sHitLoc, timeOffset, deathAnimDuration);&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| deathAnimDuration&lt;br /&gt;
| Length of the death animation&lt;br /&gt;
|}&lt;br /&gt;
(see above for the rest)&lt;br /&gt;
&lt;br /&gt;
[[Category:CODBO3]]&lt;/div&gt;</summary>
		<author><name>AoKMiKeY</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_bo3:_Modding&amp;diff=16998</id>
		<title>Call of Duty bo3: Modding</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_bo3:_Modding&amp;diff=16998"/>
		<updated>2016-10-16T01:08:29Z</updated>

		<summary type="html">&lt;p&gt;AoKMiKeY: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*[[Call of Duty bo3: Damage types and MeansOfDeath|Damage types and MeansOfDeath]]&lt;/div&gt;</summary>
		<author><name>AoKMiKeY</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_bo3:_Modding&amp;diff=16997</id>
		<title>Call of Duty bo3: Modding</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_bo3:_Modding&amp;diff=16997"/>
		<updated>2016-10-16T01:07:41Z</updated>

		<summary type="html">&lt;p&gt;AoKMiKeY: Created page with &amp;quot;*Damage types and MeansOfDeath&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*[[Call of Duty bo3:Damage types and MeansOfDeath|Damage types and MeansOfDeath]]&lt;/div&gt;</summary>
		<author><name>AoKMiKeY</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_bo3:_Damage_types_and_MeansOfDeath&amp;diff=16996</id>
		<title>Call of Duty bo3: Damage types and MeansOfDeath</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_bo3:_Damage_types_and_MeansOfDeath&amp;diff=16996"/>
		<updated>2016-10-16T01:03:02Z</updated>

		<summary type="html">&lt;p&gt;AoKMiKeY: /* Code examples */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Note|This is a list of available damage types and MeansOfDeath (MOD)}}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| MOD_DROWN&lt;br /&gt;
| When the player drowns&lt;br /&gt;
|-&lt;br /&gt;
| MOD_HIT_BY_OBJECT&lt;br /&gt;
| Hit by an object&lt;br /&gt;
|-&lt;br /&gt;
| MOD_MELEE_WEAPON_BUTT&lt;br /&gt;
| Killed by being hit with the end of a weapon. &lt;br /&gt;
|-&lt;br /&gt;
| MOD_BAYONET&lt;br /&gt;
| Injured or killed by Bayonet&lt;br /&gt;
|-&lt;br /&gt;
| MOD_BURNED&lt;br /&gt;
| Burned with flamethrower or molotov&lt;br /&gt;
|-&lt;br /&gt;
| MOD_CRUSH&lt;br /&gt;
| Run over by a tank &lt;br /&gt;
|-&lt;br /&gt;
| MOD_EXPLOSIVE&lt;br /&gt;
| Damage received by explosive type weapon&lt;br /&gt;
|-&lt;br /&gt;
| MOD_FALLING&lt;br /&gt;
| Fall damage&lt;br /&gt;
|-&lt;br /&gt;
| MOD_GRENADE&lt;br /&gt;
| Grenade launcher impact, molotov direct hit, satchel detonation (if stuck to a vehicle for instance)&lt;br /&gt;
|-&lt;br /&gt;
| MOD_GRENADE_SPLASH&lt;br /&gt;
| Grenade and satchel explosion&lt;br /&gt;
|-&lt;br /&gt;
| MOD_HEAD_SHOT&lt;br /&gt;
| Headshot death&lt;br /&gt;
|-&lt;br /&gt;
| MOD_IMPACT&lt;br /&gt;
| Direct impact of flares, grenades etc.&lt;br /&gt;
|-&lt;br /&gt;
| MOD_MELEE	&lt;br /&gt;
| Knife attack&lt;br /&gt;
|-&lt;br /&gt;
| MOD_PISTOL_BULLET&lt;br /&gt;
| Pistols and shotguns&lt;br /&gt;
|-&lt;br /&gt;
| MOD_PROJECTILE&lt;br /&gt;
| Projectile type weapon&lt;br /&gt;
|-&lt;br /&gt;
| MOD_PROJECTILE_SPLASH&lt;br /&gt;
| Projectile explosion&lt;br /&gt;
|-&lt;br /&gt;
| MOD_RIFLE_BULLET&lt;br /&gt;
| Rifle bullet&lt;br /&gt;
|-&lt;br /&gt;
| MOD_SUICIDE&lt;br /&gt;
| Self murder (e.g. carried out by an anti-camping script)&lt;br /&gt;
|-&lt;br /&gt;
| MOD_TELEFRAG&lt;br /&gt;
| Telefragged (entity spawned into another kills the first entity)&lt;br /&gt;
|-&lt;br /&gt;
| MOD_TRIGGER_HURT&lt;br /&gt;
| Injured by a [[Call_of_Duty_5:_Triggers#Hurt|trigger_hurt]]&lt;br /&gt;
|-&lt;br /&gt;
| MOD_UNKNOWN&lt;br /&gt;
| Misc. type (undefined MOD)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Code examples==&lt;br /&gt;
&lt;br /&gt;
===Damage===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
self waittill( &amp;quot;damage&amp;quot;, damage, attacker, direction_vec, point, type, modelName, tagName, partName, idFlags );&lt;br /&gt;
&lt;br /&gt;
[[level.callbackPlayerDamage]](eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset);&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| eInflictor&lt;br /&gt;
| The entity that causes the damage (e.g. a turret)&lt;br /&gt;
|-&lt;br /&gt;
| eAttacker&lt;br /&gt;
| The entity that is attacking&lt;br /&gt;
|-&lt;br /&gt;
| iDamage&lt;br /&gt;
| Integer specifying the amount of damage done&lt;br /&gt;
|-&lt;br /&gt;
| iDFlags&lt;br /&gt;
| Integer specifying flags that are to be applied to the damage&lt;br /&gt;
|-&lt;br /&gt;
| sMeansOfDeath&lt;br /&gt;
| Integer specifying the method of death&lt;br /&gt;
|-&lt;br /&gt;
| sWeapon&lt;br /&gt;
| The weapon number of the weapon used to inflict the damage&lt;br /&gt;
|-&lt;br /&gt;
| vPoint&lt;br /&gt;
| The point the damage is from?&lt;br /&gt;
|-&lt;br /&gt;
| vDir&lt;br /&gt;
| The direction of the damage&lt;br /&gt;
|-&lt;br /&gt;
| sHitLoc&lt;br /&gt;
| The location of the hit&lt;br /&gt;
|-&lt;br /&gt;
| psOffsetTime&lt;br /&gt;
| The time offset for the damage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;iDFlags:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
level.iDFLAGS_NOFLAG                            = 0;&lt;br /&gt;
level.iDFLAGS_RADIUS                            = 1;        // damage was indirect&lt;br /&gt;
level.iDFLAGS_NO_ARMOR                          = 2;        // armor does not protect from this damage&lt;br /&gt;
level.iDFLAGS_NO_KNOCKBACK                      = 4;        // do not affect velocity, just view angles&lt;br /&gt;
level.iDFLAGS_PENETRATION                       = 8;        // damage occurred after one or more penetrations&lt;br /&gt;
level.iDFLAGS_DESTRUCTIBLE_ENTITY               = 16;       // force the destructible system to do damage to the entity&lt;br /&gt;
level.iDFLAGS_SHIELD_EXPLOSIVE_IMPACT           = 32;       // missile impacted on the front of the victim&#039;s shield&lt;br /&gt;
level.iDFLAGS_SHIELD_EXPLOSIVE_IMPACT_HUGE      = 64;       // ...and was from a projectile with &amp;quot;Big Explosion&amp;quot; checked on.&lt;br /&gt;
level.iDFLAGS_SHIELD_EXPLOSIVE_SPLASH           = 128;      // explosive splash, somewhat deflected by the victim&#039;s shield&lt;br /&gt;
level.iDFLAGS_HURT_TRIGGER_ALLOW_LASTSTAND      = 256;      // The trigger that applied the damage will ignore laststand&lt;br /&gt;
level.iDFLAGS_DISABLE_RAGDOLL_SKIP              = 512;      // Don&#039;t go to ragdoll if got damage while playing death animation&lt;br /&gt;
&lt;br /&gt;
// script-defined:&lt;br /&gt;
level.iDFLAGS_NO_TEAM_PROTECTION                = 1024;&lt;br /&gt;
level.iDFLAGS_NO_PROTECTION                     = 2048;&lt;br /&gt;
level.iDFLAGS_PASSTHRU                          = 4096;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Death===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
level.player waittill( &amp;quot;death&amp;quot;, attacker, cause, weaponName );&lt;br /&gt;
&lt;br /&gt;
[[level.callbackPlayerKilled]](eInflictor, eAttacker, iDamage, sMeansOfDeath, sWeapon, vDir, sHitLoc, timeOffset, deathAnimDuration);&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| deathAnimDuration&lt;br /&gt;
| Length of the death animation&lt;br /&gt;
|}&lt;br /&gt;
(see above for the rest)&lt;br /&gt;
&lt;br /&gt;
[[Category:CODBO3]]&lt;/div&gt;</summary>
		<author><name>AoKMiKeY</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_bo3:_Damage_types_and_MeansOfDeath&amp;diff=16995</id>
		<title>Call of Duty bo3: Damage types and MeansOfDeath</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_bo3:_Damage_types_and_MeansOfDeath&amp;diff=16995"/>
		<updated>2016-10-16T00:59:03Z</updated>

		<summary type="html">&lt;p&gt;AoKMiKeY: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Note|This is a list of available damage types and MeansOfDeath (MOD)}}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| MOD_DROWN&lt;br /&gt;
| When the player drowns&lt;br /&gt;
|-&lt;br /&gt;
| MOD_HIT_BY_OBJECT&lt;br /&gt;
| Hit by an object&lt;br /&gt;
|-&lt;br /&gt;
| MOD_MELEE_WEAPON_BUTT&lt;br /&gt;
| Killed by being hit with the end of a weapon. &lt;br /&gt;
|-&lt;br /&gt;
| MOD_BAYONET&lt;br /&gt;
| Injured or killed by Bayonet&lt;br /&gt;
|-&lt;br /&gt;
| MOD_BURNED&lt;br /&gt;
| Burned with flamethrower or molotov&lt;br /&gt;
|-&lt;br /&gt;
| MOD_CRUSH&lt;br /&gt;
| Run over by a tank &lt;br /&gt;
|-&lt;br /&gt;
| MOD_EXPLOSIVE&lt;br /&gt;
| Damage received by explosive type weapon&lt;br /&gt;
|-&lt;br /&gt;
| MOD_FALLING&lt;br /&gt;
| Fall damage&lt;br /&gt;
|-&lt;br /&gt;
| MOD_GRENADE&lt;br /&gt;
| Grenade launcher impact, molotov direct hit, satchel detonation (if stuck to a vehicle for instance)&lt;br /&gt;
|-&lt;br /&gt;
| MOD_GRENADE_SPLASH&lt;br /&gt;
| Grenade and satchel explosion&lt;br /&gt;
|-&lt;br /&gt;
| MOD_HEAD_SHOT&lt;br /&gt;
| Headshot death&lt;br /&gt;
|-&lt;br /&gt;
| MOD_IMPACT&lt;br /&gt;
| Direct impact of flares, grenades etc.&lt;br /&gt;
|-&lt;br /&gt;
| MOD_MELEE	&lt;br /&gt;
| Knife attack&lt;br /&gt;
|-&lt;br /&gt;
| MOD_PISTOL_BULLET&lt;br /&gt;
| Pistols and shotguns&lt;br /&gt;
|-&lt;br /&gt;
| MOD_PROJECTILE&lt;br /&gt;
| Projectile type weapon&lt;br /&gt;
|-&lt;br /&gt;
| MOD_PROJECTILE_SPLASH&lt;br /&gt;
| Projectile explosion&lt;br /&gt;
|-&lt;br /&gt;
| MOD_RIFLE_BULLET&lt;br /&gt;
| Rifle bullet&lt;br /&gt;
|-&lt;br /&gt;
| MOD_SUICIDE&lt;br /&gt;
| Self murder (e.g. carried out by an anti-camping script)&lt;br /&gt;
|-&lt;br /&gt;
| MOD_TELEFRAG&lt;br /&gt;
| Telefragged (entity spawned into another kills the first entity)&lt;br /&gt;
|-&lt;br /&gt;
| MOD_TRIGGER_HURT&lt;br /&gt;
| Injured by a [[Call_of_Duty_5:_Triggers#Hurt|trigger_hurt]]&lt;br /&gt;
|-&lt;br /&gt;
| MOD_UNKNOWN&lt;br /&gt;
| Misc. type (undefined MOD)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Code examples==&lt;br /&gt;
&lt;br /&gt;
===Damage===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
self waittill( &amp;quot;damage&amp;quot;, damage, attacker, direction_vec, point, type, modelName, tagName, partName, idFlags );&lt;br /&gt;
&lt;br /&gt;
[[level.callbackPlayerDamage]](eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset);&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| eInflictor&lt;br /&gt;
| The entity that causes the damage (e.g. a turret)&lt;br /&gt;
|-&lt;br /&gt;
| eAttacker&lt;br /&gt;
| The entity that is attacking&lt;br /&gt;
|-&lt;br /&gt;
| iDamage&lt;br /&gt;
| Integer specifying the amount of damage done&lt;br /&gt;
|-&lt;br /&gt;
| iDFlags&lt;br /&gt;
| Integer specifying flags that are to be applied to the damage&lt;br /&gt;
|-&lt;br /&gt;
| sMeansOfDeath&lt;br /&gt;
| Integer specifying the method of death&lt;br /&gt;
|-&lt;br /&gt;
| sWeapon&lt;br /&gt;
| The weapon number of the weapon used to inflict the damage&lt;br /&gt;
|-&lt;br /&gt;
| vPoint&lt;br /&gt;
| The point the damage is from?&lt;br /&gt;
|-&lt;br /&gt;
| vDir&lt;br /&gt;
| The direction of the damage&lt;br /&gt;
|-&lt;br /&gt;
| sHitLoc&lt;br /&gt;
| The location of the hit&lt;br /&gt;
|-&lt;br /&gt;
| psOffsetTime&lt;br /&gt;
| The time offset for the damage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;iDFlags:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
level.iDFLAGS_RADIUS			= 1;&lt;br /&gt;
level.iDFLAGS_NO_ARMOR			= 2;&lt;br /&gt;
level.iDFLAGS_NO_KNOCKBACK		= 4;&lt;br /&gt;
level.iDFLAGS_PENETRATION		= 8;&lt;br /&gt;
level.iDFLAGS_NO_TEAM_PROTECTION 	= 16;&lt;br /&gt;
level.iDFLAGS_NO_PROTECTION		= 32;&lt;br /&gt;
level.iDFLAGS_PASSTHRU			= 64;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Death===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
level.player waittill( &amp;quot;death&amp;quot;, attacker, cause, weaponName );&lt;br /&gt;
&lt;br /&gt;
[[level.callbackPlayerKilled]](eInflictor, eAttacker, iDamage, sMeansOfDeath, sWeapon, vDir, sHitLoc, timeOffset, deathAnimDuration);&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| deathAnimDuration&lt;br /&gt;
| Length of the death animation&lt;br /&gt;
|}&lt;br /&gt;
(see above for the rest)&lt;br /&gt;
&lt;br /&gt;
[[Category:Call of Duty Bo3]]&lt;/div&gt;</summary>
		<author><name>AoKMiKeY</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_bo3:_Damage_types_and_MeansOfDeath&amp;diff=16994</id>
		<title>Call of Duty bo3: Damage types and MeansOfDeath</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_bo3:_Damage_types_and_MeansOfDeath&amp;diff=16994"/>
		<updated>2016-10-16T00:57:22Z</updated>

		<summary type="html">&lt;p&gt;AoKMiKeY: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Note|This is a list of available damage types and MeansOfDeath (MOD)}}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| MOD_DROWN&lt;br /&gt;
|-&lt;br /&gt;
| MOD_HIT_BY_OBJECT&lt;br /&gt;
|-&lt;br /&gt;
| MOD_MELEE_WEAPON_BUTT&lt;br /&gt;
|-&lt;br /&gt;
| MOD_BAYONET&lt;br /&gt;
| Injured or killed by Bayonet&lt;br /&gt;
|-&lt;br /&gt;
| MOD_BURNED&lt;br /&gt;
| Burned with flamethrower or molotov&lt;br /&gt;
|-&lt;br /&gt;
| MOD_CRUSH&lt;br /&gt;
| Run over by a tank &lt;br /&gt;
|-&lt;br /&gt;
| MOD_EXPLOSIVE&lt;br /&gt;
| Damage received by explosive type weapon&lt;br /&gt;
|-&lt;br /&gt;
| MOD_FALLING&lt;br /&gt;
| Fall damage&lt;br /&gt;
|-&lt;br /&gt;
| MOD_GRENADE&lt;br /&gt;
| Grenade launcher impact, molotov direct hit, satchel detonation (if stuck to a vehicle for instance)&lt;br /&gt;
|-&lt;br /&gt;
| MOD_GRENADE_SPLASH&lt;br /&gt;
| Grenade and satchel explosion&lt;br /&gt;
|-&lt;br /&gt;
| MOD_HEAD_SHOT&lt;br /&gt;
| Headshot death&lt;br /&gt;
|-&lt;br /&gt;
| MOD_IMPACT&lt;br /&gt;
| Direct impact of flares, grenades etc.&lt;br /&gt;
|-&lt;br /&gt;
| MOD_MELEE	&lt;br /&gt;
| Knife attack&lt;br /&gt;
|-&lt;br /&gt;
| MOD_PISTOL_BULLET&lt;br /&gt;
| Pistols and shotguns&lt;br /&gt;
|-&lt;br /&gt;
| MOD_PROJECTILE&lt;br /&gt;
| Projectile type weapon&lt;br /&gt;
|-&lt;br /&gt;
| MOD_PROJECTILE_SPLASH&lt;br /&gt;
| Projectile explosion&lt;br /&gt;
|-&lt;br /&gt;
| MOD_RIFLE_BULLET&lt;br /&gt;
| Rifle bullet&lt;br /&gt;
|-&lt;br /&gt;
| MOD_SUICIDE&lt;br /&gt;
| Self murder (e.g. carried out by an anti-camping script)&lt;br /&gt;
|-&lt;br /&gt;
| MOD_TELEFRAG&lt;br /&gt;
| Telefragged (entity spawned into another kills the first entity)&lt;br /&gt;
|-&lt;br /&gt;
| MOD_TRIGGER_HURT&lt;br /&gt;
| Injured by a [[Call_of_Duty_5:_Triggers#Hurt|trigger_hurt]]&lt;br /&gt;
|-&lt;br /&gt;
| MOD_UNKNOWN&lt;br /&gt;
| Misc. type (undefined MOD)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Code examples==&lt;br /&gt;
&lt;br /&gt;
===Damage===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
self waittill( &amp;quot;damage&amp;quot;, damage, attacker, direction_vec, point, type, modelName, tagName, partName, idFlags );&lt;br /&gt;
&lt;br /&gt;
[[level.callbackPlayerDamage]](eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset);&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| eInflictor&lt;br /&gt;
| The entity that causes the damage (e.g. a turret)&lt;br /&gt;
|-&lt;br /&gt;
| eAttacker&lt;br /&gt;
| The entity that is attacking&lt;br /&gt;
|-&lt;br /&gt;
| iDamage&lt;br /&gt;
| Integer specifying the amount of damage done&lt;br /&gt;
|-&lt;br /&gt;
| iDFlags&lt;br /&gt;
| Integer specifying flags that are to be applied to the damage&lt;br /&gt;
|-&lt;br /&gt;
| sMeansOfDeath&lt;br /&gt;
| Integer specifying the method of death&lt;br /&gt;
|-&lt;br /&gt;
| sWeapon&lt;br /&gt;
| The weapon number of the weapon used to inflict the damage&lt;br /&gt;
|-&lt;br /&gt;
| vPoint&lt;br /&gt;
| The point the damage is from?&lt;br /&gt;
|-&lt;br /&gt;
| vDir&lt;br /&gt;
| The direction of the damage&lt;br /&gt;
|-&lt;br /&gt;
| sHitLoc&lt;br /&gt;
| The location of the hit&lt;br /&gt;
|-&lt;br /&gt;
| psOffsetTime&lt;br /&gt;
| The time offset for the damage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;iDFlags:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
level.iDFLAGS_RADIUS			= 1;&lt;br /&gt;
level.iDFLAGS_NO_ARMOR			= 2;&lt;br /&gt;
level.iDFLAGS_NO_KNOCKBACK		= 4;&lt;br /&gt;
level.iDFLAGS_PENETRATION		= 8;&lt;br /&gt;
level.iDFLAGS_NO_TEAM_PROTECTION 	= 16;&lt;br /&gt;
level.iDFLAGS_NO_PROTECTION		= 32;&lt;br /&gt;
level.iDFLAGS_PASSTHRU			= 64;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Death===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
level.player waittill( &amp;quot;death&amp;quot;, attacker, cause, weaponName );&lt;br /&gt;
&lt;br /&gt;
[[level.callbackPlayerKilled]](eInflictor, eAttacker, iDamage, sMeansOfDeath, sWeapon, vDir, sHitLoc, timeOffset, deathAnimDuration);&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| deathAnimDuration&lt;br /&gt;
| Length of the death animation&lt;br /&gt;
|}&lt;br /&gt;
(see above for the rest)&lt;br /&gt;
&lt;br /&gt;
[[Category:Call of Duty Bo3]]&lt;/div&gt;</summary>
		<author><name>AoKMiKeY</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_bo3:_Damage_types_and_MeansOfDeath&amp;diff=16993</id>
		<title>Call of Duty bo3: Damage types and MeansOfDeath</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_bo3:_Damage_types_and_MeansOfDeath&amp;diff=16993"/>
		<updated>2016-10-16T00:56:22Z</updated>

		<summary type="html">&lt;p&gt;AoKMiKeY: Created page with &amp;quot;{{Note|This is a list of available damage types and MeansOfDeath (MOD) in CoD5}}  {| border=&amp;quot;1&amp;quot; |- | &amp;#039;&amp;#039;&amp;#039;Name&amp;#039;&amp;#039;&amp;#039; | &amp;#039;&amp;#039;&amp;#039;Description&amp;#039;&amp;#039;&amp;#039; |- | MOD_BAYONET | Injured or killed by Bay...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Note|This is a list of available damage types and MeansOfDeath (MOD) in CoD5}}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| MOD_BAYONET&lt;br /&gt;
| Injured or killed by Bayonet&lt;br /&gt;
|-&lt;br /&gt;
| MOD_BURNED&lt;br /&gt;
| Burned with flamethrower or molotov&lt;br /&gt;
|-&lt;br /&gt;
| MOD_CRUSH&lt;br /&gt;
| Run over by a tank &lt;br /&gt;
|-&lt;br /&gt;
| MOD_EXPLOSIVE&lt;br /&gt;
| Damage received by explosive type weapon&lt;br /&gt;
|-&lt;br /&gt;
| MOD_FALLING&lt;br /&gt;
| Fall damage&lt;br /&gt;
|-&lt;br /&gt;
| MOD_GRENADE&lt;br /&gt;
| Grenade launcher impact, molotov direct hit, satchel detonation (if stuck to a vehicle for instance)&lt;br /&gt;
|-&lt;br /&gt;
| MOD_GRENADE_SPLASH&lt;br /&gt;
| Grenade and satchel explosion&lt;br /&gt;
|-&lt;br /&gt;
| MOD_HEAD_SHOT&lt;br /&gt;
| Headshot death&lt;br /&gt;
|-&lt;br /&gt;
| MOD_IMPACT&lt;br /&gt;
| Direct impact of flares, grenades etc.&lt;br /&gt;
|-&lt;br /&gt;
| MOD_MELEE	&lt;br /&gt;
| Knife attack&lt;br /&gt;
|-&lt;br /&gt;
| MOD_PISTOL_BULLET&lt;br /&gt;
| Pistols and shotguns&lt;br /&gt;
|-&lt;br /&gt;
| MOD_PROJECTILE&lt;br /&gt;
| Projectile type weapon&lt;br /&gt;
|-&lt;br /&gt;
| MOD_PROJECTILE_SPLASH&lt;br /&gt;
| Projectile explosion&lt;br /&gt;
|-&lt;br /&gt;
| MOD_RIFLE_BULLET&lt;br /&gt;
| Rifle bullet&lt;br /&gt;
|-&lt;br /&gt;
| MOD_SUICIDE&lt;br /&gt;
| Self murder (e.g. carried out by an anti-camping script)&lt;br /&gt;
|-&lt;br /&gt;
| MOD_TELEFRAG&lt;br /&gt;
| Telefragged (entity spawned into another kills the first entity)&lt;br /&gt;
|-&lt;br /&gt;
| MOD_TRIGGER_HURT&lt;br /&gt;
| Injured by a [[Call_of_Duty_5:_Triggers#Hurt|trigger_hurt]]&lt;br /&gt;
|-&lt;br /&gt;
| MOD_UNKNOWN&lt;br /&gt;
| Misc. type (undefined MOD)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Code examples==&lt;br /&gt;
&lt;br /&gt;
===Damage===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
self waittill( &amp;quot;damage&amp;quot;, damage, attacker, direction_vec, point, type, modelName, tagName, partName, idFlags );&lt;br /&gt;
&lt;br /&gt;
[[level.callbackPlayerDamage]](eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset);&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| eInflictor&lt;br /&gt;
| The entity that causes the damage (e.g. a turret)&lt;br /&gt;
|-&lt;br /&gt;
| eAttacker&lt;br /&gt;
| The entity that is attacking&lt;br /&gt;
|-&lt;br /&gt;
| iDamage&lt;br /&gt;
| Integer specifying the amount of damage done&lt;br /&gt;
|-&lt;br /&gt;
| iDFlags&lt;br /&gt;
| Integer specifying flags that are to be applied to the damage&lt;br /&gt;
|-&lt;br /&gt;
| sMeansOfDeath&lt;br /&gt;
| Integer specifying the method of death&lt;br /&gt;
|-&lt;br /&gt;
| sWeapon&lt;br /&gt;
| The weapon number of the weapon used to inflict the damage&lt;br /&gt;
|-&lt;br /&gt;
| vPoint&lt;br /&gt;
| The point the damage is from?&lt;br /&gt;
|-&lt;br /&gt;
| vDir&lt;br /&gt;
| The direction of the damage&lt;br /&gt;
|-&lt;br /&gt;
| sHitLoc&lt;br /&gt;
| The location of the hit&lt;br /&gt;
|-&lt;br /&gt;
| psOffsetTime&lt;br /&gt;
| The time offset for the damage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;iDFlags:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
level.iDFLAGS_RADIUS			= 1;&lt;br /&gt;
level.iDFLAGS_NO_ARMOR			= 2;&lt;br /&gt;
level.iDFLAGS_NO_KNOCKBACK		= 4;&lt;br /&gt;
level.iDFLAGS_PENETRATION		= 8;&lt;br /&gt;
level.iDFLAGS_NO_TEAM_PROTECTION 	= 16;&lt;br /&gt;
level.iDFLAGS_NO_PROTECTION		= 32;&lt;br /&gt;
level.iDFLAGS_PASSTHRU			= 64;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Death===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
level.player waittill( &amp;quot;death&amp;quot;, attacker, cause, weaponName );&lt;br /&gt;
&lt;br /&gt;
[[level.callbackPlayerKilled]](eInflictor, eAttacker, iDamage, sMeansOfDeath, sWeapon, vDir, sHitLoc, timeOffset, deathAnimDuration);&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| deathAnimDuration&lt;br /&gt;
| Length of the death animation&lt;br /&gt;
|}&lt;br /&gt;
(see above for the rest)&lt;br /&gt;
&lt;br /&gt;
[[Category:Call of Duty 5]]&lt;br /&gt;
[[Category:Scripting]]&lt;br /&gt;
[[Category:Modding]]&lt;/div&gt;</summary>
		<author><name>AoKMiKeY</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Sounds_with_Triggers&amp;diff=16886</id>
		<title>Call of Duty 5: Sounds with Triggers</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Sounds_with_Triggers&amp;diff=16886"/>
		<updated>2016-05-07T15:35:16Z</updated>

		<summary type="html">&lt;p&gt;AoKMiKeY: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Adding sound using Trigger Once =&lt;br /&gt;
&lt;br /&gt;
To be added&lt;br /&gt;
&lt;br /&gt;
= Adding sound using Trigger Multiple =&lt;br /&gt;
&lt;br /&gt;
To be added&lt;/div&gt;</summary>
		<author><name>AoKMiKeY</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Advanced_Lighting&amp;diff=16776</id>
		<title>Call of Duty 5: Advanced Lighting</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Advanced_Lighting&amp;diff=16776"/>
		<updated>2015-04-10T16:00:39Z</updated>

		<summary type="html">&lt;p&gt;AoKMiKeY: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:rgn_warning.png|right]]&lt;br /&gt;
=== Local Lights ===&lt;br /&gt;
Local lights are mostly used for light sources such as lamps, candles, and artificial lights. They can also be used for adding to an area that needs more diffuse or bounced light, or for a dramatic shadow effect. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Point lights&#039;&#039;&#039;&lt;br /&gt;
[[Image:Nutshell.png]] To create a point light, right click in the 2d view and choose light. &lt;br /&gt;
&lt;br /&gt;
*Point lights use the following variables.&lt;br /&gt;
&lt;br /&gt;
Color # # #: The color of the light. &lt;br /&gt;
Radius #: The range the light can illuminate within. &lt;br /&gt;
Def(def preset: The falloff definition of the light. This variable uses a one pixel high texture to set the type of falloff you want. You can find existing def setting on the light.gdt file in texture assets or you can make a custom falloff type by making a new texture and adding it to the lights.gdt file yourself &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Def examples:&#039;&#039;&#039; &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
*light_point_linear:  basic linear falloff curve &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:linear.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*light_point_quadratic:  hotspot is closer to center&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
[[Image:quadratic.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*light_point_linear_nocenter:  basic linear falloff without lumination at the center. Use this for situations that require an object to cast a shadow but not be illuminated by placing the light near the said object.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:nocenter.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*tungsten_lamp:  Used to simulate standard bulb type lights.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
[[Image:tunsten_lamp.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
=== Spot lights ===&lt;br /&gt;
[[Image:Nutshell.png]] To create a spot light, make a point light and a null object(by right clicking in the 2d view and selecting info/null) and then press W to connect the light to the null. &lt;br /&gt;
&lt;br /&gt;
 Spot lights use all of the point light variable as well as the following. &lt;br /&gt;
&lt;br /&gt;
Exponent #: The transition between the fov variables. This variable is an integer. Higher numbers will result in a smoother look. Without setting an exponent, the Fov_inner will have no effect on the light. &lt;br /&gt;
Fov_inner #: The tightness of the hot spot. &lt;br /&gt;
Fov_outer #: The angle of the spot light cone. &lt;br /&gt;
Spotlight Examples: &lt;br /&gt;
&lt;br /&gt;
*exponent 0 fov outer 100 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:exponent0.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*exponent 1 fov outer 100&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:exponent1.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*exponent 2 fov outer 100&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:exponent2.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*exponent 1 fov outer 100 fov inner 60 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:exponent1_fov60.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
===Direct Light===&lt;br /&gt;
&lt;br /&gt;
*Sunlight&lt;br /&gt;
&lt;br /&gt;
[[Image:Nutshell.png]] Sunlight is considered a “Direct” light. What this means is that Specular and Normal Maps on models and world materials are effected by this light. In other words, this is a real time dynamic light that casts shadows and can change over time through script.&lt;br /&gt;
&lt;br /&gt;
The sunlight is an infinite parallel light. This means that it does not emanate from a single point in space.&lt;br /&gt;
&lt;br /&gt;
This is the simplest, easy to use, of all the light types in COD:WW.&lt;br /&gt;
&lt;br /&gt;
You must enter a direction, color, and sunlight value for the sun to turn on.&lt;br /&gt;
&lt;br /&gt;
[[Image:Information.png]] You can disable the sun as a primary light if needed by entering &amp;quot;sunIsPrimaryLight&amp;quot; &amp;quot;0&amp;quot; into the world spawn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*SunDirection&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This works exactly the same as COD2/COD4&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Image:Nutshell.png]] The axis is based on world space, not local to the light. &lt;br /&gt;
The first number is the north south axis. The second number is the up down axis. The third number is the axis that is along the direction of the light and has no effect (Why is it there?...Who knows!).&lt;br /&gt;
&lt;br /&gt;
Here are some examples looking top down in radiant:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;“sundirection” “0 0 0” --- Light comes from the right&lt;br /&gt;
“sundirection” “90 0 0” ---Light comes from the bottom&lt;br /&gt;
“sundirection” “-90 0 0” --- Light comes from the top&lt;br /&gt;
“sundirection” “0 90 0” --- Light comes from the top&lt;br /&gt;
“sundirection” “0 180 0” --- Light comes from the left&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Sun Color/Sunlight (Brightness)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
“suncolor” “# # #” uses three numbers to set the color. They represent RGB. &lt;br /&gt;
Instead of using a 0-255 format, radiant uses a 0-1 format. To convert a value in the 0-255 range to the 0-1 range, divide the number by 255.&lt;br /&gt;
&lt;br /&gt;
Example: &lt;br /&gt;
&lt;br /&gt;
 128/255 = .5 (roughly)&lt;br /&gt;
&lt;br /&gt;
“sunlight” “#” Is how bright the sun is. You can use values over one if needed.&lt;br /&gt;
&lt;br /&gt;
 [[Image:warning.png]] Note: By hitting f8 you can activate the light preview in radiant. &lt;br /&gt;
 You need all setting for sun and ambient light for this to work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Indirect Light ===&lt;br /&gt;
&lt;br /&gt;
Indirect light is anything that is not in direct sunlight. Bump and spec values are about 30% intensity. &lt;br /&gt;
&lt;br /&gt;
*Shadows and Shade &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
ambient #: This is the amount of ambient light added to the scene. I usually use ambient to set what I want the darkest dark to be. If you go too high the map tends to look flat. &lt;br /&gt;
_color # # #: This is the ambient color value.(Isnt it obvious?) Use the same method for _color as for the suncolor to get the ambient color. This value also mixes with the sun color. &lt;br /&gt;
diffusefraction #: This is the brightness of the indirect light source. If you use a value of 1, sunlight is not visible. &lt;br /&gt;
sundiffusecolor # # #: THis is the color of the indirect light source.. &lt;br /&gt;
bouncefracion #: This is the intensity of the GI calculation. Higher numbers result in flatter shading where light is present.&lt;br /&gt;
&lt;br /&gt;
[[Image:Information.png]] For these color parameters, Treyarch introduced a color palette! Very handy to pick :)&lt;br /&gt;
&lt;br /&gt;
[[Image:advanced_lighting_1.png]]&lt;br /&gt;
&lt;br /&gt;
==Practical Example==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*First create your light.&lt;br /&gt;
*Right click on the grid -&amp;gt; light&lt;br /&gt;
&lt;br /&gt;
Check out the Preview options. Lets look at the most used items:&lt;br /&gt;
&lt;br /&gt;
View -&amp;gt; Light Preview&lt;br /&gt;
&lt;br /&gt;
To get to the Light Preview options go to &amp;quot;View -&amp;gt; Light Preview&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
*Enable Light Preview - Enables or Disables the preview as a whole. &lt;br /&gt;
*Preview sun as well - When previewing lights, it shows worldspawn lighting too. &lt;br /&gt;
*Start previewing selected - Adds selected lights to continuous preview. &lt;br /&gt;
*Stop previewing selected - Removed selected light from continuous preview. &lt;br /&gt;
*Clear preview list - Resets continuous preview. &lt;br /&gt;
&lt;br /&gt;
[[Image:basic_lighting3.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Warning.png]] All primary lights need a null entity attached like a spotlight, this is for shadows.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:advanced_lighting_2.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Nutshell.png]] A Primary light is a dynamic light, it will cast shadow of all objects and reflect off surfaces in relation to the player. It is also a higher quality light than a non-primary.&lt;br /&gt;
&lt;br /&gt;
 Primary_omni       - Regular light, 360 degree.&lt;br /&gt;
 Primary_spot       - Same as omni but a spot light, discussed below.&lt;br /&gt;
 Primary_scriptable - Yes, lights can now be scripted.&lt;br /&gt;
 Primary_noshadow   - The light will not cast any shadows.&lt;br /&gt;
&lt;br /&gt;
 _color              - press &amp;quot;k&amp;quot; to select your color for the light. Value is x/255 RGB.&lt;br /&gt;
 def                 - Can be any of the following or anything you create in asset manager;&lt;br /&gt;
&lt;br /&gt;
*Candle, &lt;br /&gt;
*Florescent, &lt;br /&gt;
*Light_dynamic, &lt;br /&gt;
*Light_no_falloff, &lt;br /&gt;
*Light_point_linear,&lt;br /&gt;
*light_point_linear_drk_lght_drk,&lt;br /&gt;
*light_point_linear_fire_fill, &lt;br /&gt;
*Light_linear_point_nocenter, &lt;br /&gt;
*Light_point_quadratic,&lt;br /&gt;
*light_point_quadratic_glow,&lt;br /&gt;
*light_point_quadratic_obtuse,&lt;br /&gt;
*light_point_sharp_fall, &lt;br /&gt;
*Tungsten_lamp&lt;br /&gt;
&lt;br /&gt;
 exponent              - amount of falloff at edges.&lt;br /&gt;
 fov_inner &amp;amp; fov_outer - range in degrees of light (spot)&lt;br /&gt;
 radius                - how large the light is in units.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:advanced_lighting_2.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now to use the light preview you must select a light that has already been placed in your map. Once selected your 3D preview should change.&lt;br /&gt;
&lt;br /&gt;
For a projected light you will want to make a spot light, this is easy enough to create:&lt;br /&gt;
&lt;br /&gt;
*Make your light entity with the desired values.&lt;br /&gt;
*Create a null object in front of the light.&lt;br /&gt;
*Right click on the grid -&amp;gt; info -&amp;gt; null&lt;br /&gt;
*The null doesn&#039;t need any values.&lt;br /&gt;
*Now connect the two objects, your light and null.&lt;br /&gt;
*Select your light.&lt;br /&gt;
*Select your null while your light is selected.&lt;br /&gt;
*Press &amp;quot;w&amp;quot; to connect, it must be done in this order.&lt;br /&gt;
*You will know it has been successful when your light preview shows a more targeted light.&lt;br /&gt;
*You may move the light and null individually to get your desired light.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
The picture below shows a primary spot light with light preview on:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:advanced_lighting_3.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Call of Duty 5]]&lt;br /&gt;
[[Category:Modtools]]&lt;br /&gt;
[[Category:Radiant]]&lt;br /&gt;
[[Category:Advanced Editing]]&lt;br /&gt;
[[Category:Lighting]]&lt;/div&gt;</summary>
		<author><name>AoKMiKeY</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_:_Lighting_Methods&amp;diff=16774</id>
		<title>Call of Duty : Lighting Methods</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_:_Lighting_Methods&amp;diff=16774"/>
		<updated>2015-01-27T23:51:14Z</updated>

		<summary type="html">&lt;p&gt;AoKMiKeY: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{note|This tutorial assumes that you have no knowledge of mapping, or no knowledge of using any version of Radiant.}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;A tutorial by Surgeon courtesy of .Map&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Intro =&lt;br /&gt;
&#039;&#039;&lt;br /&gt;
For this tutorial I have created a room (hollow box) with the dimensions of (approx: 512 x 512 x 512) similar to the one created in the previous tutorial.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Note: The kind of light we are going to cover is the light that is emitted by a standard lamp or light fitting. &lt;br /&gt;
It is not sunlight and these types of lights should not be used to light large outdoor areas. &lt;br /&gt;
If you wish to learn how to create sunlight, please feel free to read the Sunlight tutorial.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
To add a light to your level right click on the map. Select light from the long list that appears and voila, your first light.&lt;br /&gt;
[[File:tut_map_surgeon_1_5_1b.gif]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*At the moment the light is white and has an inner radius of 300 units. Lets change the colour of the light. There are 2 ways to do this:&lt;br /&gt;
**With the light still selected (red border) press k. This brings up the colour chooser. Simply select the colour you want. If gone for red.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:tut_map_surgeon_1_5_2b.gif]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
**With the light selected press n. This brings up the entities properties. Find the key and value entry boxes. In the key box type _color. In the value box type the RGB number for the colour you want ie : 0.0 0.0 1.0 is blue, 1.0 0.0 0.0 is red and so on. Hit return and the light should turn to that colour.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:tut_map_surgeon_1_5_3b.gif]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Changing the radius of the light is done in the same way. With the entity properties box still open, type light in the key box, and a number under the value. The number is the &amp;quot;range&amp;quot; of the light. Place an infoplayerstart into your map, save, compile and then enjoy.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:tut_map_surgeon_1_5_4b.gif]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
 Note 1: Always have a &amp;quot;source&amp;quot; for a light. i.e a lamp or light model. It makes the map look far more professional.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
 Note 2: The inner radius of your light should never be allowed to &amp;quot;touch&amp;quot; / enter the void or you will get a light leak. &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[http://callofduty.filefront.com/info/Tut_Map_5_Surgeon Sources]&lt;br /&gt;
&lt;br /&gt;
[[Category:Mapping]]&lt;br /&gt;
[[Category:Lighting]]&lt;br /&gt;
[[Category:Call of Duty]]&lt;br /&gt;
[[Category:Call of Duty UO]]&lt;br /&gt;
[[Category:Modtools]]&lt;br /&gt;
[[Category:Radiant]]&lt;/div&gt;</summary>
		<author><name>AoKMiKeY</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_:_Lighting_Methods&amp;diff=16773</id>
		<title>Call of Duty : Lighting Methods</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_:_Lighting_Methods&amp;diff=16773"/>
		<updated>2015-01-27T23:50:50Z</updated>

		<summary type="html">&lt;p&gt;AoKMiKeY: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{note|This tutorial assumes that you have no knowledge of mapping, or no knowledge of using any version of Radiant.}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;A tutorial by Surgeon courtesy of .Map&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Intro =&lt;br /&gt;
&#039;&#039;&lt;br /&gt;
For this tutorial I have created a room (hollow box) with the dimensions of (approx: 512 x 512 x 512) similar to the one created in the previous tutorial.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Note: The kind of light we are going to cover is the light that is emitted by a standard lamp or light fitting. &lt;br /&gt;
It is not sunlight and these types of lights should not be used to light large outdoor areas. &lt;br /&gt;
If you wish to learn how to create sunlight, please feel free to read the Sunlight tutorial.&lt;br /&gt;
&lt;br /&gt;
To add a light to your level right click on the map. Select light from the long list that appears and voila, your first light.&lt;br /&gt;
[[File:tut_map_surgeon_1_5_1b.gif]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*At the moment the light is white and has an inner radius of 300 units. Lets change the colour of the light. There are 2 ways to do this:&lt;br /&gt;
**With the light still selected (red border) press k. This brings up the colour chooser. Simply select the colour you want. If gone for red.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:tut_map_surgeon_1_5_2b.gif]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
**With the light selected press n. This brings up the entities properties. Find the key and value entry boxes. In the key box type _color. In the value box type the RGB number for the colour you want ie : 0.0 0.0 1.0 is blue, 1.0 0.0 0.0 is red and so on. Hit return and the light should turn to that colour.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:tut_map_surgeon_1_5_3b.gif]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Changing the radius of the light is done in the same way. With the entity properties box still open, type light in the key box, and a number under the value. The number is the &amp;quot;range&amp;quot; of the light. Place an infoplayerstart into your map, save, compile and then enjoy.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:tut_map_surgeon_1_5_4b.gif]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
 Note 1: Always have a &amp;quot;source&amp;quot; for a light. i.e a lamp or light model. It makes the map look far more professional.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
 Note 2: The inner radius of your light should never be allowed to &amp;quot;touch&amp;quot; / enter the void or you will get a light leak. &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[http://callofduty.filefront.com/info/Tut_Map_5_Surgeon Sources]&lt;br /&gt;
&lt;br /&gt;
[[Category:Mapping]]&lt;br /&gt;
[[Category:Lighting]]&lt;br /&gt;
[[Category:Call of Duty]]&lt;br /&gt;
[[Category:Call of Duty UO]]&lt;br /&gt;
[[Category:Modtools]]&lt;br /&gt;
[[Category:Radiant]]&lt;/div&gt;</summary>
		<author><name>AoKMiKeY</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_:_Lighting_Methods&amp;diff=16772</id>
		<title>Call of Duty : Lighting Methods</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_:_Lighting_Methods&amp;diff=16772"/>
		<updated>2015-01-27T23:50:31Z</updated>

		<summary type="html">&lt;p&gt;AoKMiKeY: /* Intro */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{note|This tutorial assumes that you have no knowledge of mapping, or no knowledge of using any version of Radiant.}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;A tutorial by Surgeon courtesy of .Map&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Intro =&lt;br /&gt;
&#039;&#039;&lt;br /&gt;
For this tutorial I have created a room (hollow box) with the dimensions of (approx: 512 x 512 x 512) similar to the one created in the previous tutorial.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
 Note: The kind of light we are going to cover is the light that is emitted by a standard lamp or light fitting. &lt;br /&gt;
It is not sunlight and these types of lights should not be used to light large outdoor areas. &lt;br /&gt;
If you wish to learn how to create sunlight, please feel free to read the Sunlight tutorial.&lt;br /&gt;
To add a light to your level right click on the map. Select light from the long list that appears and voila, your first light.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:tut_map_surgeon_1_5_1b.gif]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*At the moment the light is white and has an inner radius of 300 units. Lets change the colour of the light. There are 2 ways to do this:&lt;br /&gt;
**With the light still selected (red border) press k. This brings up the colour chooser. Simply select the colour you want. If gone for red.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:tut_map_surgeon_1_5_2b.gif]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
**With the light selected press n. This brings up the entities properties. Find the key and value entry boxes. In the key box type _color. In the value box type the RGB number for the colour you want ie : 0.0 0.0 1.0 is blue, 1.0 0.0 0.0 is red and so on. Hit return and the light should turn to that colour.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:tut_map_surgeon_1_5_3b.gif]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Changing the radius of the light is done in the same way. With the entity properties box still open, type light in the key box, and a number under the value. The number is the &amp;quot;range&amp;quot; of the light. Place an infoplayerstart into your map, save, compile and then enjoy.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:tut_map_surgeon_1_5_4b.gif]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
 Note 1: Always have a &amp;quot;source&amp;quot; for a light. i.e a lamp or light model. It makes the map look far more professional.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
 Note 2: The inner radius of your light should never be allowed to &amp;quot;touch&amp;quot; / enter the void or you will get a light leak. &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[http://callofduty.filefront.com/info/Tut_Map_5_Surgeon Sources]&lt;br /&gt;
&lt;br /&gt;
[[Category:Mapping]]&lt;br /&gt;
[[Category:Lighting]]&lt;br /&gt;
[[Category:Call of Duty]]&lt;br /&gt;
[[Category:Call of Duty UO]]&lt;br /&gt;
[[Category:Modtools]]&lt;br /&gt;
[[Category:Radiant]]&lt;/div&gt;</summary>
		<author><name>AoKMiKeY</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_:_Lighting_Methods&amp;diff=16771</id>
		<title>Call of Duty : Lighting Methods</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_:_Lighting_Methods&amp;diff=16771"/>
		<updated>2015-01-27T23:50:13Z</updated>

		<summary type="html">&lt;p&gt;AoKMiKeY: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{note|This tutorial assumes that you have no knowledge of mapping, or no knowledge of using any version of Radiant.}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;A tutorial by Surgeon courtesy of .Map&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Intro =&lt;br /&gt;
&#039;&#039;&lt;br /&gt;
For this tutorial I have created a room (hollow box) with the dimensions of (approx: 512 x 512 x 512) similar to the one created in the previous tutorial.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
 Note: The kind of light we are going to cover is the light that is emitted by a standard lamp or light fitting. &lt;br /&gt;
It is not sunlight and these types of lights should not be used to light large outdoor areas. &lt;br /&gt;
If you wish to learn how to create sunlight, please feel free to read the Sunlight tutorial.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
To add a light to your level right click on the map. Select light from the long list that appears and voila, your first light.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:tut_map_surgeon_1_5_1b.gif]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*At the moment the light is white and has an inner radius of 300 units. Lets change the colour of the light. There are 2 ways to do this:&lt;br /&gt;
**With the light still selected (red border) press k. This brings up the colour chooser. Simply select the colour you want. If gone for red.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:tut_map_surgeon_1_5_2b.gif]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
**With the light selected press n. This brings up the entities properties. Find the key and value entry boxes. In the key box type _color. In the value box type the RGB number for the colour you want ie : 0.0 0.0 1.0 is blue, 1.0 0.0 0.0 is red and so on. Hit return and the light should turn to that colour.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:tut_map_surgeon_1_5_3b.gif]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Changing the radius of the light is done in the same way. With the entity properties box still open, type light in the key box, and a number under the value. The number is the &amp;quot;range&amp;quot; of the light. Place an infoplayerstart into your map, save, compile and then enjoy.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:tut_map_surgeon_1_5_4b.gif]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
 Note 1: Always have a &amp;quot;source&amp;quot; for a light. i.e a lamp or light model. It makes the map look far more professional.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
 Note 2: The inner radius of your light should never be allowed to &amp;quot;touch&amp;quot; / enter the void or you will get a light leak. &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[http://callofduty.filefront.com/info/Tut_Map_5_Surgeon Sources]&lt;br /&gt;
&lt;br /&gt;
[[Category:Mapping]]&lt;br /&gt;
[[Category:Lighting]]&lt;br /&gt;
[[Category:Call of Duty]]&lt;br /&gt;
[[Category:Call of Duty UO]]&lt;br /&gt;
[[Category:Modtools]]&lt;br /&gt;
[[Category:Radiant]]&lt;/div&gt;</summary>
		<author><name>AoKMiKeY</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_4:_Scripting_Reference_-_String::IsSubStr&amp;diff=16770</id>
		<title>Call of Duty 4: Scripting Reference - String::IsSubStr</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_4:_Scripting_Reference_-_String::IsSubStr&amp;diff=16770"/>
		<updated>2014-12-03T20:08:14Z</updated>

		<summary type="html">&lt;p&gt;AoKMiKeY: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Function&lt;br /&gt;
|Version=4&lt;br /&gt;
|Name=IsSubStr( &amp;amp;lt;string&amp;amp;gt;, &amp;amp;lt;substring&amp;amp;gt; )&lt;br /&gt;
|Module=String&lt;br /&gt;
|Available&lt;br /&gt;
|Summary=Returns true/false if &amp;amp;lt;substring&amp;amp;gt; is a substring of &amp;amp;lt;string&amp;amp;gt;. Case sensitive.&lt;br /&gt;
|Call_on&lt;br /&gt;
|Example=&amp;lt;pre&amp;gt;if( isSubStr( &amp;quot;Hello&amp;quot;, &amp;quot;ello&amp;quot; ) ) &lt;br /&gt;
result: true &amp;lt;/pre&amp;gt;&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>AoKMiKeY</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_4:_Scripting_Reference_-_String::IsSubStr&amp;diff=16769</id>
		<title>Call of Duty 4: Scripting Reference - String::IsSubStr</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_4:_Scripting_Reference_-_String::IsSubStr&amp;diff=16769"/>
		<updated>2014-12-03T20:08:02Z</updated>

		<summary type="html">&lt;p&gt;AoKMiKeY: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Function&lt;br /&gt;
|Version=4&lt;br /&gt;
|Name=IsSubStr( &amp;amp;lt;string&amp;amp;gt;, &amp;amp;lt;substring&amp;amp;gt; )&lt;br /&gt;
|Module=String&lt;br /&gt;
|Available&lt;br /&gt;
|Summary=Returns true/false if &amp;amp;lt;substring&amp;amp;gt; is a substring of &amp;amp;lt;string&amp;amp;gt;. Case sensitive.&lt;br /&gt;
|Call_on&lt;br /&gt;
|Example=&amp;lt;pre&amp;gt; if( isSubStr( &amp;quot;Hello&amp;quot;, &amp;quot;ello&amp;quot; ) ) &lt;br /&gt;
result: true &amp;lt;/pre&amp;gt;&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>AoKMiKeY</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_4:_Scripting_Reference_-_String::IsSubStr&amp;diff=16768</id>
		<title>Call of Duty 4: Scripting Reference - String::IsSubStr</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_4:_Scripting_Reference_-_String::IsSubStr&amp;diff=16768"/>
		<updated>2014-12-03T20:07:39Z</updated>

		<summary type="html">&lt;p&gt;AoKMiKeY: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Function&lt;br /&gt;
|Version=4&lt;br /&gt;
|Name=IsSubStr( &amp;amp;lt;string&amp;amp;gt;, &amp;amp;lt;substring&amp;amp;gt; )&lt;br /&gt;
|Module=String&lt;br /&gt;
|Available&lt;br /&gt;
|Summary=Returns true/false if &amp;amp;lt;substring&amp;amp;gt; is a substring of &amp;amp;lt;string&amp;amp;gt;. Case sensitive.&lt;br /&gt;
|Call_on&lt;br /&gt;
|Example=&amp;lt;pre&amp;gt; if( isSubStr( &amp;quot;Hello&amp;quot;, &amp;quot;ello&amp;quot; ) ) &amp;lt;br/&amp;gt; result: true &amp;lt;/pre&amp;gt;&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>AoKMiKeY</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_FXs_Script_Struct&amp;diff=16767</id>
		<title>Call of Duty 5: FXs Script Struct</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_FXs_Script_Struct&amp;diff=16767"/>
		<updated>2014-10-09T13:47:05Z</updated>

		<summary type="html">&lt;p&gt;AoKMiKeY: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Nutshell.png]] This tutorial describe an alternative method to spawn FXs and Sound in a map using Radiant and a few scripts. It is similar to the old struct method as done by zeroy.&lt;br /&gt;
This version is by coldair, I have made a couple of additions so people can see how to specify non standard sounds.&lt;br /&gt;
Have fun wakka.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Create the csc files (Client Side) ==&lt;br /&gt;
&lt;br /&gt;
The example is based on coldairs ripac map files.&lt;br /&gt;
You will need to change it to match your map name, please make sure you change any other referenced names within&lt;br /&gt;
the files.&lt;br /&gt;
these go in the raw/clientscripts/maps/mp folder&lt;br /&gt;
&lt;br /&gt;
_ripac_struct.csc&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
// This script automaticly plays a users specified oneshot effect on all prefabs that have the &lt;br /&gt;
// specified &amp;quot;script_struct&amp;quot; and &amp;quot;targetname&amp;quot; It also excepts angles from the &amp;quot;script_struct&amp;quot; &lt;br /&gt;
// but will set a default angle of ( 0, 0, 0 ) if none is defined.&lt;br /&gt;
//&lt;br /&gt;
// example of the syntax: &lt;br /&gt;
// global_FX( &amp;quot;targetname&amp;quot;, &amp;quot;fxIDname&amp;quot;, &amp;quot;fxFile&amp;quot;, &amp;quot;delay&amp;quot;&lt;br /&gt;
#include clientscripts\mp\_utility;&lt;br /&gt;
&lt;br /&gt;
main()&lt;br /&gt;
{&lt;br /&gt;
	//Assigning a random delay for start of FX&lt;br /&gt;
	randomStartDelay = randomfloatrange( -20, -15);&lt;br /&gt;
	//Each line describes a different FX&lt;br /&gt;
	global_FX( &amp;quot;oil_fire_mdFX_origin&amp;quot;, &amp;quot;global_fire&amp;quot;, &amp;quot;env/fire/fx_fire_thick_smoke_md&amp;quot;, randomStartDelay, &amp;quot;fire_thick_smoke_md&amp;quot; );&lt;br /&gt;
	global_FX( &amp;quot;wood_chimney_smoke_medFX_origin&amp;quot;, &amp;quot;global_smoke&amp;quot;, &amp;quot;env/smoke/fx_smoke_wood_chimney_med&amp;quot;, randomStartDelay, &amp;quot;smoke_wood_chimney_med&amp;quot; );&lt;br /&gt;
	global_FX( &amp;quot;pollen_foliage_lgFX_origin&amp;quot;, &amp;quot;global_foliage&amp;quot;, &amp;quot;env/foliage/fx_pollen_lg&amp;quot;, randomStartDelay, &amp;quot;pollen_lg&amp;quot; );&lt;br /&gt;
	global_FX( &amp;quot;sand_blowing_dirt_lg_wFX_origin&amp;quot;, &amp;quot;global_dirt&amp;quot;, &amp;quot;env/dirt/fx_sand_blowing_lg_w&amp;quot;, randomStartDelay, &amp;quot;sand_blowing_lg_w&amp;quot; );&lt;br /&gt;
	global_FX( &amp;quot;wire_sparks_electrical_elecFX_origin&amp;quot;, &amp;quot;global_electrical&amp;quot;, &amp;quot;env/electrical/fx_elec_wire_sparks&amp;quot;, randomStartDelay, &amp;quot;elec_wire_sparks&amp;quot; );&lt;br /&gt;
	global_FX( &amp;quot;rainbow_weatherFX_origin&amp;quot;, &amp;quot;global_weather&amp;quot;, &amp;quot;env/weather/fx_rainbow&amp;quot;, randomStartDelay, &amp;quot;rainbow&amp;quot; );&lt;br /&gt;
	global_FX( &amp;quot;ray_sun_light_medFX_origin&amp;quot;, &amp;quot;global_light&amp;quot;, &amp;quot;env/light/fx_ray_sun_med&amp;quot;, randomStartDelay, &amp;quot;ray_sun_med&amp;quot; );&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
global_FX( targetname, fxName, fxFile, delay, soundalias )&lt;br /&gt;
{&lt;br /&gt;
	// script_structs&lt;br /&gt;
	ents = getstructarray(targetname,&amp;quot;targetname&amp;quot;);&lt;br /&gt;
	if ( !isdefined( ents ) )&lt;br /&gt;
		return;&lt;br /&gt;
	if ( ents.size &amp;lt;= 0 )&lt;br /&gt;
		return;&lt;br /&gt;
&lt;br /&gt;
	println(&amp;quot;*** Client : _global_FX - creating &amp;quot; + ents.size + &amp;quot; globalFX &amp;quot; + fxName);&lt;br /&gt;
 &lt;br /&gt;
	for ( i = 0 ; i &amp;lt; ents.size ; i++ )&lt;br /&gt;
	{&lt;br /&gt;
		ent = ents[i] global_FX_create( fxName, fxFile, delay, soundalias );&lt;br /&gt;
		if ( !isdefined( ents[ i ].script_noteworthy ) )&lt;br /&gt;
			continue;&lt;br /&gt;
   &lt;br /&gt;
		note = ents[ i ].script_noteworthy;&lt;br /&gt;
		if ( !isdefined( level._global_fx_ents[ note ] ) )&lt;br /&gt;
		{&lt;br /&gt;
			level._global_fx_ents[ note ] = [];&lt;br /&gt;
		}&lt;br /&gt;
  &lt;br /&gt;
		level._global_fx_ents[ note ][ level._global_fx_ents[ note ].size ] = ent;&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
global_FX_create( fxName, fxFile, delay, soundalias )&lt;br /&gt;
{&lt;br /&gt;
&lt;br /&gt;
	if ( !isdefined( level._effect ) )&lt;br /&gt;
		level._effect = [];&lt;br /&gt;
	if ( !isdefined( level._effect[ fxName ] ) )&lt;br /&gt;
		level._effect[ fxName ] = loadedfx( fxFile );&lt;br /&gt;
&lt;br /&gt;
 // default effect angles if they dont exist&lt;br /&gt;
	if ( !isdefined( self.angles ) )&lt;br /&gt;
		self.angles = ( 0, 0, 0 );&lt;br /&gt;
&lt;br /&gt;
	ent = clientscripts\mp\_fx::createOneshotEffect( fxName );&lt;br /&gt;
	ent.v[ &amp;quot;origin&amp;quot; ] = ( self.origin );&lt;br /&gt;
	ent.v[ &amp;quot;angles&amp;quot; ] = ( self.angles );&lt;br /&gt;
	ent.v[ &amp;quot;fxid&amp;quot; ] = fxName;&lt;br /&gt;
	ent.v[ &amp;quot;delay&amp;quot; ] = delay;&lt;br /&gt;
	if ( isdefined( soundalias ) )&lt;br /&gt;
	{&lt;br /&gt;
		ent.v[ &amp;quot;soundalias&amp;quot; ] = soundalias;&lt;br /&gt;
	}&lt;br /&gt;
	return ent;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
mp_ripac.csc&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
// Test clientside script for mp_ripac&lt;br /&gt;
#include clientscripts\mp\_utility;&lt;br /&gt;
main()&lt;br /&gt;
{&lt;br /&gt;
	// teams&lt;br /&gt;
	level.allies_team = &amp;quot;marines&amp;quot;;&lt;br /&gt;
	level.axis_team   = &amp;quot;german&amp;quot;;&lt;br /&gt;
	// _load!&lt;br /&gt;
	clientscripts\mp\_load::main();&lt;br /&gt;
	clientscripts\mp\_ripac_struct::main();&lt;br /&gt;
	// For tanks Eexhaust and treads&lt;br /&gt;
	clientscripts\mp\_panzeriv::main( &amp;quot;vehicle_ger_tracked_panzer4_mp&amp;quot; );&lt;br /&gt;
&lt;br /&gt;
	thread clientscripts\mp\_fx::fx_init(0);&lt;br /&gt;
	thread clientscripts\mp\_audio::audio_init(0);&lt;br /&gt;
	// thread clientscripts\mp\mp_ripac_amb::main();&lt;br /&gt;
	// This needs to be called after all systems have been registered.&lt;br /&gt;
	thread waitforclient(0);&lt;br /&gt;
	println(&amp;quot;*** Client : mp_ripac running...&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Create the GSC files (server side)==&lt;br /&gt;
&lt;br /&gt;
So as an Example, coldairs mp_ripac.gsc looks like this:&lt;br /&gt;
You will need to change it to match your map name, please make sure you change any other referenced names within&lt;br /&gt;
the files.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight&amp;gt;&lt;br /&gt;
main()&lt;br /&gt;
{ &lt;br /&gt;
	maps\mp\_load::main();&lt;br /&gt;
	maps\mp\_ripac_struct::main();&lt;br /&gt;
	maps\mp\createart\mp_ripac_art::main();&lt;br /&gt;
	maps\mp\_compass::setupMiniMap(&amp;quot;compass_map_mp_ripac&amp;quot;);&lt;br /&gt;
	game[&amp;quot;allies&amp;quot;] = &amp;quot;marines&amp;quot;; &lt;br /&gt;
	game[&amp;quot;axis&amp;quot;] = &amp;quot;german&amp;quot;; &lt;br /&gt;
	game[&amp;quot;attackers&amp;quot;] = &amp;quot;allies&amp;quot;; &lt;br /&gt;
	game[&amp;quot;defenders&amp;quot;] = &amp;quot;axis&amp;quot;; &lt;br /&gt;
	game[&amp;quot;allies_soldiertype&amp;quot;] = &amp;quot;pacific&amp;quot;; &lt;br /&gt;
	game[&amp;quot;axis_soldiertype&amp;quot;] = &amp;quot;german&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
//setdvar(&amp;quot;compassmaxrange&amp;quot;,&amp;quot;1000&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
	maps\mp\gametypes\_spawning::level_use_unified_spawning(true);&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Save and exit&lt;br /&gt;
*Using Notepad create a new file under &#039;&#039;&#039;/raw/maps/mp/&#039;&#039;&#039; called _ripac_struct.gsc, inside copy paste the following code:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
#include common_scripts\utility;&lt;br /&gt;
#include maps\mp\_utility;&lt;br /&gt;
main()&lt;br /&gt;
{&lt;br /&gt;
	//Assigning a random delay for start of FX&lt;br /&gt;
	randomStartDelay = randomfloatrange( -20, -15);&lt;br /&gt;
	//Each line describes a different FX&lt;br /&gt;
	global_FX( &amp;quot;oil_fire_mdFX_origin&amp;quot;, &amp;quot;global_fire&amp;quot;, &amp;quot;env/fire/fx_fire_thick_smoke_md&amp;quot;, randomStartDelay, &amp;quot;fire_thick_smoke_md&amp;quot; );&lt;br /&gt;
	global_FX( &amp;quot;wood_chimney_smoke_medFX_origin&amp;quot;, &amp;quot;global_smoke&amp;quot;, &amp;quot;env/smoke/fx_smoke_wood_chimney_med&amp;quot;, randomStartDelay, &amp;quot;smoke_wood_chimney_med&amp;quot; );&lt;br /&gt;
	global_FX( &amp;quot;pollen_foliage_lgFX_origin&amp;quot;, &amp;quot;global_foliage&amp;quot;, &amp;quot;env/foliage/fx_pollen_lg&amp;quot;, randomStartDelay, &amp;quot;pollen_lg&amp;quot; );&lt;br /&gt;
	global_FX( &amp;quot;sand_blowing_dirt_lg_wFX_origin&amp;quot;, &amp;quot;global_dirt&amp;quot;, &amp;quot;env/dirt/fx_sand_blowing_lg_w&amp;quot;, randomStartDelay, &amp;quot;sand_blowing_lg_w&amp;quot; );&lt;br /&gt;
	global_FX( &amp;quot;wire_sparks_electrical_elecFX_origin&amp;quot;, &amp;quot;global_electrical&amp;quot;, &amp;quot;env/electrical/fx_elec_wire_sparks&amp;quot;, randomStartDelay, &amp;quot;elec_wire_sparks&amp;quot; );&lt;br /&gt;
	global_FX( &amp;quot;rainbow_weatherFX_origin&amp;quot;, &amp;quot;global_weather&amp;quot;, &amp;quot;env/weather/fx_rainbow&amp;quot;, randomStartDelay, &amp;quot;rainbow&amp;quot; );&lt;br /&gt;
	global_FX( &amp;quot;ray_sun_light_medFX_origin&amp;quot;, &amp;quot;global_light&amp;quot;, &amp;quot;env/light/fx_ray_sun_med&amp;quot;, randomStartDelay, &amp;quot;ray_sun_med&amp;quot; );&lt;br /&gt;
}&lt;br /&gt;
global_FX( targetname, fxName, fxFile, delay, soundalias )&lt;br /&gt;
{&lt;br /&gt;
	// get script_structs created in Radiant&lt;br /&gt;
	ents = getstructarray(targetname,&amp;quot;targetname&amp;quot;);&lt;br /&gt;
	if ( !isdefined( ents ) )&lt;br /&gt;
	return;&lt;br /&gt;
	if ( ents.size &amp;lt;= 0 )&lt;br /&gt;
	return;&lt;br /&gt;
	for ( i = 0 ; i &amp;lt; ents.size ; i++ )&lt;br /&gt;
	ents[i] global_FX_create( fxName, fxFile, delay, soundalias );&lt;br /&gt;
}&lt;br /&gt;
global_FX_create( fxName, fxFile, delay, soundalias )&lt;br /&gt;
{&lt;br /&gt;
	if ( !isdefined( level._effect ) )&lt;br /&gt;
	level._effect = [];&lt;br /&gt;
	if ( !isdefined( level._effect[ fxName ] ) )&lt;br /&gt;
	level._effect[ fxName ] = loadfx( fxFile );&lt;br /&gt;
	// default effect angles if they dont exist&lt;br /&gt;
	if ( !isdefined( self.angles ) )&lt;br /&gt;
	self.angles = ( 0, 0, 0 );&lt;br /&gt;
	ent = createOneshotEffect( fxName );&lt;br /&gt;
	ent.v[ &amp;quot;origin&amp;quot; ] = ( self.origin );&lt;br /&gt;
	ent.v[ &amp;quot;angles&amp;quot; ] = ( self.angles );&lt;br /&gt;
	ent.v[ &amp;quot;fxid&amp;quot; ] = fxName;&lt;br /&gt;
	ent.v[ &amp;quot;delay&amp;quot; ] = delay;&lt;br /&gt;
	if ( isdefined( soundalias ) )&lt;br /&gt;
	{&lt;br /&gt;
		ent.v[ &amp;quot;soundalias&amp;quot; ] = soundalias;&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Save and Exit&lt;br /&gt;
*Finally add the FXs and the new files to your /zone_source/mp_yourmap.csv &lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight&amp;gt;&lt;br /&gt;
// Specify the server and client side scripts&lt;br /&gt;
rawfile,maps/mp/mp_ripac.gsc&lt;br /&gt;
rawfile,maps/mp/_ripac_struct.gsc&lt;br /&gt;
rawfile,clientscripts/mp/mp_ripac.csc&lt;br /&gt;
rawfile,clientscripts/mp/_ripac_struct.csc&lt;br /&gt;
&lt;br /&gt;
// Below are the Fxs, put the ones you use in, below is an example&lt;br /&gt;
fx,env/smoke/fx_smoke_crater&lt;br /&gt;
fx,env/fire/fx_fire_barrel_small&lt;br /&gt;
fx,env/fire/fx_fire_barrel_pm&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If we look at this line found in both server and client side.&lt;br /&gt;
&amp;quot;global_FX( &amp;quot;oil_fire_mdFX_origin&amp;quot;, &amp;quot;global_fire&amp;quot;, &amp;quot;env/fire/fx_fire_thick_smoke_md&amp;quot;, randomStartDelay, &amp;quot;fire_thick_smoke_md&amp;quot; );&amp;quot;&lt;br /&gt;
&lt;br /&gt;
We can see the fx it uses and also the sound, the sound listed is from stock and is the last section in &amp;quot;&amp;quot; after randomStartDelay.&lt;br /&gt;
&lt;br /&gt;
We could specify a custom sound, this will mean you need a soundalias file.&lt;br /&gt;
&lt;br /&gt;
To do this, create the sound alias file within /raw/soundaliases&lt;br /&gt;
&lt;br /&gt;
mp_ripac.csv&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight&amp;gt;&lt;br /&gt;
name,sequence,file,platform,vol_min,vol_max,pitch_min,pitch_max,dist_min,dist_max,dist_reverb_max,limit_count,limit_type,entity_limit_count,entity_limit_type,bus,priority,spatialized,type,probability,loop,masterslave,loadspec,&lt;br /&gt;
reverb_falloff_curve,subtitle,compression,randomize_type,secondaryaliasname,chainaliasname,volumefalloffcurve,startdelay,speakermap,reverb_send,lfe percentage,center percentage,platform,envelop_min,envelop_max,&lt;br /&gt;
envelop percentage,occlusion_level,min_priority,max_priority,min_priority_threshold,max_priority_threshold&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# Ambient SFX - Static,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,&lt;br /&gt;
# all static global noises u want&lt;br /&gt;
&lt;br /&gt;
customsoundone,,sfx/Levels/pby_fly/fleet/alarm/fires_and_screams.wav,!wii,0.4,0.8,0.9,1.1,50,300,500,,,,,ambience,60,3d,,0.65,,,,curve3,,,pitch,,,curve2,,,,,,,,,,0.2,30,50,0.1,1&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We could then change or add a line to the client and serverside like so&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight&amp;gt;&lt;br /&gt;
&amp;quot;global_FX( &amp;quot;oil_fire_mdFX_origin&amp;quot;, &amp;quot;global_fire&amp;quot;, &amp;quot;env/fire/fx_fire_thick_smoke_md&amp;quot;, randomStartDelay, &amp;quot;customsoundone&amp;quot; );&amp;quot;&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The result would be some insane screaming when you go near the fx in question.&lt;br /&gt;
&lt;br /&gt;
Finally we need to add the structs to the map&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
EDIT wakka. 11/02/2009 17:28&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
*If you wish only to have a sound and not fx Do this&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight&amp;gt;&lt;br /&gt;
&amp;quot;global_FX( &amp;quot;oil_fire_mdFX_origin&amp;quot;, &amp;quot;global_fire&amp;quot;, &amp;quot;&amp;quot;, randomStartDelay, &amp;quot;customsoundone&amp;quot; );&amp;quot;&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==In Radiant==&lt;br /&gt;
&lt;br /&gt;
This method of spawning FXs uses script_struct entities, they are placed in your Level in Radiant&lt;br /&gt;
&lt;br /&gt;
*In radiant, in the 2D view, Right-click and select script&amp;gt;script_struct&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:script_struct1.png|500px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Now move and place the Script_struct entity where you want your FX to show up&lt;br /&gt;
*With the Script_struct entity selected bring up its properties with &#039;&#039;n&#039;&#039;&lt;br /&gt;
*Now add the targetname for the FX required (as entered in the _ripac_struct,gsc file above)&lt;br /&gt;
&lt;br /&gt;
 Key:Targetname&lt;br /&gt;
 Value:depends on FX you wish&lt;br /&gt;
&lt;br /&gt;
Possible Values in this Example:&lt;br /&gt;
&lt;br /&gt;
 barrel_fireFX_origin&lt;br /&gt;
 barrel_fireFX_small_origin&lt;br /&gt;
 barrel_smokeFX_origin&lt;br /&gt;
 oil_fire_mdFX_origin&lt;br /&gt;
&lt;br /&gt;
*Another thing to do might be the Angle, if you need to orient your FXs.&lt;br /&gt;
&lt;br /&gt;
 Key: angles&lt;br /&gt;
 Value: Depends on the direction you want to the FX to show, for Fire (going upwards) it would be 180 0 0 ;&lt;br /&gt;
 For a Streetlight (pointing downwards) it would be 90 0 0&lt;br /&gt;
&lt;br /&gt;
* Edited by AoKMiKeY - Formatted the code Syntax &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:script_struct2.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Call of Duty 5]]&lt;br /&gt;
[[Category:Mapping]]&lt;br /&gt;
[[Category:FXs]]&lt;br /&gt;
[[Category:Basic Editing]]&lt;/div&gt;</summary>
		<author><name>AoKMiKeY</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_FXs_Script_Struct&amp;diff=16766</id>
		<title>Call of Duty 5: FXs Script Struct</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_FXs_Script_Struct&amp;diff=16766"/>
		<updated>2014-10-09T13:44:46Z</updated>

		<summary type="html">&lt;p&gt;AoKMiKeY: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Nutshell.png]] This tutorial describe an alternative method to spawn FXs and Sound in a map using Radiant and a few scripts. It is similar to the old struct method as done by zeroy.&lt;br /&gt;
This version is by coldair, I have made a couple of additions so people can see how to specify non standard sounds.&lt;br /&gt;
Have fun wakka.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Create the csc files (Client Side) ==&lt;br /&gt;
&lt;br /&gt;
The example is based on coldairs ripac map files.&lt;br /&gt;
You will need to change it to match your map name, please make sure you change any other referenced names within&lt;br /&gt;
the files.&lt;br /&gt;
these go in the raw/clientscripts/maps/mp folder&lt;br /&gt;
&lt;br /&gt;
_ripac_struct.csc&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
// This script automaticly plays a users specified oneshot effect on all prefabs that have the &lt;br /&gt;
// specified &amp;quot;script_struct&amp;quot; and &amp;quot;targetname&amp;quot; It also excepts angles from the &amp;quot;script_struct&amp;quot; &lt;br /&gt;
// but will set a default angle of ( 0, 0, 0 ) if none is defined.&lt;br /&gt;
//&lt;br /&gt;
// example of the syntax: &lt;br /&gt;
// global_FX( &amp;quot;targetname&amp;quot;, &amp;quot;fxIDname&amp;quot;, &amp;quot;fxFile&amp;quot;, &amp;quot;delay&amp;quot;&lt;br /&gt;
#include clientscripts\mp\_utility;&lt;br /&gt;
&lt;br /&gt;
main()&lt;br /&gt;
{&lt;br /&gt;
	//Assigning a random delay for start of FX&lt;br /&gt;
	randomStartDelay = randomfloatrange( -20, -15);&lt;br /&gt;
	//Each line describes a different FX&lt;br /&gt;
	global_FX( &amp;quot;oil_fire_mdFX_origin&amp;quot;, &amp;quot;global_fire&amp;quot;, &amp;quot;env/fire/fx_fire_thick_smoke_md&amp;quot;, randomStartDelay, &amp;quot;fire_thick_smoke_md&amp;quot; );&lt;br /&gt;
	global_FX( &amp;quot;wood_chimney_smoke_medFX_origin&amp;quot;, &amp;quot;global_smoke&amp;quot;, &amp;quot;env/smoke/fx_smoke_wood_chimney_med&amp;quot;, randomStartDelay, &amp;quot;smoke_wood_chimney_med&amp;quot; );&lt;br /&gt;
	global_FX( &amp;quot;pollen_foliage_lgFX_origin&amp;quot;, &amp;quot;global_foliage&amp;quot;, &amp;quot;env/foliage/fx_pollen_lg&amp;quot;, randomStartDelay, &amp;quot;pollen_lg&amp;quot; );&lt;br /&gt;
	global_FX( &amp;quot;sand_blowing_dirt_lg_wFX_origin&amp;quot;, &amp;quot;global_dirt&amp;quot;, &amp;quot;env/dirt/fx_sand_blowing_lg_w&amp;quot;, randomStartDelay, &amp;quot;sand_blowing_lg_w&amp;quot; );&lt;br /&gt;
	global_FX( &amp;quot;wire_sparks_electrical_elecFX_origin&amp;quot;, &amp;quot;global_electrical&amp;quot;, &amp;quot;env/electrical/fx_elec_wire_sparks&amp;quot;, randomStartDelay, &amp;quot;elec_wire_sparks&amp;quot; );&lt;br /&gt;
	global_FX( &amp;quot;rainbow_weatherFX_origin&amp;quot;, &amp;quot;global_weather&amp;quot;, &amp;quot;env/weather/fx_rainbow&amp;quot;, randomStartDelay, &amp;quot;rainbow&amp;quot; );&lt;br /&gt;
	global_FX( &amp;quot;ray_sun_light_medFX_origin&amp;quot;, &amp;quot;global_light&amp;quot;, &amp;quot;env/light/fx_ray_sun_med&amp;quot;, randomStartDelay, &amp;quot;ray_sun_med&amp;quot; );&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
global_FX( targetname, fxName, fxFile, delay, soundalias )&lt;br /&gt;
{&lt;br /&gt;
	// script_structs&lt;br /&gt;
	ents = getstructarray(targetname,&amp;quot;targetname&amp;quot;);&lt;br /&gt;
	if ( !isdefined( ents ) )&lt;br /&gt;
		return;&lt;br /&gt;
	if ( ents.size &amp;lt;= 0 )&lt;br /&gt;
		return;&lt;br /&gt;
&lt;br /&gt;
	println(&amp;quot;*** Client : _global_FX - creating &amp;quot; + ents.size + &amp;quot; globalFX &amp;quot; + fxName);&lt;br /&gt;
 &lt;br /&gt;
	for ( i = 0 ; i &amp;lt; ents.size ; i++ )&lt;br /&gt;
	{&lt;br /&gt;
		ent = ents[i] global_FX_create( fxName, fxFile, delay, soundalias );&lt;br /&gt;
		if ( !isdefined( ents[ i ].script_noteworthy ) )&lt;br /&gt;
			continue;&lt;br /&gt;
   &lt;br /&gt;
		note = ents[ i ].script_noteworthy;&lt;br /&gt;
		if ( !isdefined( level._global_fx_ents[ note ] ) )&lt;br /&gt;
		{&lt;br /&gt;
			level._global_fx_ents[ note ] = [];&lt;br /&gt;
		}&lt;br /&gt;
  &lt;br /&gt;
		level._global_fx_ents[ note ][ level._global_fx_ents[ note ].size ] = ent;&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
global_FX_create( fxName, fxFile, delay, soundalias )&lt;br /&gt;
{&lt;br /&gt;
&lt;br /&gt;
 if ( !isdefined( level._effect ) )&lt;br /&gt;
  level._effect = [];&lt;br /&gt;
 if ( !isdefined( level._effect[ fxName ] ) )&lt;br /&gt;
  level._effect[ fxName ] = loadedfx( fxFile );&lt;br /&gt;
 &lt;br /&gt;
 // default effect angles if they dont exist&lt;br /&gt;
 if ( !isdefined( self.angles ) )&lt;br /&gt;
  self.angles = ( 0, 0, 0 );&lt;br /&gt;
 &lt;br /&gt;
 ent = clientscripts\mp\_fx::createOneshotEffect( fxName );&lt;br /&gt;
 ent.v[ &amp;quot;origin&amp;quot; ] = ( self.origin );&lt;br /&gt;
 ent.v[ &amp;quot;angles&amp;quot; ] = ( self.angles );&lt;br /&gt;
 ent.v[ &amp;quot;fxid&amp;quot; ] = fxName;&lt;br /&gt;
 ent.v[ &amp;quot;delay&amp;quot; ] = delay;&lt;br /&gt;
 if ( isdefined( soundalias ) )&lt;br /&gt;
 {&lt;br /&gt;
  ent.v[ &amp;quot;soundalias&amp;quot; ] = soundalias;&lt;br /&gt;
 }&lt;br /&gt;
 return ent;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
mp_ripac.csc&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight&amp;gt;&lt;br /&gt;
// Test clientside script for mp_ripac&lt;br /&gt;
#include clientscripts\mp\_utility;&lt;br /&gt;
main()&lt;br /&gt;
{&lt;br /&gt;
 // teams&lt;br /&gt;
 level.allies_team = &amp;quot;marines&amp;quot;;&lt;br /&gt;
 level.axis_team   = &amp;quot;german&amp;quot;;&lt;br /&gt;
 // _load!&lt;br /&gt;
 clientscripts\mp\_load::main();&lt;br /&gt;
 clientscripts\mp\_ripac_struct::main();&lt;br /&gt;
 // For tanks Eexhaust and treads&lt;br /&gt;
 clientscripts\mp\_panzeriv::main( &amp;quot;vehicle_ger_tracked_panzer4_mp&amp;quot; );&lt;br /&gt;
&lt;br /&gt;
 thread clientscripts\mp\_fx::fx_init(0);&lt;br /&gt;
 thread clientscripts\mp\_audio::audio_init(0);&lt;br /&gt;
 // thread clientscripts\mp\mp_ripac_amb::main();&lt;br /&gt;
 // This needs to be called after all systems have been registered.&lt;br /&gt;
 thread waitforclient(0);&lt;br /&gt;
 println(&amp;quot;*** Client : mp_ripac running...&amp;quot;);&lt;br /&gt;
 &lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Create the GSC files (server side)==&lt;br /&gt;
&lt;br /&gt;
So as an Example, coldairs mp_ripac.gsc looks like this:&lt;br /&gt;
You will need to change it to match your map name, please make sure you change any other referenced names within&lt;br /&gt;
the files.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight&amp;gt;&lt;br /&gt;
main()&lt;br /&gt;
{ &lt;br /&gt;
maps\mp\_load::main();&lt;br /&gt;
maps\mp\_ripac_struct::main();&lt;br /&gt;
maps\mp\createart\mp_ripac_art::main();&lt;br /&gt;
maps\mp\_compass::setupMiniMap(&amp;quot;compass_map_mp_ripac&amp;quot;);&lt;br /&gt;
game[&amp;quot;allies&amp;quot;] = &amp;quot;marines&amp;quot;; &lt;br /&gt;
game[&amp;quot;axis&amp;quot;] = &amp;quot;german&amp;quot;; &lt;br /&gt;
game[&amp;quot;attackers&amp;quot;] = &amp;quot;allies&amp;quot;; &lt;br /&gt;
game[&amp;quot;defenders&amp;quot;] = &amp;quot;axis&amp;quot;; &lt;br /&gt;
game[&amp;quot;allies_soldiertype&amp;quot;] = &amp;quot;pacific&amp;quot;; &lt;br /&gt;
game[&amp;quot;axis_soldiertype&amp;quot;] = &amp;quot;german&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
//setdvar(&amp;quot;compassmaxrange&amp;quot;,&amp;quot;1000&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
maps\mp\gametypes\_spawning::level_use_unified_spawning(true);&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Save and exit&lt;br /&gt;
*Using Notepad create a new file under &#039;&#039;&#039;/raw/maps/mp/&#039;&#039;&#039; called _ripac_struct.gsc, inside copy paste the following code:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
#include common_scripts\utility;&lt;br /&gt;
#include maps\mp\_utility;&lt;br /&gt;
main()&lt;br /&gt;
{&lt;br /&gt;
//Assigning a random delay for start of FX&lt;br /&gt;
randomStartDelay = randomfloatrange( -20, -15);&lt;br /&gt;
//Each line describes a different FX&lt;br /&gt;
global_FX( &amp;quot;oil_fire_mdFX_origin&amp;quot;, &amp;quot;global_fire&amp;quot;, &amp;quot;env/fire/fx_fire_thick_smoke_md&amp;quot;, randomStartDelay, &amp;quot;fire_thick_smoke_md&amp;quot; );&lt;br /&gt;
global_FX( &amp;quot;wood_chimney_smoke_medFX_origin&amp;quot;, &amp;quot;global_smoke&amp;quot;, &amp;quot;env/smoke/fx_smoke_wood_chimney_med&amp;quot;, randomStartDelay, &amp;quot;smoke_wood_chimney_med&amp;quot; );&lt;br /&gt;
global_FX( &amp;quot;pollen_foliage_lgFX_origin&amp;quot;, &amp;quot;global_foliage&amp;quot;, &amp;quot;env/foliage/fx_pollen_lg&amp;quot;, randomStartDelay, &amp;quot;pollen_lg&amp;quot; );&lt;br /&gt;
global_FX( &amp;quot;sand_blowing_dirt_lg_wFX_origin&amp;quot;, &amp;quot;global_dirt&amp;quot;, &amp;quot;env/dirt/fx_sand_blowing_lg_w&amp;quot;, randomStartDelay, &amp;quot;sand_blowing_lg_w&amp;quot; );&lt;br /&gt;
global_FX( &amp;quot;wire_sparks_electrical_elecFX_origin&amp;quot;, &amp;quot;global_electrical&amp;quot;, &amp;quot;env/electrical/fx_elec_wire_sparks&amp;quot;, randomStartDelay, &amp;quot;elec_wire_sparks&amp;quot; );&lt;br /&gt;
global_FX( &amp;quot;rainbow_weatherFX_origin&amp;quot;, &amp;quot;global_weather&amp;quot;, &amp;quot;env/weather/fx_rainbow&amp;quot;, randomStartDelay, &amp;quot;rainbow&amp;quot; );&lt;br /&gt;
global_FX( &amp;quot;ray_sun_light_medFX_origin&amp;quot;, &amp;quot;global_light&amp;quot;, &amp;quot;env/light/fx_ray_sun_med&amp;quot;, randomStartDelay, &amp;quot;ray_sun_med&amp;quot; );&lt;br /&gt;
}&lt;br /&gt;
global_FX( targetname, fxName, fxFile, delay, soundalias )&lt;br /&gt;
{&lt;br /&gt;
// get script_structs created in Radiant&lt;br /&gt;
ents = getstructarray(targetname,&amp;quot;targetname&amp;quot;);&lt;br /&gt;
if ( !isdefined( ents ) )&lt;br /&gt;
return;&lt;br /&gt;
if ( ents.size &amp;lt;= 0 )&lt;br /&gt;
return;&lt;br /&gt;
for ( i = 0 ; i &amp;lt; ents.size ; i++ )&lt;br /&gt;
ents[i] global_FX_create( fxName, fxFile, delay, soundalias );&lt;br /&gt;
}&lt;br /&gt;
global_FX_create( fxName, fxFile, delay, soundalias )&lt;br /&gt;
{&lt;br /&gt;
if ( !isdefined( level._effect ) )&lt;br /&gt;
level._effect = [];&lt;br /&gt;
if ( !isdefined( level._effect[ fxName ] ) )&lt;br /&gt;
level._effect[ fxName ] = loadfx( fxFile );&lt;br /&gt;
// default effect angles if they dont exist&lt;br /&gt;
if ( !isdefined( self.angles ) )&lt;br /&gt;
self.angles = ( 0, 0, 0 );&lt;br /&gt;
ent = createOneshotEffect( fxName );&lt;br /&gt;
ent.v[ &amp;quot;origin&amp;quot; ] = ( self.origin );&lt;br /&gt;
ent.v[ &amp;quot;angles&amp;quot; ] = ( self.angles );&lt;br /&gt;
ent.v[ &amp;quot;fxid&amp;quot; ] = fxName;&lt;br /&gt;
ent.v[ &amp;quot;delay&amp;quot; ] = delay;&lt;br /&gt;
if ( isdefined( soundalias ) )&lt;br /&gt;
{&lt;br /&gt;
ent.v[ &amp;quot;soundalias&amp;quot; ] = soundalias;&lt;br /&gt;
}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Save and Exit&lt;br /&gt;
*Finally add the FXs and the new files to your /zone_source/mp_yourmap.csv &lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight&amp;gt;&lt;br /&gt;
// Specify the server and client side scripts&lt;br /&gt;
rawfile,maps/mp/mp_ripac.gsc&lt;br /&gt;
rawfile,maps/mp/_ripac_struct.gsc&lt;br /&gt;
rawfile,clientscripts/mp/mp_ripac.csc&lt;br /&gt;
rawfile,clientscripts/mp/_ripac_struct.csc&lt;br /&gt;
&lt;br /&gt;
// Below are the Fxs, put the ones you use in, below is an example&lt;br /&gt;
fx,env/smoke/fx_smoke_crater&lt;br /&gt;
fx,env/fire/fx_fire_barrel_small&lt;br /&gt;
fx,env/fire/fx_fire_barrel_pm&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If we look at this line found in both server and client side.&lt;br /&gt;
&amp;quot;global_FX( &amp;quot;oil_fire_mdFX_origin&amp;quot;, &amp;quot;global_fire&amp;quot;, &amp;quot;env/fire/fx_fire_thick_smoke_md&amp;quot;, randomStartDelay, &amp;quot;fire_thick_smoke_md&amp;quot; );&amp;quot;&lt;br /&gt;
&lt;br /&gt;
We can see the fx it uses and also the sound, the sound listed is from stock and is the last section in &amp;quot;&amp;quot; after randomStartDelay.&lt;br /&gt;
&lt;br /&gt;
We could specify a custom sound, this will mean you need a soundalias file.&lt;br /&gt;
&lt;br /&gt;
To do this, create the sound alias file within /raw/soundaliases&lt;br /&gt;
&lt;br /&gt;
mp_ripac.csv&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight&amp;gt;&lt;br /&gt;
name,sequence,file,platform,vol_min,vol_max,pitch_min,pitch_max,dist_min,dist_max,dist_reverb_max,limit_count,limit_type,entity_limit_count,entity_limit_type,bus,priority,spatialized,type,probability,loop,masterslave,loadspec,&lt;br /&gt;
reverb_falloff_curve,subtitle,compression,randomize_type,secondaryaliasname,chainaliasname,volumefalloffcurve,startdelay,speakermap,reverb_send,lfe percentage,center percentage,platform,envelop_min,envelop_max,&lt;br /&gt;
envelop percentage,occlusion_level,min_priority,max_priority,min_priority_threshold,max_priority_threshold&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# Ambient SFX - Static,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,&lt;br /&gt;
# all static global noises u want&lt;br /&gt;
&lt;br /&gt;
customsoundone,,sfx/Levels/pby_fly/fleet/alarm/fires_and_screams.wav,!wii,0.4,0.8,0.9,1.1,50,300,500,,,,,ambience,60,3d,,0.65,,,,curve3,,,pitch,,,curve2,,,,,,,,,,0.2,30,50,0.1,1&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We could then change or add a line to the client and serverside like so&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight&amp;gt;&lt;br /&gt;
&amp;quot;global_FX( &amp;quot;oil_fire_mdFX_origin&amp;quot;, &amp;quot;global_fire&amp;quot;, &amp;quot;env/fire/fx_fire_thick_smoke_md&amp;quot;, randomStartDelay, &amp;quot;customsoundone&amp;quot; );&amp;quot;&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The result would be some insane screaming when you go near the fx in question.&lt;br /&gt;
&lt;br /&gt;
Finally we need to add the structs to the map&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
EDIT wakka. 11/02/2009 17:28&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
*If you wish only to have a sound and not fx Do this&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight&amp;gt;&lt;br /&gt;
&amp;quot;global_FX( &amp;quot;oil_fire_mdFX_origin&amp;quot;, &amp;quot;global_fire&amp;quot;, &amp;quot;&amp;quot;, randomStartDelay, &amp;quot;customsoundone&amp;quot; );&amp;quot;&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==In Radiant==&lt;br /&gt;
&lt;br /&gt;
This method of spawning FXs uses script_struct entities, they are placed in your Level in Radiant&lt;br /&gt;
&lt;br /&gt;
*In radiant, in the 2D view, Right-click and select script&amp;gt;script_struct&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:script_struct1.png|500px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Now move and place the Script_struct entity where you want your FX to show up&lt;br /&gt;
*With the Script_struct entity selected bring up its properties with &#039;&#039;n&#039;&#039;&lt;br /&gt;
*Now add the targetname for the FX required (as entered in the _ripac_struct,gsc file above)&lt;br /&gt;
&lt;br /&gt;
 Key:Targetname&lt;br /&gt;
 Value:depends on FX you wish&lt;br /&gt;
&lt;br /&gt;
Possible Values in this Example:&lt;br /&gt;
&lt;br /&gt;
 barrel_fireFX_origin&lt;br /&gt;
 barrel_fireFX_small_origin&lt;br /&gt;
 barrel_smokeFX_origin&lt;br /&gt;
 oil_fire_mdFX_origin&lt;br /&gt;
&lt;br /&gt;
*Another thing to do might be the Angle, if you need to orient your FXs.&lt;br /&gt;
&lt;br /&gt;
 Key: angles&lt;br /&gt;
 Value: Depends on the direction you want to the FX to show, for Fire (going upwards) it would be 180 0 0 ;&lt;br /&gt;
 For a Streetlight (pointing downwards) it would be 90 0 0&lt;br /&gt;
&lt;br /&gt;
* Edited by AoKMiKeY - Formatted the code Syntax &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:script_struct2.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Call of Duty 5]]&lt;br /&gt;
[[Category:Mapping]]&lt;br /&gt;
[[Category:FXs]]&lt;br /&gt;
[[Category:Basic Editing]]&lt;/div&gt;</summary>
		<author><name>AoKMiKeY</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_FXs_Script_Struct&amp;diff=16765</id>
		<title>Call of Duty 5: FXs Script Struct</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_FXs_Script_Struct&amp;diff=16765"/>
		<updated>2014-10-09T13:44:16Z</updated>

		<summary type="html">&lt;p&gt;AoKMiKeY: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Nutshell.png]] This tutorial describe an alternative method to spawn FXs and Sound in a map using Radiant and a few scripts. It is similar to the old struct method as done by zeroy.&lt;br /&gt;
This version is by coldair, I have made a couple of additions so people can see how to specify non standard sounds.&lt;br /&gt;
Have fun wakka.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Create the csc files (Client Side) ==&lt;br /&gt;
&lt;br /&gt;
The example is based on coldairs ripac map files.&lt;br /&gt;
You will need to change it to match your map name, please make sure you change any other referenced names within&lt;br /&gt;
the files.&lt;br /&gt;
these go in the raw/clientscripts/maps/mp folder&lt;br /&gt;
&lt;br /&gt;
_ripac_struct.csc&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
// This script automaticly plays a users specified oneshot effect on all prefabs that have the &lt;br /&gt;
// specified &amp;quot;script_struct&amp;quot; and &amp;quot;targetname&amp;quot; It also excepts angles from the &amp;quot;script_struct&amp;quot; &lt;br /&gt;
// but will set a default angle of ( 0, 0, 0 ) if none is defined.&lt;br /&gt;
//&lt;br /&gt;
// example of the syntax: &lt;br /&gt;
// global_FX( &amp;quot;targetname&amp;quot;, &amp;quot;fxIDname&amp;quot;, &amp;quot;fxFile&amp;quot;, &amp;quot;delay&amp;quot;&lt;br /&gt;
#include clientscripts\mp\_utility;&lt;br /&gt;
&lt;br /&gt;
main()&lt;br /&gt;
{&lt;br /&gt;
	//Assigning a random delay for start of FX&lt;br /&gt;
	randomStartDelay = randomfloatrange( -20, -15);&lt;br /&gt;
	//Each line describes a different FX&lt;br /&gt;
	global_FX( &amp;quot;oil_fire_mdFX_origin&amp;quot;, &amp;quot;global_fire&amp;quot;, &amp;quot;env/fire/fx_fire_thick_smoke_md&amp;quot;, randomStartDelay, &amp;quot;fire_thick_smoke_md&amp;quot; );&lt;br /&gt;
	global_FX( &amp;quot;wood_chimney_smoke_medFX_origin&amp;quot;, &amp;quot;global_smoke&amp;quot;, &amp;quot;env/smoke/fx_smoke_wood_chimney_med&amp;quot;, randomStartDelay, &amp;quot;smoke_wood_chimney_med&amp;quot; );&lt;br /&gt;
	global_FX( &amp;quot;pollen_foliage_lgFX_origin&amp;quot;, &amp;quot;global_foliage&amp;quot;, &amp;quot;env/foliage/fx_pollen_lg&amp;quot;, randomStartDelay, &amp;quot;pollen_lg&amp;quot; );&lt;br /&gt;
	global_FX( &amp;quot;sand_blowing_dirt_lg_wFX_origin&amp;quot;, &amp;quot;global_dirt&amp;quot;, &amp;quot;env/dirt/fx_sand_blowing_lg_w&amp;quot;, randomStartDelay, &amp;quot;sand_blowing_lg_w&amp;quot; );&lt;br /&gt;
	global_FX( &amp;quot;wire_sparks_electrical_elecFX_origin&amp;quot;, &amp;quot;global_electrical&amp;quot;, &amp;quot;env/electrical/fx_elec_wire_sparks&amp;quot;, randomStartDelay, &amp;quot;elec_wire_sparks&amp;quot; );&lt;br /&gt;
	global_FX( &amp;quot;rainbow_weatherFX_origin&amp;quot;, &amp;quot;global_weather&amp;quot;, &amp;quot;env/weather/fx_rainbow&amp;quot;, randomStartDelay, &amp;quot;rainbow&amp;quot; );&lt;br /&gt;
	global_FX( &amp;quot;ray_sun_light_medFX_origin&amp;quot;, &amp;quot;global_light&amp;quot;, &amp;quot;env/light/fx_ray_sun_med&amp;quot;, randomStartDelay, &amp;quot;ray_sun_med&amp;quot; );&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
global_FX( targetname, fxName, fxFile, delay, soundalias )&lt;br /&gt;
{&lt;br /&gt;
	// script_structs&lt;br /&gt;
	ents = getstructarray(targetname,&amp;quot;targetname&amp;quot;);&lt;br /&gt;
	if ( !isdefined( ents ) )&lt;br /&gt;
		return;&lt;br /&gt;
	if ( ents.size &amp;lt;= 0 )&lt;br /&gt;
		return;&lt;br /&gt;
&lt;br /&gt;
	println(&amp;quot;*** Client : _global_FX - creating &amp;quot; + ents.size + &amp;quot; globalFX &amp;quot; + fxName);&lt;br /&gt;
 &lt;br /&gt;
	for ( i = 0 ; i &amp;lt; ents.size ; i++ )&lt;br /&gt;
	{&lt;br /&gt;
		ent = ents[i] global_FX_create( fxName, fxFile, delay, soundalias );&lt;br /&gt;
		if ( !isdefined( ents[ i ].script_noteworthy ) )&lt;br /&gt;
			continue;&lt;br /&gt;
   &lt;br /&gt;
		note = ents[ i ].script_noteworthy;&lt;br /&gt;
		if ( !isdefined( level._global_fx_ents[ note ] ) )&lt;br /&gt;
		{&lt;br /&gt;
			level._global_fx_ents[ note ] = [];&lt;br /&gt;
		}&lt;br /&gt;
  &lt;br /&gt;
		level._global_fx_ents[ note ][ level._global_fx_ents[ note ].size ] = ent;&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
global_FX_create( fxName, fxFile, delay, soundalias )&lt;br /&gt;
{&lt;br /&gt;
&lt;br /&gt;
 if ( !isdefined( level._effect ) )&lt;br /&gt;
  level._effect = [];&lt;br /&gt;
 if ( !isdefined( level._effect[ fxName ] ) )&lt;br /&gt;
  level._effect[ fxName ] = loadedfx( fxFile );&lt;br /&gt;
 &lt;br /&gt;
 // default effect angles if they dont exist&lt;br /&gt;
 if ( !isdefined( self.angles ) )&lt;br /&gt;
  self.angles = ( 0, 0, 0 );&lt;br /&gt;
 &lt;br /&gt;
 ent = clientscripts\mp\_fx::createOneshotEffect( fxName );&lt;br /&gt;
 ent.v[ &amp;quot;origin&amp;quot; ] = ( self.origin );&lt;br /&gt;
 ent.v[ &amp;quot;angles&amp;quot; ] = ( self.angles );&lt;br /&gt;
 ent.v[ &amp;quot;fxid&amp;quot; ] = fxName;&lt;br /&gt;
 ent.v[ &amp;quot;delay&amp;quot; ] = delay;&lt;br /&gt;
 if ( isdefined( soundalias ) )&lt;br /&gt;
 {&lt;br /&gt;
  ent.v[ &amp;quot;soundalias&amp;quot; ] = soundalias;&lt;br /&gt;
 }&lt;br /&gt;
 return ent;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
mp_ripac.csc&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight&amp;gt;&lt;br /&gt;
// Test clientside script for mp_ripac&lt;br /&gt;
#include clientscripts\mp\_utility;&lt;br /&gt;
main()&lt;br /&gt;
{&lt;br /&gt;
 // teams&lt;br /&gt;
 level.allies_team = &amp;quot;marines&amp;quot;;&lt;br /&gt;
 level.axis_team   = &amp;quot;german&amp;quot;;&lt;br /&gt;
 // _load!&lt;br /&gt;
 clientscripts\mp\_load::main();&lt;br /&gt;
 clientscripts\mp\_ripac_struct::main();&lt;br /&gt;
 // For tanks Eexhaust and treads&lt;br /&gt;
 clientscripts\mp\_panzeriv::main( &amp;quot;vehicle_ger_tracked_panzer4_mp&amp;quot; );&lt;br /&gt;
&lt;br /&gt;
 thread clientscripts\mp\_fx::fx_init(0);&lt;br /&gt;
 thread clientscripts\mp\_audio::audio_init(0);&lt;br /&gt;
 // thread clientscripts\mp\mp_ripac_amb::main();&lt;br /&gt;
 // This needs to be called after all systems have been registered.&lt;br /&gt;
 thread waitforclient(0);&lt;br /&gt;
 println(&amp;quot;*** Client : mp_ripac running...&amp;quot;);&lt;br /&gt;
 &lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Create the GSC files (server side)==&lt;br /&gt;
&lt;br /&gt;
So as an Example, coldairs mp_ripac.gsc looks like this:&lt;br /&gt;
You will need to change it to match your map name, please make sure you change any other referenced names within&lt;br /&gt;
the files.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight&amp;gt;&lt;br /&gt;
main()&lt;br /&gt;
{ &lt;br /&gt;
maps\mp\_load::main();&lt;br /&gt;
maps\mp\_ripac_struct::main();&lt;br /&gt;
maps\mp\createart\mp_ripac_art::main();&lt;br /&gt;
maps\mp\_compass::setupMiniMap(&amp;quot;compass_map_mp_ripac&amp;quot;);&lt;br /&gt;
game[&amp;quot;allies&amp;quot;] = &amp;quot;marines&amp;quot;; &lt;br /&gt;
game[&amp;quot;axis&amp;quot;] = &amp;quot;german&amp;quot;; &lt;br /&gt;
game[&amp;quot;attackers&amp;quot;] = &amp;quot;allies&amp;quot;; &lt;br /&gt;
game[&amp;quot;defenders&amp;quot;] = &amp;quot;axis&amp;quot;; &lt;br /&gt;
game[&amp;quot;allies_soldiertype&amp;quot;] = &amp;quot;pacific&amp;quot;; &lt;br /&gt;
game[&amp;quot;axis_soldiertype&amp;quot;] = &amp;quot;german&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
//setdvar(&amp;quot;compassmaxrange&amp;quot;,&amp;quot;1000&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
maps\mp\gametypes\_spawning::level_use_unified_spawning(true);&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Save and exit&lt;br /&gt;
*Using Notepad create a new file under &#039;&#039;&#039;/raw/maps/mp/&#039;&#039;&#039; called _ripac_struct.gsc, inside copy paste the following code:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
#include common_scripts\utility;&lt;br /&gt;
#include maps\mp\_utility;&lt;br /&gt;
main()&lt;br /&gt;
{&lt;br /&gt;
//Assigning a random delay for start of FX&lt;br /&gt;
randomStartDelay = randomfloatrange( -20, -15);&lt;br /&gt;
//Each line describes a different FX&lt;br /&gt;
global_FX( &amp;quot;oil_fire_mdFX_origin&amp;quot;, &amp;quot;global_fire&amp;quot;, &amp;quot;env/fire/fx_fire_thick_smoke_md&amp;quot;, randomStartDelay, &amp;quot;fire_thick_smoke_md&amp;quot; );&lt;br /&gt;
global_FX( &amp;quot;wood_chimney_smoke_medFX_origin&amp;quot;, &amp;quot;global_smoke&amp;quot;, &amp;quot;env/smoke/fx_smoke_wood_chimney_med&amp;quot;, randomStartDelay, &amp;quot;smoke_wood_chimney_med&amp;quot; );&lt;br /&gt;
global_FX( &amp;quot;pollen_foliage_lgFX_origin&amp;quot;, &amp;quot;global_foliage&amp;quot;, &amp;quot;env/foliage/fx_pollen_lg&amp;quot;, randomStartDelay, &amp;quot;pollen_lg&amp;quot; );&lt;br /&gt;
global_FX( &amp;quot;sand_blowing_dirt_lg_wFX_origin&amp;quot;, &amp;quot;global_dirt&amp;quot;, &amp;quot;env/dirt/fx_sand_blowing_lg_w&amp;quot;, randomStartDelay, &amp;quot;sand_blowing_lg_w&amp;quot; );&lt;br /&gt;
global_FX( &amp;quot;wire_sparks_electrical_elecFX_origin&amp;quot;, &amp;quot;global_electrical&amp;quot;, &amp;quot;env/electrical/fx_elec_wire_sparks&amp;quot;, randomStartDelay, &amp;quot;elec_wire_sparks&amp;quot; );&lt;br /&gt;
global_FX( &amp;quot;rainbow_weatherFX_origin&amp;quot;, &amp;quot;global_weather&amp;quot;, &amp;quot;env/weather/fx_rainbow&amp;quot;, randomStartDelay, &amp;quot;rainbow&amp;quot; );&lt;br /&gt;
global_FX( &amp;quot;ray_sun_light_medFX_origin&amp;quot;, &amp;quot;global_light&amp;quot;, &amp;quot;env/light/fx_ray_sun_med&amp;quot;, randomStartDelay, &amp;quot;ray_sun_med&amp;quot; );&lt;br /&gt;
}&lt;br /&gt;
global_FX( targetname, fxName, fxFile, delay, soundalias )&lt;br /&gt;
{&lt;br /&gt;
// get script_structs created in Radiant&lt;br /&gt;
ents = getstructarray(targetname,&amp;quot;targetname&amp;quot;);&lt;br /&gt;
if ( !isdefined( ents ) )&lt;br /&gt;
return;&lt;br /&gt;
if ( ents.size &amp;lt;= 0 )&lt;br /&gt;
return;&lt;br /&gt;
for ( i = 0 ; i &amp;lt; ents.size ; i++ )&lt;br /&gt;
ents[i] global_FX_create( fxName, fxFile, delay, soundalias );&lt;br /&gt;
}&lt;br /&gt;
global_FX_create( fxName, fxFile, delay, soundalias )&lt;br /&gt;
{&lt;br /&gt;
if ( !isdefined( level._effect ) )&lt;br /&gt;
level._effect = [];&lt;br /&gt;
if ( !isdefined( level._effect[ fxName ] ) )&lt;br /&gt;
level._effect[ fxName ] = loadfx( fxFile );&lt;br /&gt;
// default effect angles if they dont exist&lt;br /&gt;
if ( !isdefined( self.angles ) )&lt;br /&gt;
self.angles = ( 0, 0, 0 );&lt;br /&gt;
ent = createOneshotEffect( fxName );&lt;br /&gt;
ent.v[ &amp;quot;origin&amp;quot; ] = ( self.origin );&lt;br /&gt;
ent.v[ &amp;quot;angles&amp;quot; ] = ( self.angles );&lt;br /&gt;
ent.v[ &amp;quot;fxid&amp;quot; ] = fxName;&lt;br /&gt;
ent.v[ &amp;quot;delay&amp;quot; ] = delay;&lt;br /&gt;
if ( isdefined( soundalias ) )&lt;br /&gt;
{&lt;br /&gt;
ent.v[ &amp;quot;soundalias&amp;quot; ] = soundalias;&lt;br /&gt;
}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Save and Exit&lt;br /&gt;
*Finally add the FXs and the new files to your /zone_source/mp_yourmap.csv &lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight&amp;gt;&lt;br /&gt;
// Specify the server and client side scripts&lt;br /&gt;
rawfile,maps/mp/mp_ripac.gsc&lt;br /&gt;
rawfile,maps/mp/_ripac_struct.gsc&lt;br /&gt;
rawfile,clientscripts/mp/mp_ripac.csc&lt;br /&gt;
rawfile,clientscripts/mp/_ripac_struct.csc&lt;br /&gt;
&lt;br /&gt;
// Below are the Fxs, put the ones you use in, below is an example&lt;br /&gt;
fx,env/smoke/fx_smoke_crater&lt;br /&gt;
fx,env/fire/fx_fire_barrel_small&lt;br /&gt;
fx,env/fire/fx_fire_barrel_pm&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If we look at this line found in both server and client side.&lt;br /&gt;
&amp;quot;global_FX( &amp;quot;oil_fire_mdFX_origin&amp;quot;, &amp;quot;global_fire&amp;quot;, &amp;quot;env/fire/fx_fire_thick_smoke_md&amp;quot;, randomStartDelay, &amp;quot;fire_thick_smoke_md&amp;quot; );&amp;quot;&lt;br /&gt;
&lt;br /&gt;
We can see the fx it uses and also the sound, the sound listed is from stock and is the last section in &amp;quot;&amp;quot; after randomStartDelay.&lt;br /&gt;
&lt;br /&gt;
We could specify a custom sound, this will mean you need a soundalias file.&lt;br /&gt;
&lt;br /&gt;
To do this, create the sound alias file within /raw/soundaliases&lt;br /&gt;
&lt;br /&gt;
mp_ripac.csv&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight&amp;gt;&lt;br /&gt;
name,sequence,file,platform,vol_min,vol_max,pitch_min,pitch_max,dist_min,dist_max,dist_reverb_max,limit_count,limit_type,entity_limit_count,entity_limit_type,bus,priority,spatialized,type,probability,loop,masterslave,loadspec,reverb_falloff_curve,subtitle,compression,randomize_type,secondaryaliasname,chainaliasname,volumefalloffcurve,startdelay,speakermap,reverb_send,lfe percentage,center percentage,platform,envelop_min,envelop_max,envelop percentage,occlusion_level,min_priority,max_priority,min_priority_threshold,max_priority_threshold&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# Ambient SFX - Static,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,&lt;br /&gt;
# all static global noises u want&lt;br /&gt;
&lt;br /&gt;
customsoundone,,sfx/Levels/pby_fly/fleet/alarm/fires_and_screams.wav,!wii,0.4,0.8,0.9,1.1,50,300,500,,,,,ambience,60,3d,,0.65,,,,curve3,,,pitch,,,curve2,,,,,,,,,,0.2,30,50,0.1,1&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We could then change or add a line to the client and serverside like so&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight&amp;gt;&lt;br /&gt;
&amp;quot;global_FX( &amp;quot;oil_fire_mdFX_origin&amp;quot;, &amp;quot;global_fire&amp;quot;, &amp;quot;env/fire/fx_fire_thick_smoke_md&amp;quot;, randomStartDelay, &amp;quot;customsoundone&amp;quot; );&amp;quot;&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The result would be some insane screaming when you go near the fx in question.&lt;br /&gt;
&lt;br /&gt;
Finally we need to add the structs to the map&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
EDIT wakka. 11/02/2009 17:28&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
*If you wish only to have a sound and not fx Do this&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight&amp;gt;&lt;br /&gt;
&amp;quot;global_FX( &amp;quot;oil_fire_mdFX_origin&amp;quot;, &amp;quot;global_fire&amp;quot;, &amp;quot;&amp;quot;, randomStartDelay, &amp;quot;customsoundone&amp;quot; );&amp;quot;&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==In Radiant==&lt;br /&gt;
&lt;br /&gt;
This method of spawning FXs uses script_struct entities, they are placed in your Level in Radiant&lt;br /&gt;
&lt;br /&gt;
*In radiant, in the 2D view, Right-click and select script&amp;gt;script_struct&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:script_struct1.png|500px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Now move and place the Script_struct entity where you want your FX to show up&lt;br /&gt;
*With the Script_struct entity selected bring up its properties with &#039;&#039;n&#039;&#039;&lt;br /&gt;
*Now add the targetname for the FX required (as entered in the _ripac_struct,gsc file above)&lt;br /&gt;
&lt;br /&gt;
 Key:Targetname&lt;br /&gt;
 Value:depends on FX you wish&lt;br /&gt;
&lt;br /&gt;
Possible Values in this Example:&lt;br /&gt;
&lt;br /&gt;
 barrel_fireFX_origin&lt;br /&gt;
 barrel_fireFX_small_origin&lt;br /&gt;
 barrel_smokeFX_origin&lt;br /&gt;
 oil_fire_mdFX_origin&lt;br /&gt;
&lt;br /&gt;
*Another thing to do might be the Angle, if you need to orient your FXs.&lt;br /&gt;
&lt;br /&gt;
 Key: angles&lt;br /&gt;
 Value: Depends on the direction you want to the FX to show, for Fire (going upwards) it would be 180 0 0 ;&lt;br /&gt;
 For a Streetlight (pointing downwards) it would be 90 0 0&lt;br /&gt;
&lt;br /&gt;
* Edited by AoKMiKeY - Formatted the code Syntax &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:script_struct2.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Call of Duty 5]]&lt;br /&gt;
[[Category:Mapping]]&lt;br /&gt;
[[Category:FXs]]&lt;br /&gt;
[[Category:Basic Editing]]&lt;/div&gt;</summary>
		<author><name>AoKMiKeY</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_FXs_Script_Struct&amp;diff=16764</id>
		<title>Call of Duty 5: FXs Script Struct</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_FXs_Script_Struct&amp;diff=16764"/>
		<updated>2014-10-09T13:42:57Z</updated>

		<summary type="html">&lt;p&gt;AoKMiKeY: /* Create the csc files (Client Side) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Nutshell.png]] This tutorial describe an alternative method to spawn FXs and Sound in a map using Radiant and a few scripts. It is similar to the old struct method as done by zeroy.&lt;br /&gt;
This version is by coldair, I have made a couple of additions so people can see how to specify non standard sounds.&lt;br /&gt;
Have fun wakka.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Create the csc files (Client Side) ==&lt;br /&gt;
&lt;br /&gt;
The example is based on coldairs ripac map files.&lt;br /&gt;
You will need to change it to match your map name, please make sure you change any other referenced names within&lt;br /&gt;
the files.&lt;br /&gt;
these go in the raw/clientscripts/maps/mp folder&lt;br /&gt;
&lt;br /&gt;
_ripac_struct.csc&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
// This script automaticly plays a users specified oneshot effect on all prefabs that have the &lt;br /&gt;
// specified &amp;quot;script_struct&amp;quot; and &amp;quot;targetname&amp;quot; It also excepts angles from the &amp;quot;script_struct&amp;quot; &lt;br /&gt;
// but will set a default angle of ( 0, 0, 0 ) if none is defined.&lt;br /&gt;
//&lt;br /&gt;
// example of the syntax: &lt;br /&gt;
// global_FX( &amp;quot;targetname&amp;quot;, &amp;quot;fxIDname&amp;quot;, &amp;quot;fxFile&amp;quot;, &amp;quot;delay&amp;quot;&lt;br /&gt;
#include clientscripts\mp\_utility;&lt;br /&gt;
&lt;br /&gt;
main()&lt;br /&gt;
{&lt;br /&gt;
	//Assigning a random delay for start of FX&lt;br /&gt;
	randomStartDelay = randomfloatrange( -20, -15);&lt;br /&gt;
	//Each line describes a different FX&lt;br /&gt;
	global_FX( &amp;quot;oil_fire_mdFX_origin&amp;quot;, &amp;quot;global_fire&amp;quot;, &amp;quot;env/fire/fx_fire_thick_smoke_md&amp;quot;, randomStartDelay, &amp;quot;fire_thick_smoke_md&amp;quot; );&lt;br /&gt;
	global_FX( &amp;quot;wood_chimney_smoke_medFX_origin&amp;quot;, &amp;quot;global_smoke&amp;quot;, &amp;quot;env/smoke/fx_smoke_wood_chimney_med&amp;quot;, randomStartDelay, &amp;quot;smoke_wood_chimney_med&amp;quot; );&lt;br /&gt;
	global_FX( &amp;quot;pollen_foliage_lgFX_origin&amp;quot;, &amp;quot;global_foliage&amp;quot;, &amp;quot;env/foliage/fx_pollen_lg&amp;quot;, randomStartDelay, &amp;quot;pollen_lg&amp;quot; );&lt;br /&gt;
	global_FX( &amp;quot;sand_blowing_dirt_lg_wFX_origin&amp;quot;, &amp;quot;global_dirt&amp;quot;, &amp;quot;env/dirt/fx_sand_blowing_lg_w&amp;quot;, randomStartDelay, &amp;quot;sand_blowing_lg_w&amp;quot; );&lt;br /&gt;
	global_FX( &amp;quot;wire_sparks_electrical_elecFX_origin&amp;quot;, &amp;quot;global_electrical&amp;quot;, &amp;quot;env/electrical/fx_elec_wire_sparks&amp;quot;, randomStartDelay, &amp;quot;elec_wire_sparks&amp;quot; );&lt;br /&gt;
	global_FX( &amp;quot;rainbow_weatherFX_origin&amp;quot;, &amp;quot;global_weather&amp;quot;, &amp;quot;env/weather/fx_rainbow&amp;quot;, randomStartDelay, &amp;quot;rainbow&amp;quot; );&lt;br /&gt;
	global_FX( &amp;quot;ray_sun_light_medFX_origin&amp;quot;, &amp;quot;global_light&amp;quot;, &amp;quot;env/light/fx_ray_sun_med&amp;quot;, randomStartDelay, &amp;quot;ray_sun_med&amp;quot; );&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
global_FX( targetname, fxName, fxFile, delay, soundalias )&lt;br /&gt;
{&lt;br /&gt;
	// script_structs&lt;br /&gt;
	ents = getstructarray(targetname,&amp;quot;targetname&amp;quot;);&lt;br /&gt;
	if ( !isdefined( ents ) )&lt;br /&gt;
		return;&lt;br /&gt;
	if ( ents.size &amp;lt;= 0 )&lt;br /&gt;
		return;&lt;br /&gt;
&lt;br /&gt;
	println(&amp;quot;*** Client : _global_FX - creating &amp;quot; + ents.size + &amp;quot; globalFX &amp;quot; + fxName);&lt;br /&gt;
 &lt;br /&gt;
	for ( i = 0 ; i &amp;lt; ents.size ; i++ )&lt;br /&gt;
	{&lt;br /&gt;
		ent = ents[i] global_FX_create( fxName, fxFile, delay, soundalias );&lt;br /&gt;
		if ( !isdefined( ents[ i ].script_noteworthy ) )&lt;br /&gt;
			continue;&lt;br /&gt;
   &lt;br /&gt;
		note = ents[ i ].script_noteworthy;&lt;br /&gt;
		if ( !isdefined( level._global_fx_ents[ note ] ) )&lt;br /&gt;
		{&lt;br /&gt;
			level._global_fx_ents[ note ] = [];&lt;br /&gt;
		}&lt;br /&gt;
  &lt;br /&gt;
		level._global_fx_ents[ note ][ level._global_fx_ents[ note ].size ] = ent;&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
global_FX_create( fxName, fxFile, delay, soundalias )&lt;br /&gt;
{&lt;br /&gt;
&lt;br /&gt;
 if ( !isdefined( level._effect ) )&lt;br /&gt;
  level._effect = [];&lt;br /&gt;
 if ( !isdefined( level._effect[ fxName ] ) )&lt;br /&gt;
  level._effect[ fxName ] = loadedfx( fxFile );&lt;br /&gt;
 &lt;br /&gt;
 // default effect angles if they dont exist&lt;br /&gt;
 if ( !isdefined( self.angles ) )&lt;br /&gt;
  self.angles = ( 0, 0, 0 );&lt;br /&gt;
 &lt;br /&gt;
 ent = clientscripts\mp\_fx::createOneshotEffect( fxName );&lt;br /&gt;
 ent.v[ &amp;quot;origin&amp;quot; ] = ( self.origin );&lt;br /&gt;
 ent.v[ &amp;quot;angles&amp;quot; ] = ( self.angles );&lt;br /&gt;
 ent.v[ &amp;quot;fxid&amp;quot; ] = fxName;&lt;br /&gt;
 ent.v[ &amp;quot;delay&amp;quot; ] = delay;&lt;br /&gt;
 if ( isdefined( soundalias ) )&lt;br /&gt;
 {&lt;br /&gt;
  ent.v[ &amp;quot;soundalias&amp;quot; ] = soundalias;&lt;br /&gt;
 }&lt;br /&gt;
 return ent;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
mp_ripac.csc&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight&amp;gt;&lt;br /&gt;
// Test clientside script for mp_ripac&lt;br /&gt;
#include clientscripts\mp\_utility;&lt;br /&gt;
main()&lt;br /&gt;
{&lt;br /&gt;
 // teams&lt;br /&gt;
 level.allies_team = &amp;quot;marines&amp;quot;;&lt;br /&gt;
 level.axis_team   = &amp;quot;german&amp;quot;;&lt;br /&gt;
 // _load!&lt;br /&gt;
 clientscripts\mp\_load::main();&lt;br /&gt;
 clientscripts\mp\_ripac_struct::main();&lt;br /&gt;
 // For tanks Eexhaust and treads&lt;br /&gt;
 clientscripts\mp\_panzeriv::main( &amp;quot;vehicle_ger_tracked_panzer4_mp&amp;quot; );&lt;br /&gt;
&lt;br /&gt;
 thread clientscripts\mp\_fx::fx_init(0);&lt;br /&gt;
 thread clientscripts\mp\_audio::audio_init(0);&lt;br /&gt;
 // thread clientscripts\mp\mp_ripac_amb::main();&lt;br /&gt;
 // This needs to be called after all systems have been registered.&lt;br /&gt;
 thread waitforclient(0);&lt;br /&gt;
 println(&amp;quot;*** Client : mp_ripac running...&amp;quot;);&lt;br /&gt;
 &lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Create the GSC files (server side)==&lt;br /&gt;
&lt;br /&gt;
So as an Example, coldairs mp_ripac.gsc looks like this:&lt;br /&gt;
You will need to change it to match your map name, please make sure you change any other referenced names within&lt;br /&gt;
the files.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight&amp;gt;&lt;br /&gt;
main()&lt;br /&gt;
{ &lt;br /&gt;
maps\mp\_load::main();&lt;br /&gt;
maps\mp\_ripac_struct::main();&lt;br /&gt;
maps\mp\createart\mp_ripac_art::main();&lt;br /&gt;
maps\mp\_compass::setupMiniMap(&amp;quot;compass_map_mp_ripac&amp;quot;);&lt;br /&gt;
game[&amp;quot;allies&amp;quot;] = &amp;quot;marines&amp;quot;; &lt;br /&gt;
game[&amp;quot;axis&amp;quot;] = &amp;quot;german&amp;quot;; &lt;br /&gt;
game[&amp;quot;attackers&amp;quot;] = &amp;quot;allies&amp;quot;; &lt;br /&gt;
game[&amp;quot;defenders&amp;quot;] = &amp;quot;axis&amp;quot;; &lt;br /&gt;
game[&amp;quot;allies_soldiertype&amp;quot;] = &amp;quot;pacific&amp;quot;; &lt;br /&gt;
game[&amp;quot;axis_soldiertype&amp;quot;] = &amp;quot;german&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
//setdvar(&amp;quot;compassmaxrange&amp;quot;,&amp;quot;1000&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
maps\mp\gametypes\_spawning::level_use_unified_spawning(true);&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Save and exit&lt;br /&gt;
*Using Notepad create a new file under &#039;&#039;&#039;/raw/maps/mp/&#039;&#039;&#039; called _ripac_struct.gsc, inside copy paste the following code:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
#include common_scripts\utility;&lt;br /&gt;
#include maps\mp\_utility;&lt;br /&gt;
main()&lt;br /&gt;
{&lt;br /&gt;
//Assigning a random delay for start of FX&lt;br /&gt;
randomStartDelay = randomfloatrange( -20, -15);&lt;br /&gt;
//Each line describes a different FX&lt;br /&gt;
global_FX( &amp;quot;oil_fire_mdFX_origin&amp;quot;, &amp;quot;global_fire&amp;quot;, &amp;quot;env/fire/fx_fire_thick_smoke_md&amp;quot;, randomStartDelay, &amp;quot;fire_thick_smoke_md&amp;quot; );&lt;br /&gt;
global_FX( &amp;quot;wood_chimney_smoke_medFX_origin&amp;quot;, &amp;quot;global_smoke&amp;quot;, &amp;quot;env/smoke/fx_smoke_wood_chimney_med&amp;quot;, randomStartDelay, &amp;quot;smoke_wood_chimney_med&amp;quot; );&lt;br /&gt;
global_FX( &amp;quot;pollen_foliage_lgFX_origin&amp;quot;, &amp;quot;global_foliage&amp;quot;, &amp;quot;env/foliage/fx_pollen_lg&amp;quot;, randomStartDelay, &amp;quot;pollen_lg&amp;quot; );&lt;br /&gt;
global_FX( &amp;quot;sand_blowing_dirt_lg_wFX_origin&amp;quot;, &amp;quot;global_dirt&amp;quot;, &amp;quot;env/dirt/fx_sand_blowing_lg_w&amp;quot;, randomStartDelay, &amp;quot;sand_blowing_lg_w&amp;quot; );&lt;br /&gt;
global_FX( &amp;quot;wire_sparks_electrical_elecFX_origin&amp;quot;, &amp;quot;global_electrical&amp;quot;, &amp;quot;env/electrical/fx_elec_wire_sparks&amp;quot;, randomStartDelay, &amp;quot;elec_wire_sparks&amp;quot; );&lt;br /&gt;
global_FX( &amp;quot;rainbow_weatherFX_origin&amp;quot;, &amp;quot;global_weather&amp;quot;, &amp;quot;env/weather/fx_rainbow&amp;quot;, randomStartDelay, &amp;quot;rainbow&amp;quot; );&lt;br /&gt;
global_FX( &amp;quot;ray_sun_light_medFX_origin&amp;quot;, &amp;quot;global_light&amp;quot;, &amp;quot;env/light/fx_ray_sun_med&amp;quot;, randomStartDelay, &amp;quot;ray_sun_med&amp;quot; );&lt;br /&gt;
}&lt;br /&gt;
global_FX( targetname, fxName, fxFile, delay, soundalias )&lt;br /&gt;
{&lt;br /&gt;
// get script_structs created in Radiant&lt;br /&gt;
ents = getstructarray(targetname,&amp;quot;targetname&amp;quot;);&lt;br /&gt;
if ( !isdefined( ents ) )&lt;br /&gt;
return;&lt;br /&gt;
if ( ents.size &amp;lt;= 0 )&lt;br /&gt;
return;&lt;br /&gt;
for ( i = 0 ; i &amp;lt; ents.size ; i++ )&lt;br /&gt;
ents[i] global_FX_create( fxName, fxFile, delay, soundalias );&lt;br /&gt;
}&lt;br /&gt;
global_FX_create( fxName, fxFile, delay, soundalias )&lt;br /&gt;
{&lt;br /&gt;
if ( !isdefined( level._effect ) )&lt;br /&gt;
level._effect = [];&lt;br /&gt;
if ( !isdefined( level._effect[ fxName ] ) )&lt;br /&gt;
level._effect[ fxName ] = loadfx( fxFile );&lt;br /&gt;
// default effect angles if they dont exist&lt;br /&gt;
if ( !isdefined( self.angles ) )&lt;br /&gt;
self.angles = ( 0, 0, 0 );&lt;br /&gt;
ent = createOneshotEffect( fxName );&lt;br /&gt;
ent.v[ &amp;quot;origin&amp;quot; ] = ( self.origin );&lt;br /&gt;
ent.v[ &amp;quot;angles&amp;quot; ] = ( self.angles );&lt;br /&gt;
ent.v[ &amp;quot;fxid&amp;quot; ] = fxName;&lt;br /&gt;
ent.v[ &amp;quot;delay&amp;quot; ] = delay;&lt;br /&gt;
if ( isdefined( soundalias ) )&lt;br /&gt;
{&lt;br /&gt;
ent.v[ &amp;quot;soundalias&amp;quot; ] = soundalias;&lt;br /&gt;
}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Save and Exit&lt;br /&gt;
*Finally add the FXs and the new files to your /zone_source/mp_yourmap.csv &lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight&amp;gt;&lt;br /&gt;
// Specify the server and client side scripts&lt;br /&gt;
rawfile,maps/mp/mp_ripac.gsc&lt;br /&gt;
rawfile,maps/mp/_ripac_struct.gsc&lt;br /&gt;
rawfile,clientscripts/mp/mp_ripac.csc&lt;br /&gt;
rawfile,clientscripts/mp/_ripac_struct.csc&lt;br /&gt;
&lt;br /&gt;
// Below are the Fxs, put the ones you use in, below is an example&lt;br /&gt;
fx,env/smoke/fx_smoke_crater&lt;br /&gt;
fx,env/fire/fx_fire_barrel_small&lt;br /&gt;
fx,env/fire/fx_fire_barrel_pm&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If we look at this line found in both server and client side.&lt;br /&gt;
&amp;quot;global_FX( &amp;quot;oil_fire_mdFX_origin&amp;quot;, &amp;quot;global_fire&amp;quot;, &amp;quot;env/fire/fx_fire_thick_smoke_md&amp;quot;, randomStartDelay, &amp;quot;fire_thick_smoke_md&amp;quot; );&amp;quot;&lt;br /&gt;
&lt;br /&gt;
We can see the fx it uses and also the sound, the sound listed is from stock and is the last section in &amp;quot;&amp;quot; after randomStartDelay.&lt;br /&gt;
&lt;br /&gt;
We could specify a custom sound, this will mean you need a soundalias file.&lt;br /&gt;
&lt;br /&gt;
To do this, create the sound alias file within /raw/soundaliases&lt;br /&gt;
&lt;br /&gt;
mp_ripac.csv&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight&amp;gt;&lt;br /&gt;
name,sequence,file,platform,vol_min,vol_max,pitch_min,pitch_max,dist_min,dist_max,dist_reverb_max,limit_count,limit_type,entity_limit_count,entity_limit_type,bus,priority,spatialized,type,probability,loop,masterslave,loadspec,reverb_falloff_curve,subtitle,compression,randomize_type,secondaryaliasname,chainaliasname,volumefalloffcurve,startdelay,speakermap,reverb_send,lfe percentage,center percentage,platform,envelop_min,envelop_max,envelop percentage,occlusion_level,min_priority,max_priority,min_priority_threshold,max_priority_threshold&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# Ambient SFX - Static,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,&lt;br /&gt;
# all static global noises u want&lt;br /&gt;
&lt;br /&gt;
customsoundone,,sfx/Levels/pby_fly/fleet/alarm/fires_and_screams.wav,!wii,0.4,0.8,0.9,1.1,50,300,500,,,,,ambience,60,3d,,0.65,,,,curve3,,,pitch,,,curve2,,,,,,,,,,0.2,30,50,0.1,1&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We could then change or add a line to the client and serverside like so&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight&amp;gt;&lt;br /&gt;
&amp;quot;global_FX( &amp;quot;oil_fire_mdFX_origin&amp;quot;, &amp;quot;global_fire&amp;quot;, &amp;quot;env/fire/fx_fire_thick_smoke_md&amp;quot;, randomStartDelay, &amp;quot;customsoundone&amp;quot; );&amp;quot;&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The result would be some insane screaming when you go near the fx in question.&lt;br /&gt;
&lt;br /&gt;
Finally we need to add the structs to the map&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
EDIT wakka. 11/02/2009 17:28&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
*If you wish only to have a sound and not fx Do this&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight&amp;gt;&lt;br /&gt;
&amp;quot;global_FX( &amp;quot;oil_fire_mdFX_origin&amp;quot;, &amp;quot;global_fire&amp;quot;, &amp;quot;&amp;quot;, randomStartDelay, &amp;quot;customsoundone&amp;quot; );&amp;quot;&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==In Radiant==&lt;br /&gt;
&lt;br /&gt;
This method of spawning FXs uses script_struct entities, they are placed in your Level in Radiant&lt;br /&gt;
&lt;br /&gt;
*In radiant, in the 2D view, Right-click and select script&amp;gt;script_struct&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:script_struct1.png|500px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Now move and place the Script_struct entity where you want your FX to show up&lt;br /&gt;
*With the Script_struct entity selected bring up its properties with &#039;&#039;n&#039;&#039;&lt;br /&gt;
*Now add the targetname for the FX required (as entered in the _ripac_struct,gsc file above)&lt;br /&gt;
&lt;br /&gt;
 Key:Targetname&lt;br /&gt;
 Value:depends on FX you wish&lt;br /&gt;
&lt;br /&gt;
Possible Values in this Example:&lt;br /&gt;
&lt;br /&gt;
 barrel_fireFX_origin&lt;br /&gt;
 barrel_fireFX_small_origin&lt;br /&gt;
 barrel_smokeFX_origin&lt;br /&gt;
 oil_fire_mdFX_origin&lt;br /&gt;
&lt;br /&gt;
*Another thing to do might be the Angle, if you need to orient your FXs.&lt;br /&gt;
&lt;br /&gt;
 Key: angles&lt;br /&gt;
 Value: Depends on the direction you want to the FX to show, for Fire (going upwards) it would be 180 0 0 ;&lt;br /&gt;
 For a Streetlight (pointing downwards) it would be 90 0 0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:script_struct2.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Call of Duty 5]]&lt;br /&gt;
[[Category:Mapping]]&lt;br /&gt;
[[Category:FXs]]&lt;br /&gt;
[[Category:Basic Editing]]&lt;/div&gt;</summary>
		<author><name>AoKMiKeY</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_FXs_Script_Struct&amp;diff=16763</id>
		<title>Call of Duty 5: FXs Script Struct</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_FXs_Script_Struct&amp;diff=16763"/>
		<updated>2014-10-09T13:41:04Z</updated>

		<summary type="html">&lt;p&gt;AoKMiKeY: /* Create the csc files (Client Side) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Nutshell.png]] This tutorial describe an alternative method to spawn FXs and Sound in a map using Radiant and a few scripts. It is similar to the old struct method as done by zeroy.&lt;br /&gt;
This version is by coldair, I have made a couple of additions so people can see how to specify non standard sounds.&lt;br /&gt;
Have fun wakka.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Create the csc files (Client Side) ==&lt;br /&gt;
&lt;br /&gt;
The example is based on coldairs ripac map files.&lt;br /&gt;
You will need to change it to match your map name, please make sure you change any other referenced names within&lt;br /&gt;
the files.&lt;br /&gt;
these go in the raw/clientscripts/maps/mp folder&lt;br /&gt;
&lt;br /&gt;
_ripac_struct.csc&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
// This script automaticly plays a users specified oneshot effect on all prefabs that have the &lt;br /&gt;
// specified &amp;quot;script_struct&amp;quot; and &amp;quot;targetname&amp;quot; It also excepts angles from the &amp;quot;script_struct&amp;quot; &lt;br /&gt;
// but will set a default angle of ( 0, 0, 0 ) if none is defined.&lt;br /&gt;
//&lt;br /&gt;
// example of the syntax: &lt;br /&gt;
// global_FX( &amp;quot;targetname&amp;quot;, &amp;quot;fxIDname&amp;quot;, &amp;quot;fxFile&amp;quot;, &amp;quot;delay&amp;quot;&lt;br /&gt;
#include clientscripts\mp\_utility;&lt;br /&gt;
&lt;br /&gt;
main()&lt;br /&gt;
{&lt;br /&gt;
	//Assigning a random delay for start of FX&lt;br /&gt;
	randomStartDelay = randomfloatrange( -20, -15);&lt;br /&gt;
	//Each line describes a different FX&lt;br /&gt;
	global_FX( &amp;quot;oil_fire_mdFX_origin&amp;quot;, &amp;quot;global_fire&amp;quot;, &amp;quot;env/fire/fx_fire_thick_smoke_md&amp;quot;, randomStartDelay, &amp;quot;fire_thick_smoke_md&amp;quot; );&lt;br /&gt;
	global_FX( &amp;quot;wood_chimney_smoke_medFX_origin&amp;quot;, &amp;quot;global_smoke&amp;quot;, &amp;quot;env/smoke/fx_smoke_wood_chimney_med&amp;quot;, randomStartDelay, &amp;quot;smoke_wood_chimney_med&amp;quot; );&lt;br /&gt;
	global_FX( &amp;quot;pollen_foliage_lgFX_origin&amp;quot;, &amp;quot;global_foliage&amp;quot;, &amp;quot;env/foliage/fx_pollen_lg&amp;quot;, randomStartDelay, &amp;quot;pollen_lg&amp;quot; );&lt;br /&gt;
	global_FX( &amp;quot;sand_blowing_dirt_lg_wFX_origin&amp;quot;, &amp;quot;global_dirt&amp;quot;, &amp;quot;env/dirt/fx_sand_blowing_lg_w&amp;quot;, randomStartDelay, &amp;quot;sand_blowing_lg_w&amp;quot; );&lt;br /&gt;
	global_FX( &amp;quot;wire_sparks_electrical_elecFX_origin&amp;quot;, &amp;quot;global_electrical&amp;quot;, &amp;quot;env/electrical/fx_elec_wire_sparks&amp;quot;, randomStartDelay, &amp;quot;elec_wire_sparks&amp;quot; );&lt;br /&gt;
	global_FX( &amp;quot;rainbow_weatherFX_origin&amp;quot;, &amp;quot;global_weather&amp;quot;, &amp;quot;env/weather/fx_rainbow&amp;quot;, randomStartDelay, &amp;quot;rainbow&amp;quot; );&lt;br /&gt;
	global_FX( &amp;quot;ray_sun_light_medFX_origin&amp;quot;, &amp;quot;global_light&amp;quot;, &amp;quot;env/light/fx_ray_sun_med&amp;quot;, randomStartDelay, &amp;quot;ray_sun_med&amp;quot; );&lt;br /&gt;
}&lt;br /&gt;
global_FX( targetname, fxName, fxFile, delay, soundalias )&lt;br /&gt;
{&lt;br /&gt;
 // script_structs&lt;br /&gt;
 ents = getstructarray(targetname,&amp;quot;targetname&amp;quot;);&lt;br /&gt;
 if ( !isdefined( ents ) )&lt;br /&gt;
  return;&lt;br /&gt;
 if ( ents.size &amp;lt;= 0 )&lt;br /&gt;
  return;&lt;br /&gt;
 &lt;br /&gt;
 println(&amp;quot;*** Client : _global_FX - creating &amp;quot; + ents.size + &amp;quot; globalFX &amp;quot; + fxName);&lt;br /&gt;
 &lt;br /&gt;
 for ( i = 0 ; i &amp;lt; ents.size ; i++ )&lt;br /&gt;
 {&lt;br /&gt;
  ent = ents[i] global_FX_create( fxName, fxFile, delay, soundalias );&lt;br /&gt;
  if ( !isdefined( ents[ i ].script_noteworthy ) )&lt;br /&gt;
   continue;&lt;br /&gt;
   &lt;br /&gt;
  note = ents[ i ].script_noteworthy;&lt;br /&gt;
  if ( !isdefined( level._global_fx_ents[ note ] ) )&lt;br /&gt;
  {&lt;br /&gt;
   level._global_fx_ents[ note ] = [];&lt;br /&gt;
  }&lt;br /&gt;
  &lt;br /&gt;
  level._global_fx_ents[ note ][ level._global_fx_ents[ note ].size ] = ent;&lt;br /&gt;
 }&lt;br /&gt;
}&lt;br /&gt;
global_FX_create( fxName, fxFile, delay, soundalias )&lt;br /&gt;
{&lt;br /&gt;
&lt;br /&gt;
 if ( !isdefined( level._effect ) )&lt;br /&gt;
  level._effect = [];&lt;br /&gt;
 if ( !isdefined( level._effect[ fxName ] ) )&lt;br /&gt;
  level._effect[ fxName ] = loadedfx( fxFile );&lt;br /&gt;
 &lt;br /&gt;
 // default effect angles if they dont exist&lt;br /&gt;
 if ( !isdefined( self.angles ) )&lt;br /&gt;
  self.angles = ( 0, 0, 0 );&lt;br /&gt;
 &lt;br /&gt;
 ent = clientscripts\mp\_fx::createOneshotEffect( fxName );&lt;br /&gt;
 ent.v[ &amp;quot;origin&amp;quot; ] = ( self.origin );&lt;br /&gt;
 ent.v[ &amp;quot;angles&amp;quot; ] = ( self.angles );&lt;br /&gt;
 ent.v[ &amp;quot;fxid&amp;quot; ] = fxName;&lt;br /&gt;
 ent.v[ &amp;quot;delay&amp;quot; ] = delay;&lt;br /&gt;
 if ( isdefined( soundalias ) )&lt;br /&gt;
 {&lt;br /&gt;
  ent.v[ &amp;quot;soundalias&amp;quot; ] = soundalias;&lt;br /&gt;
 }&lt;br /&gt;
 return ent;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
mp_ripac.csc&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight&amp;gt;&lt;br /&gt;
// Test clientside script for mp_ripac&lt;br /&gt;
#include clientscripts\mp\_utility;&lt;br /&gt;
main()&lt;br /&gt;
{&lt;br /&gt;
 // teams&lt;br /&gt;
 level.allies_team = &amp;quot;marines&amp;quot;;&lt;br /&gt;
 level.axis_team   = &amp;quot;german&amp;quot;;&lt;br /&gt;
 // _load!&lt;br /&gt;
 clientscripts\mp\_load::main();&lt;br /&gt;
 clientscripts\mp\_ripac_struct::main();&lt;br /&gt;
 // For tanks Eexhaust and treads&lt;br /&gt;
 clientscripts\mp\_panzeriv::main( &amp;quot;vehicle_ger_tracked_panzer4_mp&amp;quot; );&lt;br /&gt;
&lt;br /&gt;
 thread clientscripts\mp\_fx::fx_init(0);&lt;br /&gt;
 thread clientscripts\mp\_audio::audio_init(0);&lt;br /&gt;
 // thread clientscripts\mp\mp_ripac_amb::main();&lt;br /&gt;
 // This needs to be called after all systems have been registered.&lt;br /&gt;
 thread waitforclient(0);&lt;br /&gt;
 println(&amp;quot;*** Client : mp_ripac running...&amp;quot;);&lt;br /&gt;
 &lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Create the GSC files (server side)==&lt;br /&gt;
&lt;br /&gt;
So as an Example, coldairs mp_ripac.gsc looks like this:&lt;br /&gt;
You will need to change it to match your map name, please make sure you change any other referenced names within&lt;br /&gt;
the files.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight&amp;gt;&lt;br /&gt;
main()&lt;br /&gt;
{ &lt;br /&gt;
maps\mp\_load::main();&lt;br /&gt;
maps\mp\_ripac_struct::main();&lt;br /&gt;
maps\mp\createart\mp_ripac_art::main();&lt;br /&gt;
maps\mp\_compass::setupMiniMap(&amp;quot;compass_map_mp_ripac&amp;quot;);&lt;br /&gt;
game[&amp;quot;allies&amp;quot;] = &amp;quot;marines&amp;quot;; &lt;br /&gt;
game[&amp;quot;axis&amp;quot;] = &amp;quot;german&amp;quot;; &lt;br /&gt;
game[&amp;quot;attackers&amp;quot;] = &amp;quot;allies&amp;quot;; &lt;br /&gt;
game[&amp;quot;defenders&amp;quot;] = &amp;quot;axis&amp;quot;; &lt;br /&gt;
game[&amp;quot;allies_soldiertype&amp;quot;] = &amp;quot;pacific&amp;quot;; &lt;br /&gt;
game[&amp;quot;axis_soldiertype&amp;quot;] = &amp;quot;german&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
//setdvar(&amp;quot;compassmaxrange&amp;quot;,&amp;quot;1000&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
maps\mp\gametypes\_spawning::level_use_unified_spawning(true);&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Save and exit&lt;br /&gt;
*Using Notepad create a new file under &#039;&#039;&#039;/raw/maps/mp/&#039;&#039;&#039; called _ripac_struct.gsc, inside copy paste the following code:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
#include common_scripts\utility;&lt;br /&gt;
#include maps\mp\_utility;&lt;br /&gt;
main()&lt;br /&gt;
{&lt;br /&gt;
//Assigning a random delay for start of FX&lt;br /&gt;
randomStartDelay = randomfloatrange( -20, -15);&lt;br /&gt;
//Each line describes a different FX&lt;br /&gt;
global_FX( &amp;quot;oil_fire_mdFX_origin&amp;quot;, &amp;quot;global_fire&amp;quot;, &amp;quot;env/fire/fx_fire_thick_smoke_md&amp;quot;, randomStartDelay, &amp;quot;fire_thick_smoke_md&amp;quot; );&lt;br /&gt;
global_FX( &amp;quot;wood_chimney_smoke_medFX_origin&amp;quot;, &amp;quot;global_smoke&amp;quot;, &amp;quot;env/smoke/fx_smoke_wood_chimney_med&amp;quot;, randomStartDelay, &amp;quot;smoke_wood_chimney_med&amp;quot; );&lt;br /&gt;
global_FX( &amp;quot;pollen_foliage_lgFX_origin&amp;quot;, &amp;quot;global_foliage&amp;quot;, &amp;quot;env/foliage/fx_pollen_lg&amp;quot;, randomStartDelay, &amp;quot;pollen_lg&amp;quot; );&lt;br /&gt;
global_FX( &amp;quot;sand_blowing_dirt_lg_wFX_origin&amp;quot;, &amp;quot;global_dirt&amp;quot;, &amp;quot;env/dirt/fx_sand_blowing_lg_w&amp;quot;, randomStartDelay, &amp;quot;sand_blowing_lg_w&amp;quot; );&lt;br /&gt;
global_FX( &amp;quot;wire_sparks_electrical_elecFX_origin&amp;quot;, &amp;quot;global_electrical&amp;quot;, &amp;quot;env/electrical/fx_elec_wire_sparks&amp;quot;, randomStartDelay, &amp;quot;elec_wire_sparks&amp;quot; );&lt;br /&gt;
global_FX( &amp;quot;rainbow_weatherFX_origin&amp;quot;, &amp;quot;global_weather&amp;quot;, &amp;quot;env/weather/fx_rainbow&amp;quot;, randomStartDelay, &amp;quot;rainbow&amp;quot; );&lt;br /&gt;
global_FX( &amp;quot;ray_sun_light_medFX_origin&amp;quot;, &amp;quot;global_light&amp;quot;, &amp;quot;env/light/fx_ray_sun_med&amp;quot;, randomStartDelay, &amp;quot;ray_sun_med&amp;quot; );&lt;br /&gt;
}&lt;br /&gt;
global_FX( targetname, fxName, fxFile, delay, soundalias )&lt;br /&gt;
{&lt;br /&gt;
// get script_structs created in Radiant&lt;br /&gt;
ents = getstructarray(targetname,&amp;quot;targetname&amp;quot;);&lt;br /&gt;
if ( !isdefined( ents ) )&lt;br /&gt;
return;&lt;br /&gt;
if ( ents.size &amp;lt;= 0 )&lt;br /&gt;
return;&lt;br /&gt;
for ( i = 0 ; i &amp;lt; ents.size ; i++ )&lt;br /&gt;
ents[i] global_FX_create( fxName, fxFile, delay, soundalias );&lt;br /&gt;
}&lt;br /&gt;
global_FX_create( fxName, fxFile, delay, soundalias )&lt;br /&gt;
{&lt;br /&gt;
if ( !isdefined( level._effect ) )&lt;br /&gt;
level._effect = [];&lt;br /&gt;
if ( !isdefined( level._effect[ fxName ] ) )&lt;br /&gt;
level._effect[ fxName ] = loadfx( fxFile );&lt;br /&gt;
// default effect angles if they dont exist&lt;br /&gt;
if ( !isdefined( self.angles ) )&lt;br /&gt;
self.angles = ( 0, 0, 0 );&lt;br /&gt;
ent = createOneshotEffect( fxName );&lt;br /&gt;
ent.v[ &amp;quot;origin&amp;quot; ] = ( self.origin );&lt;br /&gt;
ent.v[ &amp;quot;angles&amp;quot; ] = ( self.angles );&lt;br /&gt;
ent.v[ &amp;quot;fxid&amp;quot; ] = fxName;&lt;br /&gt;
ent.v[ &amp;quot;delay&amp;quot; ] = delay;&lt;br /&gt;
if ( isdefined( soundalias ) )&lt;br /&gt;
{&lt;br /&gt;
ent.v[ &amp;quot;soundalias&amp;quot; ] = soundalias;&lt;br /&gt;
}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Save and Exit&lt;br /&gt;
*Finally add the FXs and the new files to your /zone_source/mp_yourmap.csv &lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight&amp;gt;&lt;br /&gt;
// Specify the server and client side scripts&lt;br /&gt;
rawfile,maps/mp/mp_ripac.gsc&lt;br /&gt;
rawfile,maps/mp/_ripac_struct.gsc&lt;br /&gt;
rawfile,clientscripts/mp/mp_ripac.csc&lt;br /&gt;
rawfile,clientscripts/mp/_ripac_struct.csc&lt;br /&gt;
&lt;br /&gt;
// Below are the Fxs, put the ones you use in, below is an example&lt;br /&gt;
fx,env/smoke/fx_smoke_crater&lt;br /&gt;
fx,env/fire/fx_fire_barrel_small&lt;br /&gt;
fx,env/fire/fx_fire_barrel_pm&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If we look at this line found in both server and client side.&lt;br /&gt;
&amp;quot;global_FX( &amp;quot;oil_fire_mdFX_origin&amp;quot;, &amp;quot;global_fire&amp;quot;, &amp;quot;env/fire/fx_fire_thick_smoke_md&amp;quot;, randomStartDelay, &amp;quot;fire_thick_smoke_md&amp;quot; );&amp;quot;&lt;br /&gt;
&lt;br /&gt;
We can see the fx it uses and also the sound, the sound listed is from stock and is the last section in &amp;quot;&amp;quot; after randomStartDelay.&lt;br /&gt;
&lt;br /&gt;
We could specify a custom sound, this will mean you need a soundalias file.&lt;br /&gt;
&lt;br /&gt;
To do this, create the sound alias file within /raw/soundaliases&lt;br /&gt;
&lt;br /&gt;
mp_ripac.csv&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight&amp;gt;&lt;br /&gt;
name,sequence,file,platform,vol_min,vol_max,pitch_min,pitch_max,dist_min,dist_max,dist_reverb_max,limit_count,limit_type,entity_limit_count,entity_limit_type,bus,priority,spatialized,type,probability,loop,masterslave,loadspec,reverb_falloff_curve,subtitle,compression,randomize_type,secondaryaliasname,chainaliasname,volumefalloffcurve,startdelay,speakermap,reverb_send,lfe percentage,center percentage,platform,envelop_min,envelop_max,envelop percentage,occlusion_level,min_priority,max_priority,min_priority_threshold,max_priority_threshold&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# Ambient SFX - Static,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,&lt;br /&gt;
# all static global noises u want&lt;br /&gt;
&lt;br /&gt;
customsoundone,,sfx/Levels/pby_fly/fleet/alarm/fires_and_screams.wav,!wii,0.4,0.8,0.9,1.1,50,300,500,,,,,ambience,60,3d,,0.65,,,,curve3,,,pitch,,,curve2,,,,,,,,,,0.2,30,50,0.1,1&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We could then change or add a line to the client and serverside like so&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight&amp;gt;&lt;br /&gt;
&amp;quot;global_FX( &amp;quot;oil_fire_mdFX_origin&amp;quot;, &amp;quot;global_fire&amp;quot;, &amp;quot;env/fire/fx_fire_thick_smoke_md&amp;quot;, randomStartDelay, &amp;quot;customsoundone&amp;quot; );&amp;quot;&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The result would be some insane screaming when you go near the fx in question.&lt;br /&gt;
&lt;br /&gt;
Finally we need to add the structs to the map&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
EDIT wakka. 11/02/2009 17:28&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
*If you wish only to have a sound and not fx Do this&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight&amp;gt;&lt;br /&gt;
&amp;quot;global_FX( &amp;quot;oil_fire_mdFX_origin&amp;quot;, &amp;quot;global_fire&amp;quot;, &amp;quot;&amp;quot;, randomStartDelay, &amp;quot;customsoundone&amp;quot; );&amp;quot;&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==In Radiant==&lt;br /&gt;
&lt;br /&gt;
This method of spawning FXs uses script_struct entities, they are placed in your Level in Radiant&lt;br /&gt;
&lt;br /&gt;
*In radiant, in the 2D view, Right-click and select script&amp;gt;script_struct&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:script_struct1.png|500px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Now move and place the Script_struct entity where you want your FX to show up&lt;br /&gt;
*With the Script_struct entity selected bring up its properties with &#039;&#039;n&#039;&#039;&lt;br /&gt;
*Now add the targetname for the FX required (as entered in the _ripac_struct,gsc file above)&lt;br /&gt;
&lt;br /&gt;
 Key:Targetname&lt;br /&gt;
 Value:depends on FX you wish&lt;br /&gt;
&lt;br /&gt;
Possible Values in this Example:&lt;br /&gt;
&lt;br /&gt;
 barrel_fireFX_origin&lt;br /&gt;
 barrel_fireFX_small_origin&lt;br /&gt;
 barrel_smokeFX_origin&lt;br /&gt;
 oil_fire_mdFX_origin&lt;br /&gt;
&lt;br /&gt;
*Another thing to do might be the Angle, if you need to orient your FXs.&lt;br /&gt;
&lt;br /&gt;
 Key: angles&lt;br /&gt;
 Value: Depends on the direction you want to the FX to show, for Fire (going upwards) it would be 180 0 0 ;&lt;br /&gt;
 For a Streetlight (pointing downwards) it would be 90 0 0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:script_struct2.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Call of Duty 5]]&lt;br /&gt;
[[Category:Mapping]]&lt;br /&gt;
[[Category:FXs]]&lt;br /&gt;
[[Category:Basic Editing]]&lt;/div&gt;</summary>
		<author><name>AoKMiKeY</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_4:_Scripting_Reference_-_Array::GetStructArray&amp;diff=16762</id>
		<title>Call of Duty 4: Scripting Reference - Array::GetStructArray</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_4:_Scripting_Reference_-_Array::GetStructArray&amp;diff=16762"/>
		<updated>2014-08-16T00:26:05Z</updated>

		<summary type="html">&lt;p&gt;AoKMiKeY: Created page with &amp;quot;{{Function |Version=4 |Name=GetStructArray( &amp;amp;lt;Target&amp;amp;gt;, &amp;amp;lt;Target name&amp;amp;gt; ) |Module=Array |Available |Summary=Gets an array of script_structs |Call_on=An Entity |Example=&amp;lt;p...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Function&lt;br /&gt;
|Version=4&lt;br /&gt;
|Name=GetStructArray( &amp;amp;lt;Target&amp;amp;gt;, &amp;amp;lt;Target name&amp;amp;gt; )&lt;br /&gt;
|Module=Array&lt;br /&gt;
|Available&lt;br /&gt;
|Summary=Gets an array of script_structs&lt;br /&gt;
|Call_on=An Entity&lt;br /&gt;
|Example=&amp;lt;pre&amp;gt;structs = getstructarray( &amp;quot;initial_spawn_points&amp;quot;, &amp;quot;targetname&amp;quot; ); &amp;lt;/pre&amp;gt;&lt;br /&gt;
|Required_args=#&amp;amp;lt;Target&amp;amp;gt; &lt;br /&gt;
#&amp;amp;lt;Target name&amp;amp;gt;&lt;br /&gt;
|Notes=&lt;br /&gt;
#The functions parameters are currently not fully known.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>AoKMiKeY</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_4:_Scripting_Reference_-_Array&amp;diff=16761</id>
		<title>Call of Duty 4: Scripting Reference - Array</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_4:_Scripting_Reference_-_Array&amp;diff=16761"/>
		<updated>2014-08-16T00:17:48Z</updated>

		<summary type="html">&lt;p&gt;AoKMiKeY: /* Module: AI */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CoD4_Modules}}&lt;br /&gt;
&lt;br /&gt;
==Module: AI==&lt;br /&gt;
*[[Call of Duty 4: Scripting Reference - Array::array_thread|array_thread]]&lt;br /&gt;
*[[Call of Duty 4: Scripting Reference - Array::GetStructArray|GetStructArray]]&lt;/div&gt;</summary>
		<author><name>AoKMiKeY</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Abs&amp;diff=16758</id>
		<title>Abs</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Abs&amp;diff=16758"/>
		<updated>2014-08-16T00:10:40Z</updated>

		<summary type="html">&lt;p&gt;AoKMiKeY: moved Abs to Array thread: wrong place&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Array thread]]&lt;/div&gt;</summary>
		<author><name>AoKMiKeY</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_4:_Scripting_Reference_-_Array&amp;diff=16756</id>
		<title>Call of Duty 4: Scripting Reference - Array</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_4:_Scripting_Reference_-_Array&amp;diff=16756"/>
		<updated>2014-08-16T00:10:00Z</updated>

		<summary type="html">&lt;p&gt;AoKMiKeY: Created page with &amp;quot;{{CoD4_Modules}}  ==Module: AI== *array_thread&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CoD4_Modules}}&lt;br /&gt;
&lt;br /&gt;
==Module: AI==&lt;br /&gt;
*[[Call of Duty 4: Scripting Reference - Array::array_thread|array_thread]]&lt;/div&gt;</summary>
		<author><name>AoKMiKeY</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Template:CoD4_Modules&amp;diff=16754</id>
		<title>Template:CoD4 Modules</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Template:CoD4_Modules&amp;diff=16754"/>
		<updated>2014-08-15T23:59:47Z</updated>

		<summary type="html">&lt;p&gt;AoKMiKeY: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;border:1px solid silver;padding:10px 20px 10px 20px;margin:20px 0 20px 0;&amp;quot;&amp;gt;&lt;br /&gt;
[[Call of Duty 4: Scripting Reference - AI|AI]] | &lt;br /&gt;
[[Call of Duty 4: Scripting Reference - Animation|Animation]] | &lt;br /&gt;
[[Call of Duty 4: Scripting Reference - Array|Array]] | &lt;br /&gt;
[[Call of Duty 4: Scripting Reference - BadPlaces|BadPlaces]] | &lt;br /&gt;
[[Call of Duty 4: Scripting Reference - Clans|Clans]] | &lt;br /&gt;
[[Call of Duty 4: Scripting Reference - Client|Client]] | &lt;br /&gt;
[[Call of Duty 4: Scripting Reference - Control|Control]] | &lt;br /&gt;
[[Call of Duty 4: Scripting Reference - Damage|Damage]] | &lt;br /&gt;
[[Call of Duty 4: Scripting Reference - Debug|Debug]] | &lt;br /&gt;
[[Call of Duty 4: Scripting Reference - Dvars|Dvars]] | &lt;br /&gt;
[[Call of Duty 4: Scripting Reference - Effects|Effects]] | &lt;br /&gt;
[[Call of Duty 4: Scripting Reference - Entity|Entity]] | &lt;br /&gt;
[[Call of Duty 4: Scripting Reference - File|File]] | &lt;br /&gt;
[[Call of Duty 4: Scripting Reference - Hud|Hud]] | &lt;br /&gt;
[[Call of Duty 4: Scripting Reference - Level|Level]] | &lt;br /&gt;
[[Call of Duty 4: Scripting Reference - Math|Math]] | &lt;br /&gt;
[[Call of Duty 4: Scripting Reference - Menus|Menus]] | &lt;br /&gt;
[[Call of Duty 4: Scripting Reference - Missile|Missile]] | &lt;br /&gt;
[[Call of Duty 4: Scripting Reference - Motion|Motion]] | &lt;br /&gt;
[[Call of Duty 4: Scripting Reference - Objective|Objective]] | &lt;br /&gt;
[[Call of Duty 4: Scripting Reference - Physics|Physics]] | &lt;br /&gt;
[[Call of Duty 4: Scripting Reference - Player|Player]] | &lt;br /&gt;
[[Call of Duty 4: Scripting Reference - Precache|Precache]] | &lt;br /&gt;
[[Call of Duty 4: Scripting Reference - Rumble|Rumble]] | &lt;br /&gt;
[[Call of Duty 4: Scripting Reference - Save|Save]] | &lt;br /&gt;
[[Call of Duty 4: Scripting Reference - Sentient|Sentient]] | &lt;br /&gt;
[[Call of Duty 4: Scripting Reference - Sound|Sound]] | &lt;br /&gt;
[[Call of Duty 4: Scripting Reference - Spawn|Spawn]] | &lt;br /&gt;
[[Call of Duty 4: Scripting Reference - String|String]] | &lt;br /&gt;
[[Call of Duty 4: Scripting Reference - System|System]] | &lt;br /&gt;
[[Call of Duty 4: Scripting Reference - Teams|Teams]] | &lt;br /&gt;
[[Call of Duty 4: Scripting Reference - Trace|Trace]] | &lt;br /&gt;
[[Call of Duty 4: Scripting Reference - Triggers|Triggers]] | &lt;br /&gt;
[[Call of Duty 4: Scripting Reference - Turret|Turret]] | &lt;br /&gt;
[[Call of Duty 4: Scripting Reference - Variables|Variables]] | &lt;br /&gt;
[[Call of Duty 4: Scripting Reference - Vector|Vector]] | &lt;br /&gt;
[[Call of Duty 4: Scripting Reference - Vehicles|Vehicles]] | &lt;br /&gt;
[[Call of Duty 4: Scripting Reference - Weapons|Weapons]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>AoKMiKeY</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_4:_Scripting_Reference_-_Math&amp;diff=16753</id>
		<title>Call of Duty 4: Scripting Reference - Math</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_4:_Scripting_Reference_-_Math&amp;diff=16753"/>
		<updated>2014-08-15T23:44:00Z</updated>

		<summary type="html">&lt;p&gt;AoKMiKeY: /* Module: Math */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CoD4_Modules}}&lt;br /&gt;
&lt;br /&gt;
==Module: Math==&lt;br /&gt;
&lt;br /&gt;
*[[Call of Duty 4: Scripting Reference - Mathl::Abs|Abs]]&lt;br /&gt;
*[[Call of Duty 4: Scripting Reference - Mathl::ACos|ACos]]&lt;br /&gt;
*[[Call of Duty 4: Scripting Reference - Mathl::ASin|ASin]]&lt;br /&gt;
*[[Call of Duty 4: Scripting Reference - Mathl::ATan|ATan]]&lt;br /&gt;
*[[Call of Duty 4: Scripting Reference - Mathl::Cos|Cos]]&lt;br /&gt;
*[[Call of Duty 4: Scripting Reference - Mathl::Int|Int]]&lt;br /&gt;
*[[Call of Duty 4: Scripting Reference - Mathl::PointOnSegmentNearestToPoint|PointOnSegmentNearestToPoint]]&lt;br /&gt;
*[[Call of Duty 4: Scripting Reference - Mathl::RandomFloat|RandomFloat]]&lt;br /&gt;
*[[Call of Duty 4: Scripting Reference - Mathl::RandomFloatRange|RandomFloatRange]]&lt;br /&gt;
*[[Call of Duty 4: Scripting Reference - Mathl::RandomInt|RandomInt]]&lt;br /&gt;
*[[Call of Duty 4: Scripting Reference - Mathl::RandomIntRange|RandomIntRange]]&lt;br /&gt;
*[[Call of Duty 4: Scripting Reference - Mathl::Sin|Sin]]&lt;br /&gt;
*[[Call of Duty 4: Scripting Reference - Mathl::Tan|Tan]]&lt;br /&gt;
*[[Call of Duty 4: Scripting Reference - Mathl::VectorFromLineToPoint|VectorFromLineToPoint]]&lt;/div&gt;</summary>
		<author><name>AoKMiKeY</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_4:_Scripting_Reference_-_Mathl::Abs&amp;diff=16752</id>
		<title>Call of Duty 4: Scripting Reference - Mathl::Abs</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_4:_Scripting_Reference_-_Mathl::Abs&amp;diff=16752"/>
		<updated>2014-08-15T23:43:56Z</updated>

		<summary type="html">&lt;p&gt;AoKMiKeY: Created page with &amp;quot;{{Function |Version=4 |Name=Abs( &amp;amp;lt;Value&amp;amp;gt; ) |Module=Math |Available |Summary=Returns the absolute value of a number |Call_on |Example=&amp;lt;pre&amp;gt;value = Abs( -1 ); // returns 1 va...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Function&lt;br /&gt;
|Version=4&lt;br /&gt;
|Name=Abs( &amp;amp;lt;Value&amp;amp;gt; )&lt;br /&gt;
|Module=Math&lt;br /&gt;
|Available&lt;br /&gt;
|Summary=Returns the absolute value of a number&lt;br /&gt;
|Call_on&lt;br /&gt;
|Example=&amp;lt;pre&amp;gt;value = Abs( -1 ); // returns 1&lt;br /&gt;
value = Abs( 0 ); // returns 0&lt;br /&gt;
value = Abs( 5 ); // returns 5&amp;lt;/pre&amp;gt;&lt;br /&gt;
|Required_args=&lt;br /&gt;
# &amp;amp;lt;Value&amp;amp;gt; A value&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>AoKMiKeY</name></author>
	</entry>
	<entry>
		<id>https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Dvars&amp;diff=16749</id>
		<title>Call of Duty 5: Dvars</title>
		<link rel="alternate" type="text/html" href="https://wiki.zeroy.com/index.php?title=Call_of_Duty_5:_Dvars&amp;diff=16749"/>
		<updated>2014-07-07T16:41:01Z</updated>

		<summary type="html">&lt;p&gt;AoKMiKeY: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Note|Dvars available in CoD:WW MP, dumped using /dvardump}}&lt;br /&gt;
&lt;br /&gt;
See also: [[Call of Duty 5: Dvars List|Dvars List]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
actionSlotsHide &amp;quot;0&amp;quot;&lt;br /&gt;
activeAction &amp;quot;&amp;quot;&lt;br /&gt;
ai_corpseCount &amp;quot;8&amp;quot;&lt;br /&gt;
ai_debugAnimDeltas &amp;quot;0&amp;quot;&lt;br /&gt;
ai_debugClaimedNodes &amp;quot;0&amp;quot;&lt;br /&gt;
ai_debugCoverEntityNum &amp;quot;-1&amp;quot;&lt;br /&gt;
ai_debugEntIndex &amp;quot;-1&amp;quot;&lt;br /&gt;
ai_debugFindPath &amp;quot;0&amp;quot;&lt;br /&gt;
ai_debugFindPathDirect &amp;quot;0&amp;quot;&lt;br /&gt;
ai_debugFindPathLock &amp;quot;0&amp;quot;&lt;br /&gt;
ai_debugFindPathWidth &amp;quot;0&amp;quot;&lt;br /&gt;
ai_debugMayMove &amp;quot;0&amp;quot;&lt;br /&gt;
ai_debugMeleeAttackSpots &amp;quot;0&amp;quot;&lt;br /&gt;
ai_debugThreatSelection &amp;quot;0&amp;quot;&lt;br /&gt;
ai_disableSpawn &amp;quot;0&amp;quot;&lt;br /&gt;
ai_enableBadPlaces &amp;quot;1&amp;quot;&lt;br /&gt;
ai_eventDistBadPlace &amp;quot;256&amp;quot;&lt;br /&gt;
ai_eventDistBullet &amp;quot;96&amp;quot;&lt;br /&gt;
ai_eventDistDeath &amp;quot;1024&amp;quot;&lt;br /&gt;
ai_eventDistExplosion &amp;quot;1024&amp;quot;&lt;br /&gt;
ai_eventDistFootstep &amp;quot;512&amp;quot;&lt;br /&gt;
ai_eventDistFootstepLite &amp;quot;256&amp;quot;&lt;br /&gt;
ai_eventDistGrenadePing &amp;quot;512&amp;quot;&lt;br /&gt;
ai_eventDistGunShot &amp;quot;2048&amp;quot;&lt;br /&gt;
ai_eventDistNewEnemy &amp;quot;1024&amp;quot;&lt;br /&gt;
ai_eventDistPain &amp;quot;512&amp;quot;&lt;br /&gt;
ai_eventDistProjImpact &amp;quot;512&amp;quot;&lt;br /&gt;
ai_eventDistProjPing &amp;quot;128&amp;quot;&lt;br /&gt;
ai_eventDistSilencedShot &amp;quot;128&amp;quot;&lt;br /&gt;
ai_foliageSeeThroughDist &amp;quot;128&amp;quot;&lt;br /&gt;
ai_friendlySuppression &amp;quot;1&amp;quot;&lt;br /&gt;
ai_friendlySuppressionDist &amp;quot;128&amp;quot;&lt;br /&gt;
ai_maxAttackerCount &amp;quot;2&amp;quot;&lt;br /&gt;
ai_meleeHeight &amp;quot;10&amp;quot;&lt;br /&gt;
ai_meleeRange &amp;quot;64&amp;quot;&lt;br /&gt;
ai_meleeWidth &amp;quot;20&amp;quot;&lt;br /&gt;
ai_moveOrientMode &amp;quot;invalid&amp;quot;&lt;br /&gt;
ai_noDodge &amp;quot;0&amp;quot;&lt;br /&gt;
ai_noPathToEnemyGiveupTime &amp;quot;6000&amp;quot;&lt;br /&gt;
ai_pathMomentum &amp;quot;0.78&amp;quot;&lt;br /&gt;
ai_pathNegotiationOverlapCost &amp;quot;300&amp;quot;&lt;br /&gt;
ai_playerFarAccuracy &amp;quot;0.1&amp;quot;&lt;br /&gt;
ai_playerFarRange &amp;quot;2000&amp;quot;&lt;br /&gt;
ai_playerNearAccuracy &amp;quot;0.5&amp;quot;&lt;br /&gt;
ai_playerNearRange &amp;quot;800&amp;quot;&lt;br /&gt;
ai_showBadPlaces &amp;quot;0&amp;quot;&lt;br /&gt;
ai_showDodge &amp;quot;0&amp;quot;&lt;br /&gt;
ai_showNearestNode &amp;quot;0&amp;quot;&lt;br /&gt;
ai_showNodes &amp;quot;0&amp;quot;&lt;br /&gt;
ai_showNodesDist &amp;quot;384&amp;quot;&lt;br /&gt;
ai_showPaths &amp;quot;0&amp;quot;&lt;br /&gt;
ai_showPotentialThreatDir &amp;quot;0&amp;quot;&lt;br /&gt;
ai_showVisData &amp;quot;0&amp;quot;&lt;br /&gt;
ai_showVisDataDist &amp;quot;1000&amp;quot;&lt;br /&gt;
ai_showVolume &amp;quot;-1&amp;quot;&lt;br /&gt;
ai_threatUpdateInterval &amp;quot;500&amp;quot;&lt;br /&gt;
aim_accel_turnrate_debug &amp;quot;0&amp;quot;&lt;br /&gt;
aim_accel_turnrate_enabled &amp;quot;1&amp;quot;&lt;br /&gt;
aim_accel_turnrate_lerp &amp;quot;1200&amp;quot;&lt;br /&gt;
aim_autoaim_debug &amp;quot;0&amp;quot;&lt;br /&gt;
aim_autoaim_enabled &amp;quot;0&amp;quot;&lt;br /&gt;
aim_autoaim_lerp &amp;quot;40&amp;quot;&lt;br /&gt;
aim_autoaim_region_height &amp;quot;120&amp;quot;&lt;br /&gt;
aim_autoaim_region_width &amp;quot;160&amp;quot;&lt;br /&gt;
aim_autobayonet_range &amp;quot;200&amp;quot;&lt;br /&gt;
aim_automelee_debug &amp;quot;0&amp;quot;&lt;br /&gt;
aim_automelee_enabled &amp;quot;1&amp;quot;&lt;br /&gt;
aim_automelee_lerp &amp;quot;40&amp;quot;&lt;br /&gt;
aim_automelee_maxpitch &amp;quot;30&amp;quot;&lt;br /&gt;
aim_automelee_range &amp;quot;128&amp;quot;&lt;br /&gt;
aim_automelee_region_height &amp;quot;240&amp;quot;&lt;br /&gt;
aim_automelee_region_width &amp;quot;320&amp;quot;&lt;br /&gt;
aim_input_graph_debug &amp;quot;0&amp;quot;&lt;br /&gt;
aim_input_graph_enabled &amp;quot;1&amp;quot;&lt;br /&gt;
aim_input_graph_index &amp;quot;3&amp;quot;&lt;br /&gt;
aim_lockon_debug &amp;quot;0&amp;quot;&lt;br /&gt;
aim_lockon_deflection &amp;quot;0.05&amp;quot;&lt;br /&gt;
aim_lockon_enabled &amp;quot;1&amp;quot;&lt;br /&gt;
aim_lockon_region_height &amp;quot;90&amp;quot;&lt;br /&gt;
aim_lockon_region_width &amp;quot;90&amp;quot;&lt;br /&gt;
aim_lockon_strength &amp;quot;0.6&amp;quot;&lt;br /&gt;
aim_scale_view_axis &amp;quot;1&amp;quot;&lt;br /&gt;
aim_slowdown_debug &amp;quot;0&amp;quot;&lt;br /&gt;
aim_slowdown_enabled &amp;quot;1&amp;quot;&lt;br /&gt;
aim_slowdown_pitch_scale &amp;quot;0.4&amp;quot;&lt;br /&gt;
aim_slowdown_pitch_scale_ads &amp;quot;0.5&amp;quot;&lt;br /&gt;
aim_slowdown_region_extended_height &amp;quot;90&amp;quot;&lt;br /&gt;
aim_slowdown_region_extended_width &amp;quot;90&amp;quot;&lt;br /&gt;
aim_slowdown_region_height &amp;quot;90&amp;quot;&lt;br /&gt;
aim_slowdown_region_width &amp;quot;90&amp;quot;&lt;br /&gt;
aim_slowdown_yaw_scale &amp;quot;0.4&amp;quot;&lt;br /&gt;
aim_slowdown_yaw_scale_ads &amp;quot;0.5&amp;quot;&lt;br /&gt;
aim_target_aim_tag_fast_update_interval &amp;quot;59&amp;quot;&lt;br /&gt;
aim_target_aim_tag_slow_update_interval &amp;quot;131&amp;quot;&lt;br /&gt;
aim_target_frustum_expand_fast_updates &amp;quot;40&amp;quot;&lt;br /&gt;
aim_target_frustum_expand_on_screen &amp;quot;-30&amp;quot;&lt;br /&gt;
aim_target_frustum_min_distance &amp;quot;256&amp;quot;&lt;br /&gt;
aim_target_sentient_half_height &amp;quot;32&amp;quot;&lt;br /&gt;
aim_target_sentient_radius &amp;quot;10&amp;quot;&lt;br /&gt;
aim_turnrate_pitch &amp;quot;90&amp;quot;&lt;br /&gt;
aim_turnrate_pitch_ads &amp;quot;55&amp;quot;&lt;br /&gt;
aim_turnrate_yaw &amp;quot;260&amp;quot;&lt;br /&gt;
aim_turnrate_yaw_ads &amp;quot;90&amp;quot;&lt;br /&gt;
ammoCounterHide &amp;quot;0&amp;quot;&lt;br /&gt;
authPort &amp;quot;20800&amp;quot;&lt;br /&gt;
authServerName &amp;quot;cod4master.activision.com&amp;quot;&lt;br /&gt;
bcmp_incoming_grenade_probability &amp;quot;50&amp;quot;&lt;br /&gt;
bcmp_kill_inform_probability &amp;quot;50&amp;quot;&lt;br /&gt;
bcmp_killstreak_incoming_probability &amp;quot;50&amp;quot;&lt;br /&gt;
bcmp_perk_call_probability &amp;quot;50&amp;quot;&lt;br /&gt;
bcmp_sniper_kill_probability &amp;quot;25&amp;quot;&lt;br /&gt;
bcmp_toss_grenade_probability &amp;quot;50&amp;quot;&lt;br /&gt;
bcmp_weapon_delay &amp;quot;2000&amp;quot;&lt;br /&gt;
bcmp_weapon_fire_probability &amp;quot;90&amp;quot;&lt;br /&gt;
bettyDetonateRadius &amp;quot;150&amp;quot;&lt;br /&gt;
bettyTimeBeforeDetonate &amp;quot;0.45&amp;quot;&lt;br /&gt;
bettyUpVelocity &amp;quot;296&amp;quot;&lt;br /&gt;
bg_aimSpreadMoveSpeedThreshold &amp;quot;11&amp;quot;&lt;br /&gt;
bg_bobAmplitudeDucked &amp;quot;0.0075 0.0075&amp;quot;&lt;br /&gt;
bg_bobAmplitudeProne &amp;quot;0.02 0.005&amp;quot;&lt;br /&gt;
bg_bobAmplitudeSprinting &amp;quot;0.02 0.014&amp;quot;&lt;br /&gt;
bg_bobAmplitudeStanding &amp;quot;0.007 0.007&amp;quot;&lt;br /&gt;
bg_bobMax &amp;quot;8&amp;quot;&lt;br /&gt;
bg_fallDamageMaxHeight &amp;quot;300&amp;quot;&lt;br /&gt;
bg_fallDamageMinHeight &amp;quot;128&amp;quot;&lt;br /&gt;
bg_foliagesnd_fastinterval &amp;quot;500&amp;quot;&lt;br /&gt;
bg_foliagesnd_maxspeed &amp;quot;180&amp;quot;&lt;br /&gt;
bg_foliagesnd_minspeed &amp;quot;40&amp;quot;&lt;br /&gt;
bg_foliagesnd_resetinterval &amp;quot;500&amp;quot;&lt;br /&gt;
bg_foliagesnd_slowinterval &amp;quot;1500&amp;quot;&lt;br /&gt;
bg_ladder_yawcap &amp;quot;100&amp;quot;&lt;br /&gt;
bg_legYawTolerance &amp;quot;20&amp;quot;&lt;br /&gt;
bg_maxGrenadeIndicatorSpeed &amp;quot;27&amp;quot;&lt;br /&gt;
bg_prone_yawcap &amp;quot;85&amp;quot;&lt;br /&gt;
bg_shock_lookControl &amp;quot;0&amp;quot;&lt;br /&gt;
bg_shock_lookControl_fadeTime &amp;quot;0.001&amp;quot;&lt;br /&gt;
bg_shock_lookControl_maxpitchspeed &amp;quot;0&amp;quot;&lt;br /&gt;
bg_shock_lookControl_maxyawspeed &amp;quot;0&amp;quot;&lt;br /&gt;
bg_shock_lookControl_mousesensitivityscale &amp;quot;0&amp;quot;&lt;br /&gt;
bg_shock_movement &amp;quot;1&amp;quot;&lt;br /&gt;
bg_shock_screenBlurBlendFadeTime &amp;quot;0.001&amp;quot;&lt;br /&gt;
bg_shock_screenBlurBlendTime &amp;quot;0.001&amp;quot;&lt;br /&gt;
bg_shock_screenFlashShotFadeTime &amp;quot;0&amp;quot;&lt;br /&gt;
bg_shock_screenFlashWhiteFadeTime &amp;quot;0&amp;quot;&lt;br /&gt;
bg_shock_screenType &amp;quot;blurred&amp;quot;&lt;br /&gt;
bg_shock_sound &amp;quot;1&amp;quot;&lt;br /&gt;
bg_shock_soundDryLevel &amp;quot;1&amp;quot;&lt;br /&gt;
bg_shock_soundEnd &amp;quot;player_shock_end&amp;quot;&lt;br /&gt;
bg_shock_soundEndAbort &amp;quot;player_shock_oneshot&amp;quot;&lt;br /&gt;
bg_shock_soundFadeInTime &amp;quot;0.25&amp;quot;&lt;br /&gt;
bg_shock_soundFadeOutTime &amp;quot;2.5&amp;quot;&lt;br /&gt;
bg_shock_soundLoop &amp;quot;player_shock_loop&amp;quot;&lt;br /&gt;
bg_shock_soundLoopEndDelay &amp;quot;-1.5&amp;quot;&lt;br /&gt;
bg_shock_soundLoopFadeTime &amp;quot;2&amp;quot;&lt;br /&gt;
bg_shock_soundLoopSilent &amp;quot;player_shock_silent&amp;quot;&lt;br /&gt;
bg_shock_soundModEndDelay &amp;quot;-0.75&amp;quot;&lt;br /&gt;
bg_shock_soundRoomType &amp;quot;generic&amp;quot;&lt;br /&gt;
bg_shock_soundWetLevel &amp;quot;0.5&amp;quot;&lt;br /&gt;
bg_shock_viewKickFadeTime &amp;quot;0.001&amp;quot;&lt;br /&gt;
bg_shock_viewKickPeriod &amp;quot;0.75&amp;quot;&lt;br /&gt;
bg_shock_viewKickRadius &amp;quot;0&amp;quot;&lt;br /&gt;
bg_shock_volume_ambience &amp;quot;0.1&amp;quot;&lt;br /&gt;
bg_shock_volume_banzai &amp;quot;0.5&amp;quot;&lt;br /&gt;
bg_shock_volume_character &amp;quot;0.1&amp;quot;&lt;br /&gt;
bg_shock_volume_decay &amp;quot;1&amp;quot;&lt;br /&gt;
bg_shock_volume_dist_hmg &amp;quot;0.5&amp;quot;&lt;br /&gt;
bg_shock_volume_dist_wpn &amp;quot;0.5&amp;quot;&lt;br /&gt;
bg_shock_volume_explosion &amp;quot;0.1&amp;quot;&lt;br /&gt;
bg_shock_volume_full_vol &amp;quot;1&amp;quot;&lt;br /&gt;
bg_shock_volume_hvy_wpn &amp;quot;0.1&amp;quot;&lt;br /&gt;
bg_shock_volume_music &amp;quot;1&amp;quot;&lt;br /&gt;
bg_shock_volume_physics &amp;quot;0.1&amp;quot;&lt;br /&gt;
bg_shock_volume_pis_1st &amp;quot;1&amp;quot;&lt;br /&gt;
bg_shock_volume_pis_3rd &amp;quot;0.1&amp;quot;&lt;br /&gt;
bg_shock_volume_projectile &amp;quot;0.1&amp;quot;&lt;br /&gt;
bg_shock_volume_reload &amp;quot;0.5&amp;quot;&lt;br /&gt;
bg_shock_volume_rfl_1st &amp;quot;1&amp;quot;&lt;br /&gt;
bg_shock_volume_rfl_3rd &amp;quot;0.1&amp;quot;&lt;br /&gt;
bg_shock_volume_smg_1st &amp;quot;1&amp;quot;&lt;br /&gt;
bg_shock_volume_smg_3rd &amp;quot;0.1&amp;quot;&lt;br /&gt;
bg_shock_volume_ui &amp;quot;1&amp;quot;&lt;br /&gt;
bg_shock_volume_vehicle &amp;quot;0.1&amp;quot;&lt;br /&gt;
bg_shock_volume_vehicle_mp &amp;quot;0.5&amp;quot;&lt;br /&gt;
bg_shock_volume_voice &amp;quot;1&amp;quot;&lt;br /&gt;
bg_swingSpeed &amp;quot;0.2&amp;quot;&lt;br /&gt;
bg_viewKickMax &amp;quot;90&amp;quot;&lt;br /&gt;
bg_viewKickMin &amp;quot;5&amp;quot;&lt;br /&gt;
bg_viewKickRandom &amp;quot;0.4&amp;quot;&lt;br /&gt;
bg_viewKickScale &amp;quot;0.2&amp;quot;&lt;br /&gt;
bullet_penetrationEnabled &amp;quot;1&amp;quot;&lt;br /&gt;
bullet_penetrationMinFxDist &amp;quot;30&amp;quot;&lt;br /&gt;
cg_airstrikeKillCamCloseXYDist &amp;quot;24&amp;quot;&lt;br /&gt;
cg_airstrikeKillCamCloseZDist &amp;quot;24&amp;quot;&lt;br /&gt;
cg_airstrikeKillCamFarBlur &amp;quot;2&amp;quot;&lt;br /&gt;
cg_airstrikeKillCamFarBlurDist &amp;quot;300&amp;quot;&lt;br /&gt;
cg_airstrikeKillCamFarBlurStart &amp;quot;100&amp;quot;&lt;br /&gt;
cg_airstrikeKillCamFov &amp;quot;50&amp;quot;&lt;br /&gt;
cg_airstrikeKillCamNearBlur &amp;quot;4&amp;quot;&lt;br /&gt;
cg_airstrikeKillCamNearBlurEnd &amp;quot;100&amp;quot;&lt;br /&gt;
cg_airstrikeKillCamNearBlurStart &amp;quot;0&amp;quot;&lt;br /&gt;
cg_allow_mature &amp;quot;1&amp;quot;&lt;br /&gt;
cg_artilleryKillCamBackDist &amp;quot;125&amp;quot;&lt;br /&gt;
cg_artilleryKillCamFov &amp;quot;30&amp;quot;&lt;br /&gt;
cg_artilleryKillCamGroundBackDist &amp;quot;30&amp;quot;&lt;br /&gt;
cg_artilleryKillCamGroundUpDist &amp;quot;15&amp;quot;&lt;br /&gt;
cg_artilleryKillCamUpDist &amp;quot;10&amp;quot;&lt;br /&gt;
cg_artilleryKillCamWallOutDist &amp;quot;10&amp;quot;&lt;br /&gt;
cg_artilleryKillCamWallSideDist &amp;quot;30&amp;quot;&lt;br /&gt;
cg_blood &amp;quot;1&amp;quot;&lt;br /&gt;
cg_brass &amp;quot;1&amp;quot;&lt;br /&gt;
cg_canSeeFriendlyFrustumExpand &amp;quot;-30&amp;quot;&lt;br /&gt;
cg_canSeeFriendlyFrustumMinDistance &amp;quot;100&amp;quot;&lt;br /&gt;
cg_canSeeFriendlyFrustumUpdateInterval &amp;quot;250&amp;quot;&lt;br /&gt;
cg_centertime &amp;quot;5&amp;quot;&lt;br /&gt;
cg_chatHeight &amp;quot;8&amp;quot;&lt;br /&gt;
cg_chatTime &amp;quot;12000&amp;quot;&lt;br /&gt;
cg_connectionIconSize &amp;quot;0&amp;quot;&lt;br /&gt;
cg_constantSizeHeadIcons &amp;quot;0&amp;quot;&lt;br /&gt;
cg_crosshairAlpha &amp;quot;1&amp;quot;&lt;br /&gt;
cg_crosshairAlphaMin &amp;quot;0.5&amp;quot;&lt;br /&gt;
cg_crosshairDynamic &amp;quot;0&amp;quot;&lt;br /&gt;
cg_crosshairEnemyColor &amp;quot;1&amp;quot;&lt;br /&gt;
cg_cursorHints &amp;quot;4&amp;quot;&lt;br /&gt;
cg_deadChatWithDead &amp;quot;0&amp;quot;&lt;br /&gt;
cg_deadChatWithTeam &amp;quot;1&amp;quot;&lt;br /&gt;
cg_deadHearAllLiving &amp;quot;0&amp;quot;&lt;br /&gt;
cg_deadHearTeamLiving &amp;quot;1&amp;quot;&lt;br /&gt;
cg_debug_overlay_viewport &amp;quot;0&amp;quot;&lt;br /&gt;
cg_debugDrawSafeAreas &amp;quot;0&amp;quot;&lt;br /&gt;
cg_debugevents &amp;quot;0&amp;quot;&lt;br /&gt;
cg_debugInfoCornerOffset &amp;quot;0 0&amp;quot;&lt;br /&gt;
cg_debugMounting &amp;quot;0&amp;quot;&lt;br /&gt;
cg_debugposition &amp;quot;0&amp;quot;&lt;br /&gt;
cg_descriptiveText &amp;quot;1&amp;quot;&lt;br /&gt;
cg_development &amp;quot;0&amp;quot;&lt;br /&gt;
cg_dogKillCamDistFromEyes &amp;quot;20&amp;quot;&lt;br /&gt;
cg_dogKillCamForwardDist &amp;quot;-40&amp;quot;&lt;br /&gt;
cg_dogKillCamFov &amp;quot;90&amp;quot;&lt;br /&gt;
cg_dogKillCamSideDist &amp;quot;0&amp;quot;&lt;br /&gt;
cg_dogKillCamUpDist &amp;quot;10&amp;quot;&lt;br /&gt;
cg_dogKillMinDistFromTarget &amp;quot;100&amp;quot;&lt;br /&gt;
cg_draw2D &amp;quot;1&amp;quot;&lt;br /&gt;
cg_drawBreathHint &amp;quot;1&amp;quot;&lt;br /&gt;
cg_drawCrosshair &amp;quot;1&amp;quot;&lt;br /&gt;
cg_drawCrosshairNames &amp;quot;1&amp;quot;&lt;br /&gt;
cg_drawCrosshairNamesPosX &amp;quot;300&amp;quot;&lt;br /&gt;
cg_drawCrosshairNamesPosY &amp;quot;180&amp;quot;&lt;br /&gt;
cg_drawErrorMessages &amp;quot;1&amp;quot;&lt;br /&gt;
cg_drawFPS &amp;quot;Off&amp;quot;&lt;br /&gt;
cg_drawFPSLabels &amp;quot;1&amp;quot;&lt;br /&gt;
cg_drawFPSOnly &amp;quot;0&amp;quot;&lt;br /&gt;
cg_drawFriendlyNames &amp;quot;1&amp;quot;&lt;br /&gt;
cg_drawGun &amp;quot;1&amp;quot;&lt;br /&gt;
cg_drawHealth &amp;quot;0&amp;quot;&lt;br /&gt;
cg_drawLagometer &amp;quot;0&amp;quot;&lt;br /&gt;
cg_drawMantleHint &amp;quot;1&amp;quot;&lt;br /&gt;
cg_drawMaterial &amp;quot;Off&amp;quot;&lt;br /&gt;
cg_drawpaused &amp;quot;1&amp;quot;&lt;br /&gt;
cg_drawScriptUsage &amp;quot;0&amp;quot;&lt;br /&gt;
cg_drawShellshock &amp;quot;1&amp;quot;&lt;br /&gt;
cg_drawSnapshot &amp;quot;0&amp;quot;&lt;br /&gt;
cg_drawSnapshotTime &amp;quot;1&amp;quot;&lt;br /&gt;
cg_drawSpectatorMessages &amp;quot;1&amp;quot;&lt;br /&gt;
cg_drawTalk &amp;quot;ALL&amp;quot;&lt;br /&gt;
cg_drawThroughWalls &amp;quot;0&amp;quot;&lt;br /&gt;
cg_drawTurretCrosshair &amp;quot;1&amp;quot;&lt;br /&gt;
cg_dumpAnims &amp;quot;-1&amp;quot;&lt;br /&gt;
cg_enemyNameFadeIn &amp;quot;250&amp;quot;&lt;br /&gt;
cg_enemyNameFadeOut &amp;quot;250&amp;quot;&lt;br /&gt;
cg_errordecay &amp;quot;100&amp;quot;&lt;br /&gt;
cg_everyoneHearsEveryone &amp;quot;0&amp;quot;&lt;br /&gt;
cg_explosiveKillCamBackDist &amp;quot;35&amp;quot;&lt;br /&gt;
cg_explosiveKillCamGroundBackDist &amp;quot;30&amp;quot;&lt;br /&gt;
cg_explosiveKillCamGroundUpDist &amp;quot;15&amp;quot;&lt;br /&gt;
cg_explosiveKillCamUpDist &amp;quot;5&amp;quot;&lt;br /&gt;
cg_explosiveKillCamWallOutDist &amp;quot;10&amp;quot;&lt;br /&gt;
cg_explosiveKillCamWallSideDist &amp;quot;30&amp;quot;&lt;br /&gt;
cg_firstPersonTracerChance &amp;quot;0&amp;quot;&lt;br /&gt;
cg_flareVisionSetFadeDuration &amp;quot;2000&amp;quot;&lt;br /&gt;
cg_footprints &amp;quot;1&amp;quot;&lt;br /&gt;
cg_footprintsDebug &amp;quot;0&amp;quot;&lt;br /&gt;
cg_footprintsDistortWater &amp;quot;0&amp;quot;&lt;br /&gt;
cg_footsteps &amp;quot;1&amp;quot;&lt;br /&gt;
cg_fov &amp;quot;65&amp;quot;&lt;br /&gt;
cg_fovMin &amp;quot;10&amp;quot;&lt;br /&gt;
cg_fovScale &amp;quot;1&amp;quot;&lt;br /&gt;
cg_friendlyNameFadeIn &amp;quot;0&amp;quot;&lt;br /&gt;
cg_friendlyNameFadeOut &amp;quot;1500&amp;quot;&lt;br /&gt;
cg_gameBoldMessageWidth &amp;quot;390&amp;quot;&lt;br /&gt;
cg_gameMessageWidth &amp;quot;455&amp;quot;&lt;br /&gt;
cg_gun_move_f &amp;quot;0&amp;quot;&lt;br /&gt;
cg_gun_move_minspeed &amp;quot;0&amp;quot;&lt;br /&gt;
cg_gun_move_r &amp;quot;0&amp;quot;&lt;br /&gt;
cg_gun_move_rate &amp;quot;0&amp;quot;&lt;br /&gt;
cg_gun_move_u &amp;quot;0&amp;quot;&lt;br /&gt;
cg_gun_ofs_f &amp;quot;0&amp;quot;&lt;br /&gt;
cg_gun_ofs_r &amp;quot;0&amp;quot;&lt;br /&gt;
cg_gun_ofs_u &amp;quot;0&amp;quot;&lt;br /&gt;
cg_gun_x &amp;quot;0&amp;quot;&lt;br /&gt;
cg_gun_y &amp;quot;0&amp;quot;&lt;br /&gt;
cg_gun_z &amp;quot;0&amp;quot;&lt;br /&gt;
cg_headIconMinScreenRadius &amp;quot;0.015&amp;quot;&lt;br /&gt;
cg_heliKillCamDist &amp;quot;1000&amp;quot;&lt;br /&gt;
cg_heliKillCamFarBlur &amp;quot;2&amp;quot;&lt;br /&gt;
cg_heliKillCamFarBlurDist &amp;quot;300&amp;quot;&lt;br /&gt;
cg_heliKillCamFarBlurStart &amp;quot;100&amp;quot;&lt;br /&gt;
cg_heliKillCamFov &amp;quot;15&amp;quot;&lt;br /&gt;
cg_heliKillCamNearBlur &amp;quot;4&amp;quot;&lt;br /&gt;
cg_heliKillCamNearBlurEnd &amp;quot;100&amp;quot;&lt;br /&gt;
cg_heliKillCamNearBlurStart &amp;quot;0&amp;quot;&lt;br /&gt;
cg_heliKillCamZDist &amp;quot;50&amp;quot;&lt;br /&gt;
cg_hintFadeTime &amp;quot;100&amp;quot;&lt;br /&gt;
cg_hudChatPosition &amp;quot;5 200&amp;quot;&lt;br /&gt;
cg_hudDamageIconHeight &amp;quot;64&amp;quot;&lt;br /&gt;
cg_hudDamageIconInScope &amp;quot;0&amp;quot;&lt;br /&gt;
cg_hudDamageIconOffset &amp;quot;128&amp;quot;&lt;br /&gt;
cg_hudDamageIconTime &amp;quot;2000&amp;quot;&lt;br /&gt;
cg_hudDamageIconWidth &amp;quot;128&amp;quot;&lt;br /&gt;
cg_hudGrenadeIconEnabledFlash &amp;quot;0&amp;quot;&lt;br /&gt;
cg_hudGrenadeIconHeight &amp;quot;25&amp;quot;&lt;br /&gt;
cg_hudGrenadeIconInScope &amp;quot;0&amp;quot;&lt;br /&gt;
cg_hudGrenadeIconMaxHeight &amp;quot;104&amp;quot;&lt;br /&gt;
cg_hudGrenadeIconMaxRangeFlash &amp;quot;500&amp;quot;&lt;br /&gt;
cg_hudGrenadeIconMaxRangeFrag &amp;quot;250&amp;quot;&lt;br /&gt;
cg_hudGrenadeIconOffset &amp;quot;50&amp;quot;&lt;br /&gt;
cg_hudGrenadeIconWidth &amp;quot;25&amp;quot;&lt;br /&gt;
cg_hudGrenadeIndicatorStartColor &amp;quot;1 1 1 1&amp;quot;&lt;br /&gt;
cg_hudGrenadeIndicatorTargetColor &amp;quot;1 1 1 1&amp;quot;&lt;br /&gt;
cg_hudGrenadePointerHeight &amp;quot;12&amp;quot;&lt;br /&gt;
cg_hudGrenadePointerPivot &amp;quot;12 27&amp;quot;&lt;br /&gt;
cg_hudGrenadePointerPulseFreq &amp;quot;1.7&amp;quot;&lt;br /&gt;
cg_hudGrenadePointerPulseMax &amp;quot;1.85&amp;quot;&lt;br /&gt;
cg_hudGrenadePointerPulseMin &amp;quot;0.3&amp;quot;&lt;br /&gt;
cg_hudGrenadePointerWidth &amp;quot;25&amp;quot;&lt;br /&gt;
cg_hudlegacysplitscreenscale &amp;quot;2&amp;quot;&lt;br /&gt;
cg_hudMapBorderWidth &amp;quot;2&amp;quot;&lt;br /&gt;
cg_hudMapFriendlyHeight &amp;quot;15&amp;quot;&lt;br /&gt;
cg_hudMapFriendlyWidth &amp;quot;15&amp;quot;&lt;br /&gt;
cg_hudMapPlayerHeight &amp;quot;20&amp;quot;&lt;br /&gt;
cg_hudMapPlayerWidth &amp;quot;20&amp;quot;&lt;br /&gt;
cg_hudMapRadarLineThickness &amp;quot;0.15&amp;quot;&lt;br /&gt;
cg_hudObjectiveTextScale &amp;quot;0.3&amp;quot;&lt;br /&gt;
cg_hudProneY &amp;quot;-160&amp;quot;&lt;br /&gt;
cg_hudSayPosition &amp;quot;5 180&amp;quot;&lt;br /&gt;
cg_hudsplitscreencompassscale &amp;quot;1.5&amp;quot;&lt;br /&gt;
cg_hudsplitscreenstancescale &amp;quot;2&amp;quot;&lt;br /&gt;
cg_hudStanceFlash &amp;quot;1 1 1 1&amp;quot;&lt;br /&gt;
cg_hudStanceHintPrints &amp;quot;0&amp;quot;&lt;br /&gt;
cg_invalidCmdHintBlinkInterval &amp;quot;600&amp;quot;&lt;br /&gt;
cg_invalidCmdHintDuration &amp;quot;1800&amp;quot;&lt;br /&gt;
cg_kamikazeCamFov &amp;quot;45&amp;quot;&lt;br /&gt;
cg_laserEndOffset &amp;quot;0.5&amp;quot;&lt;br /&gt;
cg_laserFlarePct &amp;quot;0.2&amp;quot;&lt;br /&gt;
cg_laserForceOn &amp;quot;0&amp;quot;&lt;br /&gt;
cg_laserLight &amp;quot;1&amp;quot;&lt;br /&gt;
cg_laserLightBeginOffset &amp;quot;13&amp;quot;&lt;br /&gt;
cg_laserLightBodyTweak &amp;quot;15&amp;quot;&lt;br /&gt;
cg_laserLightEndOffset &amp;quot;-3&amp;quot;&lt;br /&gt;
cg_laserLightRadius &amp;quot;3&amp;quot;&lt;br /&gt;
cg_laserRadius &amp;quot;0.8&amp;quot;&lt;br /&gt;
cg_laserRange &amp;quot;1500&amp;quot;&lt;br /&gt;
cg_laserRangePlayer &amp;quot;1500&amp;quot;&lt;br /&gt;
cg_mapLocationSelectionCursorSpeed &amp;quot;0.6&amp;quot;&lt;br /&gt;
cg_marks_ents_player_only &amp;quot;0&amp;quot;&lt;br /&gt;
cg_mature &amp;quot;1&amp;quot;&lt;br /&gt;
cg_MaxDownedPulseRate &amp;quot;4&amp;quot;&lt;br /&gt;
cg_MinDownedPulseRate &amp;quot;1&amp;quot;&lt;br /&gt;
cg_motionblur_duration &amp;quot;2500&amp;quot;&lt;br /&gt;
cg_motionblur_fadeout &amp;quot;500&amp;quot;&lt;br /&gt;
cg_nopredict &amp;quot;0&amp;quot;&lt;br /&gt;
cg_overheadIconSize &amp;quot;0.7&amp;quot;&lt;br /&gt;
cg_overheadNamesFarDist &amp;quot;1024&amp;quot;&lt;br /&gt;
cg_overheadNamesFarScale &amp;quot;0.5&amp;quot;&lt;br /&gt;
cg_overheadNamesFont &amp;quot;2&amp;quot;&lt;br /&gt;
cg_overheadNamesGlow &amp;quot;0 0 0 1&amp;quot;&lt;br /&gt;
cg_overheadNamesMaxDist &amp;quot;10000&amp;quot;&lt;br /&gt;
cg_overheadNamesNearDist &amp;quot;256&amp;quot;&lt;br /&gt;
cg_overheadNamesSize &amp;quot;0.5&amp;quot;&lt;br /&gt;
cg_overheadNamesTagUpdateInterval &amp;quot;1&amp;quot;&lt;br /&gt;
cg_overheadRankSize &amp;quot;0.5&amp;quot;&lt;br /&gt;
cg_playerFrustumHalfHeight &amp;quot;36&amp;quot;&lt;br /&gt;
cg_predictItems &amp;quot;1&amp;quot;&lt;br /&gt;
cg_readTitleStorageLocally &amp;quot;0&amp;quot;&lt;br /&gt;
cg_scoreboardBannerHeight &amp;quot;35&amp;quot;&lt;br /&gt;
cg_scoreboardFont &amp;quot;0&amp;quot;&lt;br /&gt;
cg_scoreboardHeaderFontScale &amp;quot;0.35&amp;quot;&lt;br /&gt;
cg_scoreboardHeight &amp;quot;435&amp;quot;&lt;br /&gt;
cg_scoreboardItemHeight &amp;quot;18&amp;quot;&lt;br /&gt;
cg_scoreboardMyColor &amp;quot;1 0.8 0.4 1&amp;quot;&lt;br /&gt;
cg_scoreboardPingGraph &amp;quot;0&amp;quot;&lt;br /&gt;
cg_scoreboardPingHeight &amp;quot;0.7&amp;quot;&lt;br /&gt;
cg_scoreboardPingText &amp;quot;1&amp;quot;&lt;br /&gt;
cg_scoreboardPingWidth &amp;quot;0.036&amp;quot;&lt;br /&gt;
cg_scoreboardRankFontScale &amp;quot;0.25&amp;quot;&lt;br /&gt;
cg_scoreboardScrollStep &amp;quot;3&amp;quot;&lt;br /&gt;
cg_scoreboardTextOffset &amp;quot;0.6&amp;quot;&lt;br /&gt;
cg_scoreboardWidth &amp;quot;500&amp;quot;&lt;br /&gt;
cg_ScoresPing_BgColor &amp;quot;0.25098 0.25098 0.25098 0.501961&amp;quot;&lt;br /&gt;
cg_ScoresPing_HighColor &amp;quot;0.8 0 0 1&amp;quot;&lt;br /&gt;
cg_ScoresPing_Interval &amp;quot;100&amp;quot;&lt;br /&gt;
cg_ScoresPing_LowColor &amp;quot;0 0.74902 0 1&amp;quot;&lt;br /&gt;
cg_ScoresPing_MaxBars &amp;quot;4&amp;quot;&lt;br /&gt;
cg_ScoresPing_MedColor &amp;quot;0.8 0.8 0 1&amp;quot;&lt;br /&gt;
cg_scriptIconSize &amp;quot;0&amp;quot;&lt;br /&gt;
cg_seatHintFadeTime &amp;quot;2000&amp;quot;&lt;br /&gt;
cg_showmiss &amp;quot;0&amp;quot;&lt;br /&gt;
cg_sprintMeterDisabledColor &amp;quot;0.8 0.1 0.1 0.2&amp;quot;&lt;br /&gt;
cg_sprintMeterEmptyColor &amp;quot;0.7 0.5 0.2 0.8&amp;quot;&lt;br /&gt;
cg_sprintMeterFullColor &amp;quot;0.8 0.8 0.8 0.8&amp;quot;&lt;br /&gt;
cg_subtitleMinTime &amp;quot;3&amp;quot;&lt;br /&gt;
cg_subtitles &amp;quot;1&amp;quot;&lt;br /&gt;
cg_subtitleWidthStandard &amp;quot;520&amp;quot;&lt;br /&gt;
cg_subtitleWidthWidescreen &amp;quot;520&amp;quot;&lt;br /&gt;
cg_teamChatsOnly &amp;quot;0&amp;quot;&lt;br /&gt;
cg_thirdPerson &amp;quot;0&amp;quot;&lt;br /&gt;
cg_thirdPersonAngle &amp;quot;354&amp;quot;&lt;br /&gt;
cg_thirdPersonFocusDist &amp;quot;512&amp;quot;&lt;br /&gt;
cg_thirdPersonMode &amp;quot;Fixed&amp;quot;&lt;br /&gt;
cg_thirdPersonRange &amp;quot;120&amp;quot;&lt;br /&gt;
cg_timedDamageDuration &amp;quot;500&amp;quot;&lt;br /&gt;
cg_tracerchance &amp;quot;0.2&amp;quot;&lt;br /&gt;
cg_tracerlength &amp;quot;160&amp;quot;&lt;br /&gt;
cg_tracerScale &amp;quot;1&amp;quot;&lt;br /&gt;
cg_tracerScaleDistRange &amp;quot;25000&amp;quot;&lt;br /&gt;
cg_tracerScaleMinDist &amp;quot;5000&amp;quot;&lt;br /&gt;
cg_tracerScrewDist &amp;quot;100&amp;quot;&lt;br /&gt;
cg_tracerScrewRadius &amp;quot;0.5&amp;quot;&lt;br /&gt;
cg_tracerSpeed &amp;quot;7500&amp;quot;&lt;br /&gt;
cg_tracerwidth &amp;quot;4&amp;quot;&lt;br /&gt;
cg_treadmarks &amp;quot;0&amp;quot;&lt;br /&gt;
cg_turretBipodOffset &amp;quot;17&amp;quot;&lt;br /&gt;
cg_ufo_scaler &amp;quot;6&amp;quot;&lt;br /&gt;
cg_usingClientScripts &amp;quot;1&amp;quot;&lt;br /&gt;
cg_viewVehicleInfluence &amp;quot;0&amp;quot;&lt;br /&gt;
cg_viewVehicleInfluenceGunner &amp;quot;1 1 1&amp;quot;&lt;br /&gt;
cg_viewVehicleInfluenceGunnerFiring &amp;quot;0 0 0&amp;quot;&lt;br /&gt;
cg_viewZSmoothingMax &amp;quot;16&amp;quot;&lt;br /&gt;
cg_viewZSmoothingMin &amp;quot;1&amp;quot;&lt;br /&gt;
cg_viewZSmoothingTime &amp;quot;0.1&amp;quot;&lt;br /&gt;
cg_visionSetLerpMaxDecreasePerFrame &amp;quot;0.01&amp;quot;&lt;br /&gt;
cg_visionSetLerpMaxIncreasePerFrame &amp;quot;0.02&amp;quot;&lt;br /&gt;
cg_voiceIconSize &amp;quot;0&amp;quot;&lt;br /&gt;
cg_watersheeting &amp;quot;1&amp;quot;&lt;br /&gt;
cg_waterTrailRippleFrequency &amp;quot;400&amp;quot;&lt;br /&gt;
cg_waterTrailRippleVariance &amp;quot;200&amp;quot;&lt;br /&gt;
cg_weaponCycleDelay &amp;quot;0&amp;quot;&lt;br /&gt;
cg_weaponHintsCoD1Style &amp;quot;1&amp;quot;&lt;br /&gt;
cg_weaponleftbone &amp;quot;tag_weapon_left&amp;quot;&lt;br /&gt;
cg_weaponrightbone &amp;quot;tag_weapon_right&amp;quot;&lt;br /&gt;
cg_youInKillCamSize &amp;quot;6&amp;quot;&lt;br /&gt;
cl_allowDownload &amp;quot;1&amp;quot;&lt;br /&gt;
cl_analog_attack_threshold &amp;quot;0.8&amp;quot;&lt;br /&gt;
cl_anglespeedkey &amp;quot;1.5&amp;quot;&lt;br /&gt;
cl_avidemo &amp;quot;0&amp;quot;&lt;br /&gt;
cl_bypassMouseInput &amp;quot;0&amp;quot;&lt;br /&gt;
cl_connectionAttempts &amp;quot;10&amp;quot;&lt;br /&gt;
cl_connectTimeout &amp;quot;200&amp;quot;&lt;br /&gt;
cl_forceavidemo &amp;quot;0&amp;quot;&lt;br /&gt;
cl_freelook &amp;quot;1&amp;quot;&lt;br /&gt;
cl_freezeDemo &amp;quot;0&amp;quot;&lt;br /&gt;
cl_hudDrawsBehindUI &amp;quot;1&amp;quot;&lt;br /&gt;
cl_ingame &amp;quot;0&amp;quot;&lt;br /&gt;
cl_maxpackets &amp;quot;30&amp;quot;&lt;br /&gt;
cl_maxPing &amp;quot;800&amp;quot;&lt;br /&gt;
cl_maxppf &amp;quot;5&amp;quot;&lt;br /&gt;
cl_motdString &amp;quot;&amp;quot;&lt;br /&gt;
cl_mouseAccel &amp;quot;0&amp;quot;&lt;br /&gt;
cl_network_warning &amp;quot;0&amp;quot;&lt;br /&gt;
cl_nodelta &amp;quot;0&amp;quot;&lt;br /&gt;
cl_noprint &amp;quot;0&amp;quot;&lt;br /&gt;
cl_packetdup &amp;quot;1&amp;quot;&lt;br /&gt;
cl_paused &amp;quot;0&amp;quot;&lt;br /&gt;
cl_pitchspeed &amp;quot;140&amp;quot;&lt;br /&gt;
cl_punkbuster &amp;quot;1&amp;quot;&lt;br /&gt;
cl_serverStatusResendTime &amp;quot;750&amp;quot;&lt;br /&gt;
cl_showmouserate &amp;quot;0&amp;quot;&lt;br /&gt;
cl_shownet &amp;quot;0&amp;quot;&lt;br /&gt;
cl_shownuments &amp;quot;0&amp;quot;&lt;br /&gt;
cl_showSend &amp;quot;0&amp;quot;&lt;br /&gt;
cl_showServerCommands &amp;quot;0&amp;quot;&lt;br /&gt;
cl_showTimeDelta &amp;quot;0&amp;quot;&lt;br /&gt;
cl_stanceHoldTime &amp;quot;300&amp;quot;&lt;br /&gt;
cl_talking &amp;quot;0&amp;quot;&lt;br /&gt;
cl_timeout &amp;quot;40&amp;quot;&lt;br /&gt;
cl_updateavailable &amp;quot;0&amp;quot;&lt;br /&gt;
cl_updatefiles &amp;quot;&amp;quot;&lt;br /&gt;
cl_updateoldversion &amp;quot;&amp;quot;&lt;br /&gt;
cl_updateversion &amp;quot;&amp;quot;&lt;br /&gt;
cl_voice &amp;quot;1&amp;quot;&lt;br /&gt;
cl_wadefps &amp;quot;0&amp;quot;&lt;br /&gt;
cl_wwwDownload &amp;quot;1&amp;quot;&lt;br /&gt;
cl_yawspeed &amp;quot;140&amp;quot;&lt;br /&gt;
clanName &amp;quot;&amp;quot;&lt;br /&gt;
collectors &amp;quot;0&amp;quot;&lt;br /&gt;
com_animCheck &amp;quot;0&amp;quot;&lt;br /&gt;
com_filter_output &amp;quot;0&amp;quot;&lt;br /&gt;
com_introPlayed &amp;quot;1&amp;quot;&lt;br /&gt;
com_maxfps &amp;quot;85&amp;quot;&lt;br /&gt;
com_maxFrameTime &amp;quot;100&amp;quot;&lt;br /&gt;
com_movieIsPlaying &amp;quot;1&amp;quot;&lt;br /&gt;
com_playerProfile &amp;quot;$$$&amp;quot;&lt;br /&gt;
com_recommendedSet &amp;quot;1&amp;quot;&lt;br /&gt;
com_startupIntroPlayed &amp;quot;1&amp;quot;&lt;br /&gt;
com_statmon &amp;quot;0&amp;quot;&lt;br /&gt;
com_timescale &amp;quot;1&amp;quot;&lt;br /&gt;
com_voip_bandwidth_restricted &amp;quot;1&amp;quot;&lt;br /&gt;
com_voip_resume_time &amp;quot;0&amp;quot;&lt;br /&gt;
compass &amp;quot;1&amp;quot;&lt;br /&gt;
compassClampIcons &amp;quot;1&amp;quot;&lt;br /&gt;
compassCoords &amp;quot;740 3590 400&amp;quot;&lt;br /&gt;
compassECoordCutoff &amp;quot;37&amp;quot;&lt;br /&gt;
compassEnemyFootstepEnabled &amp;quot;0&amp;quot;&lt;br /&gt;
compassEnemyFootstepMaxRange &amp;quot;500&amp;quot;&lt;br /&gt;
compassEnemyFootstepMaxZ &amp;quot;100&amp;quot;&lt;br /&gt;
compassEnemyFootstepMinSpeed &amp;quot;140&amp;quot;&lt;br /&gt;
compassFriendlyHeight &amp;quot;18.75&amp;quot;&lt;br /&gt;
compassFriendlyWidth &amp;quot;18.75&amp;quot;&lt;br /&gt;
compassMaxRange &amp;quot;2100&amp;quot;&lt;br /&gt;
compassMinRadius &amp;quot;0.0001&amp;quot;&lt;br /&gt;
compassMinRange &amp;quot;0.0001&amp;quot;&lt;br /&gt;
compassObjectiveArrowHeight &amp;quot;20&amp;quot;&lt;br /&gt;
compassObjectiveArrowOffset &amp;quot;2&amp;quot;&lt;br /&gt;
compassObjectiveArrowRotateDist &amp;quot;5&amp;quot;&lt;br /&gt;
compassObjectiveArrowWidth &amp;quot;20&amp;quot;&lt;br /&gt;
compassObjectiveDetailDist &amp;quot;10&amp;quot;&lt;br /&gt;
compassObjectiveDrawLines &amp;quot;1&amp;quot;&lt;br /&gt;
compassObjectiveHeight &amp;quot;20&amp;quot;&lt;br /&gt;
compassObjectiveIconHeight &amp;quot;18&amp;quot;&lt;br /&gt;
compassObjectiveIconWidth &amp;quot;18&amp;quot;&lt;br /&gt;
compassObjectiveMaxHeight &amp;quot;70&amp;quot;&lt;br /&gt;
compassObjectiveMaxRange &amp;quot;2048&amp;quot;&lt;br /&gt;
compassObjectiveMinAlpha &amp;quot;1&amp;quot;&lt;br /&gt;
compassObjectiveMinDistRange &amp;quot;1&amp;quot;&lt;br /&gt;
compassObjectiveMinHeight &amp;quot;-70&amp;quot;&lt;br /&gt;
compassObjectiveNearbyDist &amp;quot;4&amp;quot;&lt;br /&gt;
compassObjectiveNumRings &amp;quot;10&amp;quot;&lt;br /&gt;
compassObjectiveRingSize &amp;quot;80&amp;quot;&lt;br /&gt;
compassObjectiveRingTime &amp;quot;10000&amp;quot;&lt;br /&gt;
compassObjectiveTextHeight &amp;quot;18&amp;quot;&lt;br /&gt;
compassObjectiveTextScale &amp;quot;0.3&amp;quot;&lt;br /&gt;
compassObjectiveWidth &amp;quot;20&amp;quot;&lt;br /&gt;
compassPartialType &amp;quot;0&amp;quot;&lt;br /&gt;
compassPlayerHeight &amp;quot;18.75&amp;quot;&lt;br /&gt;
compassPlayerWidth &amp;quot;18.75&amp;quot;&lt;br /&gt;
compassRadarLineThickness &amp;quot;0.4&amp;quot;&lt;br /&gt;
compassRadarPingFadeTime &amp;quot;4&amp;quot;&lt;br /&gt;
compassRadarUpdateTime &amp;quot;4&amp;quot;&lt;br /&gt;
compassRotation &amp;quot;1&amp;quot;&lt;br /&gt;
compassShowEnemies &amp;quot;1&amp;quot;&lt;br /&gt;
compassSize &amp;quot;1&amp;quot;&lt;br /&gt;
compassSoundPingFadeTime &amp;quot;2&amp;quot;&lt;br /&gt;
compassTickertapeStretch &amp;quot;0.5&amp;quot;&lt;br /&gt;
con_default_console_filter &amp;quot;*&amp;quot;&lt;br /&gt;
con_errormessagetime &amp;quot;8&amp;quot;&lt;br /&gt;
con_gameMsgWindow0FadeInTime &amp;quot;0.25&amp;quot;&lt;br /&gt;
con_gameMsgWindow0FadeOutTime &amp;quot;0.5&amp;quot;&lt;br /&gt;
con_gameMsgWindow0Filter &amp;quot;gamenotify obituary&amp;quot;&lt;br /&gt;
con_gameMsgWindow0LineCount &amp;quot;4&amp;quot;&lt;br /&gt;
con_gameMsgWindow0MsgTime &amp;quot;5&amp;quot;&lt;br /&gt;
con_gameMsgWindow0ScrollTime &amp;quot;0.25&amp;quot;&lt;br /&gt;
con_gameMsgWindow0SplitscreenScale &amp;quot;1.5&amp;quot;&lt;br /&gt;
con_gameMsgWindow1FadeInTime &amp;quot;0.25&amp;quot;&lt;br /&gt;
con_gameMsgWindow1FadeOutTime &amp;quot;0.01&amp;quot;&lt;br /&gt;
con_gameMsgWindow1Filter &amp;quot;boldgame&amp;quot;&lt;br /&gt;
con_gameMsgWindow1LineCount &amp;quot;5&amp;quot;&lt;br /&gt;
con_gameMsgWindow1MsgTime &amp;quot;8&amp;quot;&lt;br /&gt;
con_gameMsgWindow1ScrollTime &amp;quot;0.25&amp;quot;&lt;br /&gt;
con_gameMsgWindow1SplitscreenScale &amp;quot;1.5&amp;quot;&lt;br /&gt;
con_gameMsgWindow2FadeInTime &amp;quot;0.75&amp;quot;&lt;br /&gt;
con_gameMsgWindow2FadeOutTime &amp;quot;0.5&amp;quot;&lt;br /&gt;
con_gameMsgWindow2Filter &amp;quot;subtitle&amp;quot;&lt;br /&gt;
con_gameMsgWindow2LineCount &amp;quot;7&amp;quot;&lt;br /&gt;
con_gameMsgWindow2MsgTime &amp;quot;5&amp;quot;&lt;br /&gt;
con_gameMsgWindow2ScrollTime &amp;quot;0.25&amp;quot;&lt;br /&gt;
con_gameMsgWindow2SplitscreenScale &amp;quot;1.5&amp;quot;&lt;br /&gt;
con_gameMsgWindow3FadeInTime &amp;quot;0.25&amp;quot;&lt;br /&gt;
con_gameMsgWindow3FadeOutTime &amp;quot;0.5&amp;quot;&lt;br /&gt;
con_gameMsgWindow3Filter &amp;quot;&amp;quot;&lt;br /&gt;
con_gameMsgWindow3LineCount &amp;quot;5&amp;quot;&lt;br /&gt;
con_gameMsgWindow3MsgTime &amp;quot;5&amp;quot;&lt;br /&gt;
con_gameMsgWindow3ScrollTime &amp;quot;0.25&amp;quot;&lt;br /&gt;
con_gameMsgWindow3SplitscreenScale &amp;quot;1.5&amp;quot;&lt;br /&gt;
con_inputBoxColor &amp;quot;0.25 0.25 0.2 1&amp;quot;&lt;br /&gt;
con_inputHintBoxColor &amp;quot;0.4 0.4 0.35 1&amp;quot;&lt;br /&gt;
con_matchPrefixOnly &amp;quot;1&amp;quot;&lt;br /&gt;
con_minicon &amp;quot;0&amp;quot;&lt;br /&gt;
con_miniconlines &amp;quot;5&amp;quot;&lt;br /&gt;
con_minicontime &amp;quot;4&amp;quot;&lt;br /&gt;
con_outputBarColor &amp;quot;1 1 0.95 0.6&amp;quot;&lt;br /&gt;
con_outputSliderColor &amp;quot;0.15 0.15 0.1 0.6&amp;quot;&lt;br /&gt;
con_outputWindowColor &amp;quot;0.35 0.35 0.3 0.75&amp;quot;&lt;br /&gt;
con_typewriterColorBase &amp;quot;1 1 1&amp;quot;&lt;br /&gt;
con_typewriterColorGlowCheckpoint &amp;quot;0.6 0.5 0.6 1&amp;quot;&lt;br /&gt;
con_typewriterColorGlowCompleted &amp;quot;0 0.3 0.8 1&amp;quot;&lt;br /&gt;
con_typewriterColorGlowFailed &amp;quot;0.8 0 0 1&amp;quot;&lt;br /&gt;
con_typewriterColorGlowUpdated &amp;quot;0 0.6 0.18 1&amp;quot;&lt;br /&gt;
con_typewriterDecayDuration &amp;quot;1000&amp;quot;&lt;br /&gt;
con_typewriterDecayStartTime &amp;quot;4000&amp;quot;&lt;br /&gt;
con_typewriterEnabledSounds &amp;quot;0&amp;quot;&lt;br /&gt;
con_typewriterPrintSpeed &amp;quot;40&amp;quot;&lt;br /&gt;
customclass1 &amp;quot;Custom 1&amp;quot;&lt;br /&gt;
customclass2 &amp;quot;Custom 2&amp;quot;&lt;br /&gt;
customclass3 &amp;quot;Custom 3&amp;quot;&lt;br /&gt;
customclass4 &amp;quot;Custom 4&amp;quot;&lt;br /&gt;
customclass5 &amp;quot;Custom 5&amp;quot;&lt;br /&gt;
debug_destructibles &amp;quot;0&amp;quot;&lt;br /&gt;
debug_dog_anims &amp;quot;0&amp;quot;&lt;br /&gt;
debug_dog_anims_ent &amp;quot;0&amp;quot;&lt;br /&gt;
debug_dog_orient &amp;quot;0&amp;quot;&lt;br /&gt;
debug_dog_sound &amp;quot;0&amp;quot;&lt;br /&gt;
debug_dog_turns &amp;quot;0&amp;quot;&lt;br /&gt;
debug_dog_usage &amp;quot;1&amp;quot;&lt;br /&gt;
debug_dogs &amp;quot;0&amp;quot;&lt;br /&gt;
debug_reflection &amp;quot;0&amp;quot;&lt;br /&gt;
debug_trace &amp;quot;0&amp;quot;&lt;br /&gt;
DebugFireManager &amp;quot;0&amp;quot;&lt;br /&gt;
dedicated &amp;quot;listen server&amp;quot;&lt;br /&gt;
defaultDamageDuration &amp;quot;300&amp;quot;&lt;br /&gt;
defaultDamageInterval &amp;quot;300&amp;quot;&lt;br /&gt;
defaultHitDamage &amp;quot;5&amp;quot;&lt;br /&gt;
destructibles_enable_physics &amp;quot;1&amp;quot;&lt;br /&gt;
developer &amp;quot;0&amp;quot;&lt;br /&gt;
developer_script &amp;quot;0&amp;quot;&lt;br /&gt;
didyouknow &amp;quot;@PLATFORM_DYK_MSG33&amp;quot;&lt;br /&gt;
dog_debug &amp;quot;1&amp;quot;&lt;br /&gt;
drew_notes &amp;quot;1&amp;quot;&lt;br /&gt;
dw_active &amp;quot;1&amp;quot;&lt;br /&gt;
dw_dupe_key &amp;quot;0&amp;quot;&lt;br /&gt;
dw_loggedin &amp;quot;0&amp;quot;&lt;br /&gt;
dw_numaccounts &amp;quot;0&amp;quot;&lt;br /&gt;
dw_popup &amp;quot;&amp;quot;&lt;br /&gt;
dw_user0 &amp;quot;&amp;quot;&lt;br /&gt;
dw_user1 &amp;quot;&amp;quot;&lt;br /&gt;
dw_user2 &amp;quot;&amp;quot;&lt;br /&gt;
dw_user3 &amp;quot;&amp;quot;&lt;br /&gt;
dw_user4 &amp;quot;&amp;quot;&lt;br /&gt;
dynEnt_bulletForce &amp;quot;800&amp;quot;&lt;br /&gt;
dynEnt_damageRadiusScale &amp;quot;1&amp;quot;&lt;br /&gt;
dynEnt_explodeForce &amp;quot;12500&amp;quot;&lt;br /&gt;
dynEnt_explodeMaxEnts &amp;quot;20&amp;quot;&lt;br /&gt;
dynEnt_explodeMinForce &amp;quot;40&amp;quot;&lt;br /&gt;
dynEnt_explodeSpinScale &amp;quot;4&amp;quot;&lt;br /&gt;
dynEnt_explodeUpbias &amp;quot;0.5&amp;quot;&lt;br /&gt;
dynEnt_spawnedLimit &amp;quot;50&amp;quot;&lt;br /&gt;
dynEntPieces_angularVelocity &amp;quot;0 0 0&amp;quot;&lt;br /&gt;
dynEntPieces_impactForce &amp;quot;1000&amp;quot;&lt;br /&gt;
dynEntPieces_velocity &amp;quot;0 0 0&amp;quot;&lt;br /&gt;
fire_audio_random_max_duration &amp;quot;1000&amp;quot;&lt;br /&gt;
fire_audio_repeat_duration &amp;quot;1500&amp;quot;&lt;br /&gt;
fire_spread_probability &amp;quot;0&amp;quot;&lt;br /&gt;
fire_stage1_burn_time &amp;quot;3000&amp;quot;&lt;br /&gt;
fire_stage2_burn_time &amp;quot;0&amp;quot;&lt;br /&gt;
fire_stage3_burn_time &amp;quot;0&amp;quot;&lt;br /&gt;
fire_world_damage &amp;quot;20&amp;quot;&lt;br /&gt;
fire_world_damage_duration &amp;quot;8&amp;quot;&lt;br /&gt;
fire_world_damage_rate &amp;quot;0.25&amp;quot;&lt;br /&gt;
fixedtime &amp;quot;0&amp;quot;&lt;br /&gt;
flame_config_valid &amp;quot;0&amp;quot;&lt;br /&gt;
flame_debug_render &amp;quot;0&amp;quot;&lt;br /&gt;
flame_kick_offset &amp;quot;-5 0 0&amp;quot;&lt;br /&gt;
flame_kick_recover_speed &amp;quot;3&amp;quot;&lt;br /&gt;
flame_kick_speed &amp;quot;1&amp;quot;&lt;br /&gt;
flame_render &amp;quot;1&amp;quot;&lt;br /&gt;
flame_team_damage &amp;quot;0&amp;quot;&lt;br /&gt;
flame_test &amp;quot;0&amp;quot;&lt;br /&gt;
flame_use_dvars &amp;quot;0&amp;quot;&lt;br /&gt;
flameVar_editingFlameTable &amp;quot;none&amp;quot;&lt;br /&gt;
flameVar_lastFlameTable &amp;quot;none&amp;quot;&lt;br /&gt;
flare_distance_scale &amp;quot;16&amp;quot;&lt;br /&gt;
flare_duration &amp;quot;8&amp;quot;&lt;br /&gt;
flare_effect_radius &amp;quot;400&amp;quot;&lt;br /&gt;
flareBurnOutFadeWait &amp;quot;0.65&amp;quot;&lt;br /&gt;
flareDisableEffects &amp;quot;0&amp;quot;&lt;br /&gt;
flareLookAwayFadeWait &amp;quot;0.45&amp;quot;&lt;br /&gt;
friction &amp;quot;5.5&amp;quot;&lt;br /&gt;
fs_basegame &amp;quot;&amp;quot;&lt;br /&gt;
fs_basepath &amp;quot;I:\Programme\Activision\Call of Duty - World at War&amp;quot;&lt;br /&gt;
fs_cdpath &amp;quot;&amp;quot;&lt;br /&gt;
fs_copyfiles &amp;quot;0&amp;quot;&lt;br /&gt;
fs_debug &amp;quot;0&amp;quot;&lt;br /&gt;
fs_game &amp;quot;&amp;quot;&lt;br /&gt;
fs_homepath &amp;quot;I:\Programme\Activision\Call of Duty - World at War&amp;quot;&lt;br /&gt;
fs_ignoreLocalized &amp;quot;0&amp;quot;&lt;br /&gt;
fs_localAppData &amp;quot;I:\Dokumente und Einstellungen\Username\Lokale Einstellungen\Anwendungsdaten\Activision\CoDWaW&amp;quot;&lt;br /&gt;
fs_personalDocuments &amp;quot;I:\Dokumente und Einstellungen\Username\Eigene Dateien\Activision\CoDWaW&amp;quot;&lt;br /&gt;
fs_restrict &amp;quot;0&amp;quot;&lt;br /&gt;
fs_usedevdir &amp;quot;0&amp;quot;&lt;br /&gt;
fx_count &amp;quot;0&amp;quot;&lt;br /&gt;
fx_cull_effect_spawn &amp;quot;0&amp;quot;&lt;br /&gt;
fx_cull_elem_draw &amp;quot;1&amp;quot;&lt;br /&gt;
fx_cull_elem_spawn &amp;quot;1&amp;quot;&lt;br /&gt;
fx_debugBolt &amp;quot;0&amp;quot;&lt;br /&gt;
fx_draw &amp;quot;1&amp;quot;&lt;br /&gt;
fx_draw_weapon_tags &amp;quot;0&amp;quot;&lt;br /&gt;
fx_drawClouds &amp;quot;1&amp;quot;&lt;br /&gt;
fx_enable &amp;quot;1&amp;quot;&lt;br /&gt;
fx_freeze &amp;quot;0&amp;quot;&lt;br /&gt;
fx_mark_profile &amp;quot;0&amp;quot;&lt;br /&gt;
fx_marks &amp;quot;1&amp;quot;&lt;br /&gt;
fx_marks_ents &amp;quot;1&amp;quot;&lt;br /&gt;
fx_marks_smodels &amp;quot;1&amp;quot;&lt;br /&gt;
fx_priority_debug &amp;quot;0&amp;quot;&lt;br /&gt;
fx_priority_enable &amp;quot;0&amp;quot;&lt;br /&gt;
fx_profile &amp;quot;0&amp;quot;&lt;br /&gt;
fx_visMinTraceDist &amp;quot;80&amp;quot;&lt;br /&gt;
fxfrustumCutoff &amp;quot;1000&amp;quot;&lt;br /&gt;
g_ai &amp;quot;1&amp;quot;&lt;br /&gt;
g_aiEventDump &amp;quot;-1&amp;quot;&lt;br /&gt;
g_allowvote &amp;quot;1&amp;quot;&lt;br /&gt;
g_antilag &amp;quot;1&amp;quot;&lt;br /&gt;
g_banIPs &amp;quot;&amp;quot;&lt;br /&gt;
g_client_side_lights &amp;quot;1&amp;quot;&lt;br /&gt;
g_clonePlayerMaxVelocity &amp;quot;80&amp;quot;&lt;br /&gt;
g_compassShowEnemies &amp;quot;0&amp;quot;&lt;br /&gt;
g_connectpaths &amp;quot;0&amp;quot;&lt;br /&gt;
g_deadChat &amp;quot;0&amp;quot;&lt;br /&gt;
g_debugBullets &amp;quot;0&amp;quot;&lt;br /&gt;
g_debugDamage &amp;quot;0&amp;quot;&lt;br /&gt;
g_debugLocDamage &amp;quot;0&amp;quot;&lt;br /&gt;
g_dropForwardSpeed &amp;quot;10&amp;quot;&lt;br /&gt;
g_dropHorzSpeedRand &amp;quot;100&amp;quot;&lt;br /&gt;
g_dropUpSpeedBase &amp;quot;10&amp;quot;&lt;br /&gt;
g_dropUpSpeedRand &amp;quot;5&amp;quot;&lt;br /&gt;
g_dumpAnims &amp;quot;-1&amp;quot;&lt;br /&gt;
g_entinfo &amp;quot;off&amp;quot;&lt;br /&gt;
g_entinfo_AItext &amp;quot;brief&amp;quot;&lt;br /&gt;
g_entinfo_maxdist &amp;quot;2048&amp;quot;&lt;br /&gt;
g_entinfo_scale &amp;quot;1&amp;quot;&lt;br /&gt;
g_entinfo_type &amp;quot;AI only&amp;quot;&lt;br /&gt;
g_erroronpathsnotconnected &amp;quot;1&amp;quot;&lt;br /&gt;
g_fogColorReadOnly &amp;quot;1 0 0 1&amp;quot;&lt;br /&gt;
g_fogHalfDistReadOnly &amp;quot;0.1&amp;quot;&lt;br /&gt;
g_fogStartDistReadOnly &amp;quot;0&amp;quot;&lt;br /&gt;
g_friendlyfireDist &amp;quot;256&amp;quot;&lt;br /&gt;
g_friendlyNameDist &amp;quot;15000&amp;quot;&lt;br /&gt;
g_gametype &amp;quot;twar&amp;quot;&lt;br /&gt;
g_gravity &amp;quot;800&amp;quot;&lt;br /&gt;
g_inactivity &amp;quot;0&amp;quot;&lt;br /&gt;
g_knockback &amp;quot;1000&amp;quot;&lt;br /&gt;
g_listEntity &amp;quot;0&amp;quot;&lt;br /&gt;
g_log &amp;quot;games_mp.log&amp;quot;&lt;br /&gt;
g_logSync &amp;quot;0&amp;quot;&lt;br /&gt;
g_mantleBlockTimeBuffer &amp;quot;500&amp;quot;&lt;br /&gt;
g_maxDroppedWeapons &amp;quot;16&amp;quot;&lt;br /&gt;
g_minGrenadeDamageSpeed &amp;quot;400&amp;quot;&lt;br /&gt;
g_motd &amp;quot;&amp;quot;&lt;br /&gt;
g_no_script_spam &amp;quot;0&amp;quot;&lt;br /&gt;
g_oldVoting &amp;quot;1&amp;quot;&lt;br /&gt;
g_password &amp;quot;&amp;quot;&lt;br /&gt;
g_playerCollisionEjectSpeed &amp;quot;25&amp;quot;&lt;br /&gt;
g_redCrosshairs &amp;quot;1&amp;quot;&lt;br /&gt;
g_revive &amp;quot;0&amp;quot;&lt;br /&gt;
g_ScoresColor_Allies &amp;quot;0 0 0 0&amp;quot;&lt;br /&gt;
g_ScoresColor_Axis &amp;quot;0.521569 0.278431 0.278431 0&amp;quot;&lt;br /&gt;
g_ScoresColor_EnemyTeam &amp;quot;0.690196 0.0705882 0.0509804 1&amp;quot;&lt;br /&gt;
g_ScoresColor_Free &amp;quot;0.760784 0.780392 0.101961 0&amp;quot;&lt;br /&gt;
g_ScoresColor_MyTeam &amp;quot;0.25098 0.721569 0.25098 1&amp;quot;&lt;br /&gt;
g_ScoresColor_Spectator &amp;quot;0.25098 0.25098 0.25098 0&amp;quot;&lt;br /&gt;
g_smoothClients &amp;quot;1&amp;quot;&lt;br /&gt;
g_spawnai &amp;quot;1&amp;quot;&lt;br /&gt;
g_speed &amp;quot;190&amp;quot;&lt;br /&gt;
g_synchronousClients &amp;quot;0&amp;quot;&lt;br /&gt;
g_TeamColor_Allies &amp;quot;0.501961 0.501961 0.501961 0&amp;quot;&lt;br /&gt;
g_TeamColor_Axis &amp;quot;0.521569 0.278431 0.278431 0&amp;quot;&lt;br /&gt;
g_TeamColor_EnemyTeam &amp;quot;1 0.313726 0.34902 0&amp;quot;&lt;br /&gt;
g_TeamColor_Free &amp;quot;0.74902 0.25098 0.25098 1&amp;quot;&lt;br /&gt;
g_TeamColor_MyTeam &amp;quot;0.4 0.698039 0.4 0&amp;quot;&lt;br /&gt;
g_TeamColor_Spectator &amp;quot;0.25098 0.25098 0.25098 1&amp;quot;&lt;br /&gt;
g_TeamColor_Squad &amp;quot;0.313726 0.34902 1 0&amp;quot;&lt;br /&gt;
g_TeamIcon_Allies &amp;quot;faction_128_american&amp;quot;&lt;br /&gt;
g_TeamIcon_Axis &amp;quot;faction_128_japan&amp;quot;&lt;br /&gt;
g_TeamIcon_Free &amp;quot;&amp;quot;&lt;br /&gt;
g_TeamIcon_Spectator &amp;quot;&amp;quot;&lt;br /&gt;
g_TeamName_Allies &amp;quot;MPUI_MARINE_SHORT&amp;quot;&lt;br /&gt;
g_TeamName_Axis &amp;quot;MPUI_JAPANESE_SHORT&amp;quot;&lt;br /&gt;
g_turretBipodOffset &amp;quot;17&amp;quot;&lt;br /&gt;
g_turretServerPitchMax &amp;quot;10&amp;quot;&lt;br /&gt;
g_turretServerPitchMin &amp;quot;15&amp;quot;&lt;br /&gt;
g_useGear &amp;quot;1&amp;quot;&lt;br /&gt;
g_useholdspawndelay &amp;quot;1&amp;quot;&lt;br /&gt;
g_useholdtime &amp;quot;0&amp;quot;&lt;br /&gt;
g_vehicleDebug &amp;quot;0&amp;quot;&lt;br /&gt;
g_vehicleTexScrollScale &amp;quot;0&amp;quot;&lt;br /&gt;
g_voiceChatTalkingDuration &amp;quot;500&amp;quot;&lt;br /&gt;
g_voteAbstainWeight &amp;quot;0.5&amp;quot;&lt;br /&gt;
gamedate &amp;quot;Oct  9 2008&amp;quot;&lt;br /&gt;
gamename &amp;quot;Call of Duty: World at War&amp;quot;&lt;br /&gt;
hiDef &amp;quot;1&amp;quot;&lt;br /&gt;
hud_deathQuoteFadeTime &amp;quot;1000&amp;quot;&lt;br /&gt;
hud_enable &amp;quot;1&amp;quot;&lt;br /&gt;
hud_fade_ammodisplay &amp;quot;0&amp;quot;&lt;br /&gt;
hud_fade_compass &amp;quot;0&amp;quot;&lt;br /&gt;
hud_fade_healthbar &amp;quot;2&amp;quot;&lt;br /&gt;
hud_fade_offhand &amp;quot;0&amp;quot;&lt;br /&gt;
hud_fade_sprint &amp;quot;1.7&amp;quot;&lt;br /&gt;
hud_fade_stance &amp;quot;1.7&amp;quot;&lt;br /&gt;
hud_fadeout_speed &amp;quot;0.1&amp;quot;&lt;br /&gt;
hud_flash_period_offhand &amp;quot;0.5&amp;quot;&lt;br /&gt;
hud_flash_time_offhand &amp;quot;2&amp;quot;&lt;br /&gt;
hud_health_pulserate_critical &amp;quot;0.5&amp;quot;&lt;br /&gt;
hud_health_pulserate_injured &amp;quot;1&amp;quot;&lt;br /&gt;
hud_health_startpulse_critical &amp;quot;0.33&amp;quot;&lt;br /&gt;
hud_health_startpulse_injured &amp;quot;1&amp;quot;&lt;br /&gt;
hud_healthOverlay_phaseEnd_pulseDuration &amp;quot;700&amp;quot;&lt;br /&gt;
hud_healthOverlay_phaseEnd_toAlpha &amp;quot;0&amp;quot;&lt;br /&gt;
hud_healthOverlay_phaseOne_pulseDuration &amp;quot;150&amp;quot;&lt;br /&gt;
hud_healthOverlay_phaseThree_pulseDuration &amp;quot;400&amp;quot;&lt;br /&gt;
hud_healthOverlay_phaseThree_toAlphaMultiplier &amp;quot;0.6&amp;quot;&lt;br /&gt;
hud_healthOverlay_phaseTwo_pulseDuration &amp;quot;320&amp;quot;&lt;br /&gt;
hud_healthOverlay_phaseTwo_toAlphaMultiplier &amp;quot;0.7&amp;quot;&lt;br /&gt;
hud_healthOverlay_pulseStart &amp;quot;0.55&amp;quot;&lt;br /&gt;
hud_healthOverlay_regenPauseTime &amp;quot;8000&amp;quot;&lt;br /&gt;
hudElemPausedBrightness &amp;quot;0.4&amp;quot;&lt;br /&gt;
ik_debug &amp;quot;0&amp;quot;&lt;br /&gt;
ik_enable &amp;quot;1&amp;quot;&lt;br /&gt;
ik_enable_ai_hand &amp;quot;0&amp;quot;&lt;br /&gt;
ik_enable_ai_terrain &amp;quot;1&amp;quot;&lt;br /&gt;
ik_enable_player_hand &amp;quot;0&amp;quot;&lt;br /&gt;
ik_enable_player_terrain &amp;quot;1&amp;quot;&lt;br /&gt;
ik_foot_test &amp;quot;0&amp;quot;&lt;br /&gt;
ik_hand_test &amp;quot;0&amp;quot;&lt;br /&gt;
ik_left_hand_lerp_test &amp;quot;0&amp;quot;&lt;br /&gt;
ik_optimization &amp;quot;1&amp;quot;&lt;br /&gt;
ik_pelvis_test &amp;quot;0&amp;quot;&lt;br /&gt;
ik_right_hand_lerp_test &amp;quot;0&amp;quot;&lt;br /&gt;
in_mouse &amp;quot;1&amp;quot;&lt;br /&gt;
inertiaAngle &amp;quot;0&amp;quot;&lt;br /&gt;
inertiaDebug &amp;quot;0&amp;quot;&lt;br /&gt;
inertiaMax &amp;quot;50&amp;quot;&lt;br /&gt;
invite_visible &amp;quot;1&amp;quot;&lt;br /&gt;
jump_height &amp;quot;39&amp;quot;&lt;br /&gt;
jump_ladderPushVel &amp;quot;128&amp;quot;&lt;br /&gt;
jump_slowdownEnable &amp;quot;1&amp;quot;&lt;br /&gt;
jump_spreadAdd &amp;quot;64&amp;quot;&lt;br /&gt;
jump_stepSize &amp;quot;18&amp;quot;&lt;br /&gt;
killcam_title &amp;quot;@MP_KILLCAM&amp;quot;&lt;br /&gt;
koth_autodestroytime &amp;quot;60&amp;quot;&lt;br /&gt;
koth_capturetime &amp;quot;20&amp;quot;&lt;br /&gt;
koth_delayPlayer &amp;quot;0&amp;quot;&lt;br /&gt;
koth_destroytime &amp;quot;10&amp;quot;&lt;br /&gt;
koth_kothmode &amp;quot;0&amp;quot;&lt;br /&gt;
koth_spawnDelay &amp;quot;60&amp;quot;&lt;br /&gt;
koth_spawntime &amp;quot;0&amp;quot;&lt;br /&gt;
language &amp;quot;english&amp;quot;&lt;br /&gt;
loc_forceEnglish &amp;quot;0&amp;quot;&lt;br /&gt;
loc_language &amp;quot;0&amp;quot;&lt;br /&gt;
loc_translate &amp;quot;1&amp;quot;&lt;br /&gt;
loc_warnings &amp;quot;0&amp;quot;&lt;br /&gt;
loc_warningsAsErrors &amp;quot;0&amp;quot;&lt;br /&gt;
logfile &amp;quot;2&amp;quot;&lt;br /&gt;
long_blocking_call &amp;quot;0&amp;quot;&lt;br /&gt;
lowAmmoWarningColor1 &amp;quot;0.901961 0.901961 0.901961 0.8&amp;quot;&lt;br /&gt;
lowAmmoWarningColor2 &amp;quot;1 1 1 1&amp;quot;&lt;br /&gt;
lowAmmoWarningNoAmmoColor1 &amp;quot;0.8 0 0 0.8&amp;quot;&lt;br /&gt;
lowAmmoWarningNoAmmoColor2 &amp;quot;1 0 0 1&amp;quot;&lt;br /&gt;
lowAmmoWarningNoReloadColor1 &amp;quot;0.701961 0.701961 0 0.8&amp;quot;&lt;br /&gt;
lowAmmoWarningNoReloadColor2 &amp;quot;1 1 0 1&amp;quot;&lt;br /&gt;
lowAmmoWarningPulseFreq &amp;quot;1.7&amp;quot;&lt;br /&gt;
lowAmmoWarningPulseMax &amp;quot;1.5&amp;quot;&lt;br /&gt;
lowAmmoWarningPulseMin &amp;quot;0&amp;quot;&lt;br /&gt;
m_filter &amp;quot;0&amp;quot;&lt;br /&gt;
m_forward &amp;quot;0.25&amp;quot;&lt;br /&gt;
m_pitch &amp;quot;0.022&amp;quot;&lt;br /&gt;
m_side &amp;quot;0.25&amp;quot;&lt;br /&gt;
m_yaw &amp;quot;0.022&amp;quot;&lt;br /&gt;
mantle_check_angle &amp;quot;60&amp;quot;&lt;br /&gt;
mantle_check_radius &amp;quot;0.1&amp;quot;&lt;br /&gt;
mantle_check_range &amp;quot;20&amp;quot;&lt;br /&gt;
mantle_debug &amp;quot;0&amp;quot;&lt;br /&gt;
mantle_enable &amp;quot;1&amp;quot;&lt;br /&gt;
mantle_view_yawcap &amp;quot;60&amp;quot;&lt;br /&gt;
mapname &amp;quot;mp_airfield&amp;quot;&lt;br /&gt;
masterPort &amp;quot;20810&amp;quot;&lt;br /&gt;
masterServerName &amp;quot;cod4master.activision.com&amp;quot;&lt;br /&gt;
melee_debug &amp;quot;0&amp;quot;&lt;br /&gt;
missileDebugAttractors &amp;quot;0&amp;quot;&lt;br /&gt;
missileDebugDraw &amp;quot;0&amp;quot;&lt;br /&gt;
missileDebugText &amp;quot;0&amp;quot;&lt;br /&gt;
missileHellfireMaxSlope &amp;quot;0.5&amp;quot;&lt;br /&gt;
missileHellfireUpAccel &amp;quot;1000&amp;quot;&lt;br /&gt;
missileJavAccelClimb &amp;quot;300&amp;quot;&lt;br /&gt;
missileJavAccelDescend &amp;quot;3000&amp;quot;&lt;br /&gt;
missileJavClimbAngleDirect &amp;quot;85&amp;quot;&lt;br /&gt;
missileJavClimbAngleTop &amp;quot;50&amp;quot;&lt;br /&gt;
missileJavClimbCeilingDirect &amp;quot;0&amp;quot;&lt;br /&gt;
missileJavClimbCeilingTop &amp;quot;3000&amp;quot;&lt;br /&gt;
missileJavClimbHeightDirect &amp;quot;10000&amp;quot;&lt;br /&gt;
missileJavClimbHeightTop &amp;quot;15000&amp;quot;&lt;br /&gt;
missileJavClimbToOwner &amp;quot;700&amp;quot;&lt;br /&gt;
missileJavSpeedLimitClimb &amp;quot;1000&amp;quot;&lt;br /&gt;
missileJavSpeedLimitDescend &amp;quot;6000&amp;quot;&lt;br /&gt;
missileJavTurnDecel &amp;quot;0.05&amp;quot;&lt;br /&gt;
missileJavTurnRateDirect &amp;quot;60&amp;quot;&lt;br /&gt;
missileJavTurnRateTop &amp;quot;100&amp;quot;&lt;br /&gt;
missileMolotovBlobNum &amp;quot;5&amp;quot;&lt;br /&gt;
missileMolotovBlobTime &amp;quot;2&amp;quot;&lt;br /&gt;
missileWaterMaxDepth &amp;quot;60&amp;quot;&lt;br /&gt;
monkeytoy &amp;quot;0&amp;quot;&lt;br /&gt;
motd &amp;quot;&amp;quot;&lt;br /&gt;
msg_dumpEnts &amp;quot;0&amp;quot;&lt;br /&gt;
msg_hudelemspew &amp;quot;0&amp;quot;&lt;br /&gt;
msg_printEntityNums &amp;quot;0&amp;quot;&lt;br /&gt;
name &amp;quot;Unknown Soldier&amp;quot;&lt;br /&gt;
net_ip &amp;quot;localhost&amp;quot;&lt;br /&gt;
net_lanauthorize &amp;quot;0&amp;quot;&lt;br /&gt;
net_minigraph &amp;quot;0&amp;quot;&lt;br /&gt;
net_noipx &amp;quot;0&amp;quot;&lt;br /&gt;
net_noudp &amp;quot;0&amp;quot;&lt;br /&gt;
net_port &amp;quot;28960&amp;quot;&lt;br /&gt;
net_profile &amp;quot;0&amp;quot;&lt;br /&gt;
net_showprofile &amp;quot;0&amp;quot;&lt;br /&gt;
net_socksEnabled &amp;quot;0&amp;quot;&lt;br /&gt;
net_socksPassword &amp;quot;&amp;quot;&lt;br /&gt;
net_socksPort &amp;quot;1080&amp;quot;&lt;br /&gt;
net_socksServer &amp;quot;&amp;quot;&lt;br /&gt;
net_socksUsername &amp;quot;&amp;quot;&lt;br /&gt;
nextdemo &amp;quot;&amp;quot;&lt;br /&gt;
nextmap &amp;quot;map_restart&amp;quot;&lt;br /&gt;
nightVisionDisableEffects &amp;quot;0&amp;quot;&lt;br /&gt;
nightVisionFadeInOutTime &amp;quot;0.1&amp;quot;&lt;br /&gt;
nightVisionPowerOnTime &amp;quot;0.3&amp;quot;&lt;br /&gt;
ns_d &amp;quot;0&amp;quot;&lt;br /&gt;
ns_k &amp;quot;0&amp;quot;&lt;br /&gt;
ns_n &amp;quot;&amp;quot;&lt;br /&gt;
ns_r &amp;quot;0&amp;quot;&lt;br /&gt;
ns_ri &amp;quot;0&amp;quot;&lt;br /&gt;
ns_x &amp;quot;0&amp;quot;&lt;br /&gt;
onlinegame &amp;quot;1&amp;quot;&lt;br /&gt;
overrideNVGModelWithKnife &amp;quot;0&amp;quot;&lt;br /&gt;
packetDebug &amp;quot;0&amp;quot;&lt;br /&gt;
password &amp;quot;&amp;quot;&lt;br /&gt;
pc_newversionavailable &amp;quot;0&amp;quot;&lt;br /&gt;
penetrationCount &amp;quot;5&amp;quot;&lt;br /&gt;
perk_armorVest &amp;quot;75&amp;quot;&lt;br /&gt;
perk_bulletDamage &amp;quot;40&amp;quot;&lt;br /&gt;
perk_bulletPenetrationMultiplier &amp;quot;2&amp;quot;&lt;br /&gt;
perk_explosiveDamage &amp;quot;25&amp;quot;&lt;br /&gt;
perk_extraBreath &amp;quot;5&amp;quot;&lt;br /&gt;
perk_fireproof &amp;quot;55&amp;quot;&lt;br /&gt;
perk_flakJacket &amp;quot;75&amp;quot;&lt;br /&gt;
perk_flakJacketMaxDamage &amp;quot;75&amp;quot;&lt;br /&gt;
perk_grenadeDeath &amp;quot;frag_grenade_short_mp&amp;quot;&lt;br /&gt;
perk_grenadeTossBackTimer &amp;quot;2500&amp;quot;&lt;br /&gt;
perk_overheatReduction &amp;quot;0.7&amp;quot;&lt;br /&gt;
perk_sprintMultiplier &amp;quot;2&amp;quot;&lt;br /&gt;
perk_turretRotSpeedMultiplier &amp;quot;1.25&amp;quot;&lt;br /&gt;
perk_vehicleReloadReduction &amp;quot;0.7&amp;quot;&lt;br /&gt;
perk_weapRateMultiplier &amp;quot;0.75&amp;quot;&lt;br /&gt;
perk_weapReloadMultiplier &amp;quot;0.5&amp;quot;&lt;br /&gt;
perk_weapSpreadMultiplier &amp;quot;0.65&amp;quot;&lt;br /&gt;
phys_bulletSpinScale &amp;quot;3&amp;quot;&lt;br /&gt;
phys_bulletUpBias &amp;quot;0.5&amp;quot;&lt;br /&gt;
phys_buoyancyFastComputation &amp;quot;0&amp;quot;&lt;br /&gt;
phys_buoyancyRippleFrequency &amp;quot;3000&amp;quot;&lt;br /&gt;
phys_buoyancyRippleVariance &amp;quot;2000&amp;quot;&lt;br /&gt;
phys_dragAngular &amp;quot;0.5&amp;quot;&lt;br /&gt;
phys_dragLinear &amp;quot;0.03&amp;quot;&lt;br /&gt;
phys_drawAwake &amp;quot;0&amp;quot;&lt;br /&gt;
phys_drawCollisionObj &amp;quot;0&amp;quot;&lt;br /&gt;
phys_drawCollisionWorld &amp;quot;0&amp;quot;&lt;br /&gt;
phys_drawcontacts &amp;quot;0&amp;quot;&lt;br /&gt;
phys_drawDebugInfo &amp;quot;0&amp;quot;&lt;br /&gt;
phys_drawNitrousVehicle &amp;quot;0&amp;quot;&lt;br /&gt;
phys_entityCollision &amp;quot;1&amp;quot;&lt;br /&gt;
phys_floatTimeVariance &amp;quot;30000&amp;quot;&lt;br /&gt;
phys_frictionScale &amp;quot;1&amp;quot;&lt;br /&gt;
phys_gravity &amp;quot;-800&amp;quot;&lt;br /&gt;
phys_heavyTankSwitch &amp;quot;0&amp;quot;&lt;br /&gt;
phys_impact_distance_cutoff &amp;quot;3000&amp;quot;&lt;br /&gt;
phys_impact_fx &amp;quot;1&amp;quot;&lt;br /&gt;
phys_impact_intensity_limit &amp;quot;50&amp;quot;&lt;br /&gt;
phys_impact_max_pfx_per_frame &amp;quot;10&amp;quot;&lt;br /&gt;
phys_impact_max_sfx_per_frame &amp;quot;10&amp;quot;&lt;br /&gt;
phys_impact_render &amp;quot;0&amp;quot;&lt;br /&gt;
phys_impact_silence_window &amp;quot;0.3&amp;quot;&lt;br /&gt;
phys_interBodyCollision &amp;quot;1&amp;quot;&lt;br /&gt;
phys_maxFloatTime &amp;quot;180000&amp;quot;&lt;br /&gt;
phys_msecstep &amp;quot;0&amp;quot;&lt;br /&gt;
phys_ragdoll_joint_damp_scale &amp;quot;0.04&amp;quot;&lt;br /&gt;
phys_ragdoll_self_collision &amp;quot;1&amp;quot;&lt;br /&gt;
phys_reeval_frequency &amp;quot;5&amp;quot;&lt;br /&gt;
phys_terrain_collision &amp;quot;1&amp;quot;&lt;br /&gt;
phys_userRigidBodies &amp;quot;1&amp;quot;&lt;br /&gt;
phys_vehicleFriction &amp;quot;0.1&amp;quot;&lt;br /&gt;
phys_waterDragAngular &amp;quot;-2&amp;quot;&lt;br /&gt;
phys_waterDragLinear &amp;quot;-1&amp;quot;&lt;br /&gt;
pickupPrints &amp;quot;0&amp;quot;&lt;br /&gt;
player_adsExitDelay &amp;quot;0&amp;quot;&lt;br /&gt;
player_AimBlend_Back_Low &amp;quot;0.2 0.4 0.5&amp;quot;&lt;br /&gt;
player_AimBlend_Back_Mid &amp;quot;0.3 0.4 0.5&amp;quot;&lt;br /&gt;
player_AimBlend_Back_Up &amp;quot;0.5 0.2 -0.6&amp;quot;&lt;br /&gt;
player_AimBlend_Head &amp;quot;0 0 0&amp;quot;&lt;br /&gt;
player_AimBlend_Neck &amp;quot;0.3 0.3 0&amp;quot;&lt;br /&gt;
player_AimBlend_Shoulder &amp;quot;1 1 1&amp;quot;&lt;br /&gt;
player_backSpeedScale &amp;quot;0.7&amp;quot;&lt;br /&gt;
player_bayonetRange &amp;quot;85&amp;quot;&lt;br /&gt;
player_bayonetTargetDist &amp;quot;65&amp;quot;&lt;br /&gt;
player_breath_fire_delay &amp;quot;0&amp;quot;&lt;br /&gt;
player_breath_gasp_lerp &amp;quot;6&amp;quot;&lt;br /&gt;
player_breath_gasp_scale &amp;quot;4.5&amp;quot;&lt;br /&gt;
player_breath_gasp_time &amp;quot;1&amp;quot;&lt;br /&gt;
player_breath_hold_lerp &amp;quot;1&amp;quot;&lt;br /&gt;
player_breath_hold_time &amp;quot;4.5&amp;quot;&lt;br /&gt;
player_breath_snd_delay &amp;quot;1&amp;quot;&lt;br /&gt;
player_breath_snd_lerp &amp;quot;2&amp;quot;&lt;br /&gt;
player_burstFireCooldown &amp;quot;0.2&amp;quot;&lt;br /&gt;
player_clipSizeMultiplier &amp;quot;1&amp;quot;&lt;br /&gt;
player_debugHealth &amp;quot;0&amp;quot;&lt;br /&gt;
player_dmgtimer_flinchTime &amp;quot;500&amp;quot;&lt;br /&gt;
player_dmgtimer_maxTime &amp;quot;750&amp;quot;&lt;br /&gt;
player_dmgtimer_minScale &amp;quot;0&amp;quot;&lt;br /&gt;
player_dmgtimer_stumbleTime &amp;quot;500&amp;quot;&lt;br /&gt;
player_dmgtimer_timePerPoint &amp;quot;100&amp;quot;&lt;br /&gt;
player_footstepsThreshhold &amp;quot;0&amp;quot;&lt;br /&gt;
player_lastStandBleedoutTime &amp;quot;30&amp;quot;&lt;br /&gt;
player_lastStandHealthOverlayTime &amp;quot;8&amp;quot;&lt;br /&gt;
player_meleeChargeFriction &amp;quot;1200&amp;quot;&lt;br /&gt;
player_meleeHeight &amp;quot;10&amp;quot;&lt;br /&gt;
player_meleeRange &amp;quot;64&amp;quot;&lt;br /&gt;
player_meleeWidth &amp;quot;10&amp;quot;&lt;br /&gt;
player_MGUseRadius &amp;quot;128&amp;quot;&lt;br /&gt;
player_move_factor_on_torso &amp;quot;0&amp;quot;&lt;br /&gt;
player_moveThreshhold &amp;quot;10&amp;quot;&lt;br /&gt;
player_revivePlayerListCycleTime &amp;quot;2&amp;quot;&lt;br /&gt;
player_reviveTriggerRadius &amp;quot;64&amp;quot;&lt;br /&gt;
player_reviveXP &amp;quot;2&amp;quot;&lt;br /&gt;
player_scopeExitOnDamage &amp;quot;0&amp;quot;&lt;br /&gt;
player_spectateSpeedScale &amp;quot;1&amp;quot;&lt;br /&gt;
player_sprintCameraBob &amp;quot;0.5&amp;quot;&lt;br /&gt;
player_sprintForwardMinimum &amp;quot;105&amp;quot;&lt;br /&gt;
player_sprintMinTime &amp;quot;1&amp;quot;&lt;br /&gt;
player_sprintRechargePause &amp;quot;0&amp;quot;&lt;br /&gt;
player_sprintSpeedScale &amp;quot;1.5&amp;quot;&lt;br /&gt;
player_sprintStrafeSpeedScale &amp;quot;0.667&amp;quot;&lt;br /&gt;
player_sprintTime &amp;quot;4&amp;quot;&lt;br /&gt;
player_sprintUnlimited &amp;quot;0&amp;quot;&lt;br /&gt;
player_strafeAnimCosAngle &amp;quot;0.5&amp;quot;&lt;br /&gt;
player_strafeSpeedScale &amp;quot;0.8&amp;quot;&lt;br /&gt;
player_sustainAmmo &amp;quot;0&amp;quot;&lt;br /&gt;
player_swimDamage &amp;quot;15&amp;quot;&lt;br /&gt;
player_swimDamagerInterval &amp;quot;1&amp;quot;&lt;br /&gt;
player_swimTime &amp;quot;16&amp;quot;&lt;br /&gt;
player_throwbackInnerRadius &amp;quot;90&amp;quot;&lt;br /&gt;
player_throwbackOuterRadius &amp;quot;160&amp;quot;&lt;br /&gt;
player_turnAnims &amp;quot;0&amp;quot;&lt;br /&gt;
player_unlock_page &amp;quot;0&amp;quot;&lt;br /&gt;
player_unlockattachment0a &amp;quot;&amp;quot;&lt;br /&gt;
player_unlockattachment0b &amp;quot;&amp;quot;&lt;br /&gt;
player_unlockattachment1a &amp;quot;&amp;quot;&lt;br /&gt;
player_unlockattachment1b &amp;quot;&amp;quot;&lt;br /&gt;
player_unlockattachment2a &amp;quot;&amp;quot;&lt;br /&gt;
player_unlockattachment2b &amp;quot;&amp;quot;&lt;br /&gt;
player_unlockattachments &amp;quot;0&amp;quot;&lt;br /&gt;
player_unlockcamo0a &amp;quot;&amp;quot;&lt;br /&gt;
player_unlockcamo0b &amp;quot;&amp;quot;&lt;br /&gt;
player_unlockcamo1a &amp;quot;&amp;quot;&lt;br /&gt;
player_unlockcamo1b &amp;quot;&amp;quot;&lt;br /&gt;
player_unlockcamo2a &amp;quot;&amp;quot;&lt;br /&gt;
player_unlockcamo2b &amp;quot;&amp;quot;&lt;br /&gt;
player_unlockcamos &amp;quot;0&amp;quot;&lt;br /&gt;
player_unlockchallenge0 &amp;quot;&amp;quot;&lt;br /&gt;
player_unlockchallenge1 &amp;quot;&amp;quot;&lt;br /&gt;
player_unlockchallenge2 &amp;quot;&amp;quot;&lt;br /&gt;
player_unlockchallenges &amp;quot;0&amp;quot;&lt;br /&gt;
player_unlockfeature0 &amp;quot;&amp;quot;&lt;br /&gt;
player_unlockfeature1 &amp;quot;&amp;quot;&lt;br /&gt;
player_unlockfeature2 &amp;quot;&amp;quot;&lt;br /&gt;
player_unlockfeatures &amp;quot;0&amp;quot;&lt;br /&gt;
player_unlockperk0 &amp;quot;&amp;quot;&lt;br /&gt;
player_unlockperk1 &amp;quot;&amp;quot;&lt;br /&gt;
player_unlockperk2 &amp;quot;&amp;quot;&lt;br /&gt;
player_unlockperks &amp;quot;0&amp;quot;&lt;br /&gt;
player_unlockweapon0 &amp;quot;&amp;quot;&lt;br /&gt;
player_unlockweapon1 &amp;quot;&amp;quot;&lt;br /&gt;
player_unlockweapon2 &amp;quot;&amp;quot;&lt;br /&gt;
player_unlockweapons &amp;quot;0&amp;quot;&lt;br /&gt;
player_view_pitch_down &amp;quot;85&amp;quot;&lt;br /&gt;
player_view_pitch_up &amp;quot;85&amp;quot;&lt;br /&gt;
player_waterSpeedScale &amp;quot;1.3&amp;quot;&lt;br /&gt;
poisonDuration &amp;quot;8&amp;quot;&lt;br /&gt;
presell &amp;quot;0&amp;quot;&lt;br /&gt;
prestigeclass1 &amp;quot;Custom 6&amp;quot;&lt;br /&gt;
prestigeclass2 &amp;quot;Custom 7&amp;quot;&lt;br /&gt;
prestigeclass3 &amp;quot;Custom 8&amp;quot;&lt;br /&gt;
prestigeclass4 &amp;quot;Custom 9&amp;quot;&lt;br /&gt;
prestigeclass5 &amp;quot;Custom 10&amp;quot;&lt;br /&gt;
primaryWeaponOffset &amp;quot;0&amp;quot;&lt;br /&gt;
profile_physics &amp;quot;0&amp;quot;&lt;br /&gt;
protocol &amp;quot;93&amp;quot;&lt;br /&gt;
ps_ac &amp;quot;0&amp;quot;&lt;br /&gt;
ps_ak &amp;quot;0&amp;quot;&lt;br /&gt;
ps_c &amp;quot;0&amp;quot;&lt;br /&gt;
ps_d &amp;quot;0&amp;quot;&lt;br /&gt;
ps_dc &amp;quot;0&amp;quot;&lt;br /&gt;
ps_dk &amp;quot;0&amp;quot;&lt;br /&gt;
ps_h &amp;quot;0&amp;quot;&lt;br /&gt;
ps_k &amp;quot;0&amp;quot;&lt;br /&gt;
ps_kds &amp;quot;0&amp;quot;&lt;br /&gt;
ps_m &amp;quot;0&amp;quot;&lt;br /&gt;
ps_n &amp;quot;&amp;quot;&lt;br /&gt;
ps_r &amp;quot;0&amp;quot;&lt;br /&gt;
ps_s &amp;quot;0&amp;quot;&lt;br /&gt;
ps_st &amp;quot;0&amp;quot;&lt;br /&gt;
ps_x &amp;quot;0&amp;quot;&lt;br /&gt;
r_aaAlpha &amp;quot;dither (fast)&amp;quot;&lt;br /&gt;
r_aaSamples &amp;quot;2&amp;quot;&lt;br /&gt;
r_aspectRatio &amp;quot;auto&amp;quot;&lt;br /&gt;
r_autopriority &amp;quot;0&amp;quot;&lt;br /&gt;
r_blur &amp;quot;0&amp;quot;&lt;br /&gt;
r_blur_allowed &amp;quot;1&amp;quot;&lt;br /&gt;
r_brightness &amp;quot;0&amp;quot;&lt;br /&gt;
r_brushLimit &amp;quot;512&amp;quot;&lt;br /&gt;
r_burnedDestructibleColor &amp;quot;0.4&amp;quot;&lt;br /&gt;
r_cacheModelLighting &amp;quot;1&amp;quot;&lt;br /&gt;
r_cacheSModelLighting &amp;quot;1&amp;quot;&lt;br /&gt;
r_clear &amp;quot;blink&amp;quot;&lt;br /&gt;
r_clearColor &amp;quot;0 0 0 0&amp;quot;&lt;br /&gt;
r_clearColor2 &amp;quot;0 0 0 0&amp;quot;&lt;br /&gt;
r_colorMap &amp;quot;Unchanged&amp;quot;&lt;br /&gt;
r_contrast &amp;quot;1&amp;quot;&lt;br /&gt;
r_cosmeticCullMax &amp;quot;16&amp;quot;&lt;br /&gt;
r_cosmeticCullMin &amp;quot;16&amp;quot;&lt;br /&gt;
r_customMode &amp;quot;&amp;quot;&lt;br /&gt;
r_cycleSizeCull &amp;quot;0&amp;quot;&lt;br /&gt;
r_debugLineWidth &amp;quot;1&amp;quot;&lt;br /&gt;
r_debugShader &amp;quot;none&amp;quot;&lt;br /&gt;
r_debugShowCoronas &amp;quot;0&amp;quot;&lt;br /&gt;
r_debugShowDynamicLights &amp;quot;0&amp;quot;&lt;br /&gt;
r_debugShowPrimaryLights &amp;quot;0&amp;quot;&lt;br /&gt;
r_depthPrepass &amp;quot;0&amp;quot;&lt;br /&gt;
r_desaturation &amp;quot;1&amp;quot;&lt;br /&gt;
r_detail &amp;quot;1&amp;quot;&lt;br /&gt;
r_diffuseColorScale &amp;quot;1&amp;quot;&lt;br /&gt;
r_displayRefresh &amp;quot;60 Hz&amp;quot;&lt;br /&gt;
r_distortion &amp;quot;0&amp;quot;&lt;br /&gt;
r_dlightLimit &amp;quot;4&amp;quot;&lt;br /&gt;
r_dlightMaxFullScreenRadius &amp;quot;1000&amp;quot;&lt;br /&gt;
r_dlightMaxNonFullScreenRadius &amp;quot;200&amp;quot;&lt;br /&gt;
r_dobjLimit &amp;quot;512&amp;quot;&lt;br /&gt;
r_dof_bias &amp;quot;0.5&amp;quot;&lt;br /&gt;
r_dof_enable &amp;quot;1&amp;quot;&lt;br /&gt;
r_dof_farBlur &amp;quot;1.8&amp;quot;&lt;br /&gt;
r_dof_farEnd &amp;quot;7000&amp;quot;&lt;br /&gt;
r_dof_farStart &amp;quot;1000&amp;quot;&lt;br /&gt;
r_dof_nearBlur &amp;quot;6&amp;quot;&lt;br /&gt;
r_dof_nearEnd &amp;quot;60&amp;quot;&lt;br /&gt;
r_dof_nearStart &amp;quot;10&amp;quot;&lt;br /&gt;
r_dof_tweak &amp;quot;0&amp;quot;&lt;br /&gt;
r_dof_viewModelEnd &amp;quot;8&amp;quot;&lt;br /&gt;
r_dof_viewModelStart &amp;quot;2&amp;quot;&lt;br /&gt;
r_drawDebugFogParams &amp;quot;0&amp;quot;&lt;br /&gt;
r_drawWater &amp;quot;1&amp;quot;&lt;br /&gt;
r_envMapExponent &amp;quot;5&amp;quot;&lt;br /&gt;
r_envMapMaxIntensity &amp;quot;0.5&amp;quot;&lt;br /&gt;
r_envMapMinIntensity &amp;quot;0.2&amp;quot;&lt;br /&gt;
r_envMapOverride &amp;quot;0&amp;quot;&lt;br /&gt;
r_envMapSpecular &amp;quot;1&amp;quot;&lt;br /&gt;
r_envMapSunIntensity &amp;quot;2&amp;quot;&lt;br /&gt;
r_fastSkin &amp;quot;0&amp;quot;&lt;br /&gt;
r_filmTweakBrightness &amp;quot;0&amp;quot;&lt;br /&gt;
r_filmTweakContrast &amp;quot;1.4&amp;quot;&lt;br /&gt;
r_filmTweakDarkTint &amp;quot;0.7 0.85 1&amp;quot;&lt;br /&gt;
r_filmTweakDesaturation &amp;quot;0.2&amp;quot;&lt;br /&gt;
r_filmTweakEnable &amp;quot;0&amp;quot;&lt;br /&gt;
r_filmTweakInvert &amp;quot;0&amp;quot;&lt;br /&gt;
r_filmTweakLightTint &amp;quot;1.1 1.05 0.85&amp;quot;&lt;br /&gt;
r_filmUseTweaks &amp;quot;0&amp;quot;&lt;br /&gt;
r_flame_allowed &amp;quot;1&amp;quot;&lt;br /&gt;
r_flameFX_brightness &amp;quot;0.0688476&amp;quot;&lt;br /&gt;
r_flameFX_contrast &amp;quot;1.25249&amp;quot;&lt;br /&gt;
r_flameFX_darkTint &amp;quot;1.16924 1.0238 1.08897&amp;quot;&lt;br /&gt;
r_flameFX_desaturation &amp;quot;0.228803&amp;quot;&lt;br /&gt;
r_flameFX_distortionScaleFactor &amp;quot;0 1 1 0.511918&amp;quot;&lt;br /&gt;
r_flameFX_enable &amp;quot;0&amp;quot;&lt;br /&gt;
r_flameFX_fadeDuration &amp;quot;0.5&amp;quot;&lt;br /&gt;
r_flameFX_FPS &amp;quot;15&amp;quot;&lt;br /&gt;
r_flameFX_lightTint &amp;quot;1.32779 1.32472 1.10718&amp;quot;&lt;br /&gt;
r_flameFX_magnitude &amp;quot;0.0215147&amp;quot;&lt;br /&gt;
r_floatz &amp;quot;1&amp;quot;&lt;br /&gt;
r_fog &amp;quot;1&amp;quot;&lt;br /&gt;
r_forceLod &amp;quot;none&amp;quot;&lt;br /&gt;
r_fovScaleThresholdRigid &amp;quot;2.4&amp;quot;&lt;br /&gt;
r_fovScaleThresholdSkinned &amp;quot;2.4&amp;quot;&lt;br /&gt;
r_fullbright &amp;quot;0&amp;quot;&lt;br /&gt;
r_fullscreen &amp;quot;1&amp;quot;&lt;br /&gt;
r_gamma &amp;quot;1&amp;quot;&lt;br /&gt;
r_gfxopt_dynamic_foliage &amp;quot;1&amp;quot;&lt;br /&gt;
r_gfxopt_water_simulation &amp;quot;1&amp;quot;&lt;br /&gt;
r_glow &amp;quot;1&amp;quot;&lt;br /&gt;
r_glow_allowed &amp;quot;0&amp;quot;&lt;br /&gt;
r_glowTweakBloomCutoff &amp;quot;0.5&amp;quot;&lt;br /&gt;
r_glowTweakBloomDesaturation &amp;quot;0&amp;quot;&lt;br /&gt;
r_glowTweakBloomIntensity0 &amp;quot;1&amp;quot;&lt;br /&gt;
r_glowTweakEnable &amp;quot;0&amp;quot;&lt;br /&gt;
r_glowTweakRadius0 &amp;quot;5&amp;quot;&lt;br /&gt;
r_glowTweakRayExpansion &amp;quot;0&amp;quot;&lt;br /&gt;
r_glowTweakRayIntensity &amp;quot;1&amp;quot;&lt;br /&gt;
r_glowUseTweaks &amp;quot;0&amp;quot;&lt;br /&gt;
r_gpuSync &amp;quot;adaptive&amp;quot;&lt;br /&gt;
r_grassBurn &amp;quot;0&amp;quot;&lt;br /&gt;
r_grassEnable &amp;quot;0&amp;quot;&lt;br /&gt;
r_highLodDist &amp;quot;-1&amp;quot;&lt;br /&gt;
r_ignore &amp;quot;0&amp;quot;&lt;br /&gt;
r_ignorehwgamma &amp;quot;0&amp;quot;&lt;br /&gt;
r_inGameVideo &amp;quot;1&amp;quot;&lt;br /&gt;
r_lightConflicts &amp;quot;0&amp;quot;&lt;br /&gt;
r_lightMap &amp;quot;Unchanged&amp;quot;&lt;br /&gt;
r_lightTweakAmbient &amp;quot;0.25&amp;quot;&lt;br /&gt;
r_lightTweakAmbientColor &amp;quot;0.501961 0.501961 0.619608 1&amp;quot;&lt;br /&gt;
r_lightTweakDiffuseFraction &amp;quot;0.2&amp;quot;&lt;br /&gt;
r_lightTweakSunColor &amp;quot;0.901961 0.94902 1 1&amp;quot;&lt;br /&gt;
r_lightTweakSunDiffuseColor &amp;quot;0.882353 0.964706 1 1&amp;quot;&lt;br /&gt;
r_lightTweakSunDirection &amp;quot;-32 92 0&amp;quot;&lt;br /&gt;
r_lightTweakSunLight &amp;quot;1.3&amp;quot;&lt;br /&gt;
r_loadForRenderer &amp;quot;1&amp;quot;&lt;br /&gt;
r_lockPvs &amp;quot;0&amp;quot;&lt;br /&gt;
r_lodBiasRigid &amp;quot;0&amp;quot;&lt;br /&gt;
r_lodBiasSkinned &amp;quot;0&amp;quot;&lt;br /&gt;
r_lodScaleRigid &amp;quot;1&amp;quot;&lt;br /&gt;
r_lodScaleSkinned &amp;quot;1&amp;quot;&lt;br /&gt;
r_logFile &amp;quot;0&amp;quot;&lt;br /&gt;
r_lowestLodDist &amp;quot;-1&amp;quot;&lt;br /&gt;
r_lowLodDist &amp;quot;-1&amp;quot;&lt;br /&gt;
r_mediumLodDist &amp;quot;-1&amp;quot;&lt;br /&gt;
r_mode &amp;quot;640x480&amp;quot;&lt;br /&gt;
r_modelLimit &amp;quot;1024&amp;quot;&lt;br /&gt;
r_modelVertColor &amp;quot;1&amp;quot;&lt;br /&gt;
r_monitor &amp;quot;0&amp;quot;&lt;br /&gt;
r_motionblur_blurOrigin &amp;quot;0.5 0.5 0 1&amp;quot;&lt;br /&gt;
r_motionblur_directionFactor &amp;quot;0.001&amp;quot;&lt;br /&gt;
r_motionblur_enable &amp;quot;0&amp;quot;&lt;br /&gt;
r_motionblur_frameBased_enable &amp;quot;0&amp;quot;&lt;br /&gt;
r_motionblur_maxblur &amp;quot;30&amp;quot;&lt;br /&gt;
r_motionblur_numberOfSamples &amp;quot;1&amp;quot;&lt;br /&gt;
r_motionblur_positionFactor &amp;quot;0.01&amp;quot;&lt;br /&gt;
r_multiGpu &amp;quot;0&amp;quot;&lt;br /&gt;
r_norefresh &amp;quot;0&amp;quot;&lt;br /&gt;
r_normal &amp;quot;1&amp;quot;&lt;br /&gt;
r_normalMap &amp;quot;Unchanged&amp;quot;&lt;br /&gt;
r_open_automate &amp;quot;0&amp;quot;&lt;br /&gt;
r_outdoor &amp;quot;1&amp;quot;&lt;br /&gt;
r_outdoorAwayBias &amp;quot;32&amp;quot;&lt;br /&gt;
r_outdoorDownBias &amp;quot;0&amp;quot;&lt;br /&gt;
r_outdoorFeather &amp;quot;8&amp;quot;&lt;br /&gt;
r_picmip &amp;quot;0&amp;quot;&lt;br /&gt;
r_picmip_bump &amp;quot;0&amp;quot;&lt;br /&gt;
r_picmip_manual &amp;quot;0&amp;quot;&lt;br /&gt;
r_picmip_spec &amp;quot;1&amp;quot;&lt;br /&gt;
r_picmip_water &amp;quot;0&amp;quot;&lt;br /&gt;
r_poisonFX_blurMax &amp;quot;4&amp;quot;&lt;br /&gt;
r_poisonFX_blurMin &amp;quot;0&amp;quot;&lt;br /&gt;
r_poisonFX_debug_amount &amp;quot;1&amp;quot;&lt;br /&gt;
r_poisonFX_debug_enable &amp;quot;0&amp;quot;&lt;br /&gt;
r_poisonFX_dvisionA &amp;quot;0&amp;quot;&lt;br /&gt;
r_poisonFX_dvisionX &amp;quot;0&amp;quot;&lt;br /&gt;
r_poisonFX_dvisionY &amp;quot;0&amp;quot;&lt;br /&gt;
r_poisonFX_pulse &amp;quot;1.1&amp;quot;&lt;br /&gt;
r_poisonFX_warpX &amp;quot;0.2&amp;quot;&lt;br /&gt;
r_poisonFX_warpY &amp;quot;-0.15&amp;quot;&lt;br /&gt;
r_polygonOffsetBias &amp;quot;-1&amp;quot;&lt;br /&gt;
r_polygonOffsetScale &amp;quot;-1&amp;quot;&lt;br /&gt;
r_portalBevels &amp;quot;0.7&amp;quot;&lt;br /&gt;
r_portalBevelsOnly &amp;quot;0&amp;quot;&lt;br /&gt;
r_portalMinClipArea &amp;quot;0.02&amp;quot;&lt;br /&gt;
r_portalMinRecurseDepth &amp;quot;2&amp;quot;&lt;br /&gt;
r_portalWalkLimit &amp;quot;0&amp;quot;&lt;br /&gt;
r_prepassSizeCull &amp;quot;0&amp;quot;&lt;br /&gt;
r_pretess &amp;quot;1&amp;quot;&lt;br /&gt;
r_reflectionProbeGenerate &amp;quot;0&amp;quot;&lt;br /&gt;
r_reflectionProbeGenerateExit &amp;quot;0&amp;quot;&lt;br /&gt;
r_reflectionProbeRegenerateAll &amp;quot;0&amp;quot;&lt;br /&gt;
r_rendererInUse &amp;quot;Shader model 3.0&amp;quot;&lt;br /&gt;
r_rendererPreference &amp;quot;Default&amp;quot;&lt;br /&gt;
r_resampleScene &amp;quot;1&amp;quot;&lt;br /&gt;
r_reviveFX_blurRadiusEdge &amp;quot;6.4&amp;quot;&lt;br /&gt;
r_reviveFX_brightnessCenter &amp;quot;0.234&amp;quot;&lt;br /&gt;
r_reviveFX_brightnessEdge &amp;quot;0.264&amp;quot;&lt;br /&gt;
r_reviveFX_contrastCenter &amp;quot;1.9&amp;quot;&lt;br /&gt;
r_reviveFX_contrastEdge &amp;quot;2.84&amp;quot;&lt;br /&gt;
r_reviveFX_darkTintCenter &amp;quot;0.978 1.01 0.975&amp;quot;&lt;br /&gt;
r_reviveFX_darkTintEdge &amp;quot;0.931 0.955 0.939&amp;quot;&lt;br /&gt;
r_reviveFX_debug &amp;quot;0&amp;quot;&lt;br /&gt;
r_reviveFX_desaturationCenter &amp;quot;0.845&amp;quot;&lt;br /&gt;
r_reviveFX_desaturationEdge &amp;quot;1&amp;quot;&lt;br /&gt;
r_reviveFX_fadeDuration &amp;quot;5&amp;quot;&lt;br /&gt;
r_reviveFX_lightTintCenter &amp;quot;1.02 1 0.99&amp;quot;&lt;br /&gt;
r_reviveFX_lightTintEdge &amp;quot;1 1.03 1.02&amp;quot;&lt;br /&gt;
r_reviveFX_motionblurWeight &amp;quot;0.4&amp;quot;&lt;br /&gt;
r_scaleViewport &amp;quot;1&amp;quot;&lt;br /&gt;
r_showFbColorDebug &amp;quot;None&amp;quot;&lt;br /&gt;
r_showFloatZDebug &amp;quot;0&amp;quot;&lt;br /&gt;
r_showLightGrid &amp;quot;0&amp;quot;&lt;br /&gt;
r_showMissingLightGrid &amp;quot;0&amp;quot;&lt;br /&gt;
r_showPenetration &amp;quot;off&amp;quot;&lt;br /&gt;
r_showPixelCost &amp;quot;off&amp;quot;&lt;br /&gt;
r_showPortals &amp;quot;0&amp;quot;&lt;br /&gt;
r_showSunDirectionDebug &amp;quot;0&amp;quot;&lt;br /&gt;
r_singleCell &amp;quot;0&amp;quot;&lt;br /&gt;
r_sizeCull &amp;quot;0&amp;quot;&lt;br /&gt;
r_skinCache &amp;quot;1&amp;quot;&lt;br /&gt;
r_skipPvs &amp;quot;0&amp;quot;&lt;br /&gt;
r_skyTransition &amp;quot;0&amp;quot;&lt;br /&gt;
r_smc_enable &amp;quot;1&amp;quot;&lt;br /&gt;
r_smp_backend &amp;quot;1&amp;quot;&lt;br /&gt;
r_smp_worker &amp;quot;1&amp;quot;&lt;br /&gt;
r_smp_worker_thread0 &amp;quot;1&amp;quot;&lt;br /&gt;
r_smp_worker_thread1 &amp;quot;1&amp;quot;&lt;br /&gt;
r_smp_worker_threads &amp;quot;2&amp;quot;&lt;br /&gt;
r_specular &amp;quot;0&amp;quot;&lt;br /&gt;
r_specularColorScale &amp;quot;1&amp;quot;&lt;br /&gt;
r_specularMap &amp;quot;Unchanged&amp;quot;&lt;br /&gt;
r_spotLightBrightness &amp;quot;14&amp;quot;&lt;br /&gt;
r_spotLightEndRadius &amp;quot;196&amp;quot;&lt;br /&gt;
r_spotLightEntityShadows &amp;quot;1&amp;quot;&lt;br /&gt;
r_spotLightFovInnerFraction &amp;quot;0.7&amp;quot;&lt;br /&gt;
r_spotLightShadows &amp;quot;1&amp;quot;&lt;br /&gt;
r_spotLightSModelShadows &amp;quot;1&amp;quot;&lt;br /&gt;
r_spotLightStartRadius &amp;quot;36&amp;quot;&lt;br /&gt;
r_sse_skinning &amp;quot;1&amp;quot;&lt;br /&gt;
r_sun_from_dvars &amp;quot;0&amp;quot;&lt;br /&gt;
r_sun_fx_position &amp;quot;0 0 0&amp;quot;&lt;br /&gt;
r_sunblind_fadein &amp;quot;0.5&amp;quot;&lt;br /&gt;
r_sunblind_fadeout &amp;quot;3&amp;quot;&lt;br /&gt;
r_sunblind_max_angle &amp;quot;5&amp;quot;&lt;br /&gt;
r_sunblind_max_darken &amp;quot;0.75&amp;quot;&lt;br /&gt;
r_sunblind_min_angle &amp;quot;30&amp;quot;&lt;br /&gt;
r_sunflare_fadein &amp;quot;1&amp;quot;&lt;br /&gt;
r_sunflare_fadeout &amp;quot;1&amp;quot;&lt;br /&gt;
r_sunflare_max_alpha &amp;quot;1&amp;quot;&lt;br /&gt;
r_sunflare_max_angle &amp;quot;2&amp;quot;&lt;br /&gt;
r_sunflare_max_size &amp;quot;2500&amp;quot;&lt;br /&gt;
r_sunflare_min_angle &amp;quot;45&amp;quot;&lt;br /&gt;
r_sunflare_min_size &amp;quot;0&amp;quot;&lt;br /&gt;
r_sunflare_shader &amp;quot;sun_flare&amp;quot;&lt;br /&gt;
r_sunglare_fadein &amp;quot;0.5&amp;quot;&lt;br /&gt;
r_sunglare_fadeout &amp;quot;3&amp;quot;&lt;br /&gt;
r_sunglare_max_angle &amp;quot;5&amp;quot;&lt;br /&gt;
r_sunglare_max_lighten &amp;quot;0.75&amp;quot;&lt;br /&gt;
r_sunglare_min_angle &amp;quot;30&amp;quot;&lt;br /&gt;
r_sunsprite_shader &amp;quot;sun&amp;quot;&lt;br /&gt;
r_sunsprite_size &amp;quot;16&amp;quot;&lt;br /&gt;
r_swrk_override_characterCharredAmount &amp;quot;0&amp;quot;&lt;br /&gt;
r_swrk_override_enable &amp;quot;0&amp;quot;&lt;br /&gt;
r_swrk_override_wetness &amp;quot;0&amp;quot;&lt;br /&gt;
r_texFilterAnisoMax &amp;quot;4&amp;quot;&lt;br /&gt;
r_texFilterAnisoMin &amp;quot;1&amp;quot;&lt;br /&gt;
r_texFilterDisable &amp;quot;0&amp;quot;&lt;br /&gt;
r_texFilterMipBias &amp;quot;0&amp;quot;&lt;br /&gt;
r_texFilterMipMode &amp;quot;Unchanged&amp;quot;&lt;br /&gt;
r_use_separate_char_tech &amp;quot;0&amp;quot;&lt;br /&gt;
r_useLayeredMaterials &amp;quot;0&amp;quot;&lt;br /&gt;
r_vc_makelog &amp;quot;0&amp;quot;&lt;br /&gt;
r_vc_showlog &amp;quot;0&amp;quot;&lt;br /&gt;
r_vsync &amp;quot;0&amp;quot;&lt;br /&gt;
r_warm_bsp &amp;quot;0&amp;quot;&lt;br /&gt;
r_warm_dobj &amp;quot;0&amp;quot;&lt;br /&gt;
r_warm_dpvs &amp;quot;0&amp;quot;&lt;br /&gt;
r_warm_static &amp;quot;0&amp;quot;&lt;br /&gt;
r_warningRepeatDelay &amp;quot;5&amp;quot;&lt;br /&gt;
r_waterSheetingFX_allowed &amp;quot;1&amp;quot;&lt;br /&gt;
r_waterSheetingFX_brightness &amp;quot;0&amp;quot;&lt;br /&gt;
r_waterSheetingFX_contrast &amp;quot;1&amp;quot;&lt;br /&gt;
r_waterSheetingFX_darkTint &amp;quot;1 1 1&amp;quot;&lt;br /&gt;
r_waterSheetingFX_desaturation &amp;quot;0&amp;quot;&lt;br /&gt;
r_waterSheetingFX_distortionScaleFactor &amp;quot;0.021961 1 0 0&amp;quot;&lt;br /&gt;
r_waterSheetingFX_enable &amp;quot;0&amp;quot;&lt;br /&gt;
r_waterSheetingFX_fadeDuration &amp;quot;2&amp;quot;&lt;br /&gt;
r_waterSheetingFX_lightTint &amp;quot;0.780261 1 1&amp;quot;&lt;br /&gt;
r_waterSheetingFX_magnitude &amp;quot;0.0655388&amp;quot;&lt;br /&gt;
r_waterSheetingFX_radius &amp;quot;4.44051&amp;quot;&lt;br /&gt;
r_watersim_curlAmount &amp;quot;0.5&amp;quot;&lt;br /&gt;
r_watersim_curlMax &amp;quot;0.4&amp;quot;&lt;br /&gt;
r_watersim_curlReduce &amp;quot;0.95&amp;quot;&lt;br /&gt;
r_watersim_debug &amp;quot;0&amp;quot;&lt;br /&gt;
r_watersim_enabled &amp;quot;0&amp;quot;&lt;br /&gt;
r_watersim_flatten &amp;quot;0&amp;quot;&lt;br /&gt;
r_watersim_foamAppear &amp;quot;20&amp;quot;&lt;br /&gt;
r_watersim_foamDisappear &amp;quot;0.78&amp;quot;&lt;br /&gt;
r_watersim_minShoreHeight &amp;quot;0.04&amp;quot;&lt;br /&gt;
r_watersim_particleGravity &amp;quot;0.03&amp;quot;&lt;br /&gt;
r_watersim_particleLength &amp;quot;0.03&amp;quot;&lt;br /&gt;
r_watersim_particleLimit &amp;quot;2.5&amp;quot;&lt;br /&gt;
r_watersim_particleWidth &amp;quot;2&amp;quot;&lt;br /&gt;
r_watersim_scroll &amp;quot;0 0&amp;quot;&lt;br /&gt;
r_watersim_waveSeedDelay &amp;quot;500&amp;quot;&lt;br /&gt;
r_watersim_windAmount &amp;quot;0.02&amp;quot;&lt;br /&gt;
r_watersim_windDir &amp;quot;0&amp;quot;&lt;br /&gt;
r_watersim_windMax &amp;quot;0.4&amp;quot;&lt;br /&gt;
r_worldLod &amp;quot;0&amp;quot;&lt;br /&gt;
r_zfar &amp;quot;0&amp;quot;&lt;br /&gt;
r_zFeather &amp;quot;1&amp;quot;&lt;br /&gt;
r_znear &amp;quot;4&amp;quot;&lt;br /&gt;
r_znear_depthhack &amp;quot;0.1&amp;quot;&lt;br /&gt;
radius_damage_debug &amp;quot;0&amp;quot;&lt;br /&gt;
ragdoll_baselerp_time &amp;quot;1000&amp;quot;&lt;br /&gt;
ragdoll_bullet_force &amp;quot;500&amp;quot;&lt;br /&gt;
ragdoll_bullet_upbias &amp;quot;0.5&amp;quot;&lt;br /&gt;
ragdoll_debug &amp;quot;0&amp;quot;&lt;br /&gt;
ragdoll_dump_anims &amp;quot;0&amp;quot;&lt;br /&gt;
ragdoll_enable &amp;quot;1&amp;quot;&lt;br /&gt;
ragdoll_explode_force &amp;quot;18000&amp;quot;&lt;br /&gt;
ragdoll_explode_upbias &amp;quot;0.8&amp;quot;&lt;br /&gt;
ragdoll_fps &amp;quot;20&amp;quot;&lt;br /&gt;
ragdoll_jitter_scale &amp;quot;1&amp;quot;&lt;br /&gt;
ragdoll_jointlerp_time &amp;quot;3000&amp;quot;&lt;br /&gt;
ragdoll_max_life &amp;quot;9000&amp;quot;&lt;br /&gt;
ragdoll_max_simulating &amp;quot;16&amp;quot;&lt;br /&gt;
ragdoll_rotvel_scale &amp;quot;1&amp;quot;&lt;br /&gt;
ragdoll_self_collision_scale &amp;quot;1.2&amp;quot;&lt;br /&gt;
rate &amp;quot;25000&amp;quot;&lt;br /&gt;
rcon_password &amp;quot;&amp;quot;&lt;br /&gt;
revive_time_taken &amp;quot;2&amp;quot;&lt;br /&gt;
sc_blur &amp;quot;2&amp;quot;&lt;br /&gt;
sc_count &amp;quot;24&amp;quot;&lt;br /&gt;
sc_debugCasterCount &amp;quot;24&amp;quot;&lt;br /&gt;
sc_debugReceiverCount &amp;quot;24&amp;quot;&lt;br /&gt;
sc_enable &amp;quot;0&amp;quot;&lt;br /&gt;
sc_fadeRange &amp;quot;0.25&amp;quot;&lt;br /&gt;
sc_length &amp;quot;400&amp;quot;&lt;br /&gt;
sc_offscreenCasterLodBias &amp;quot;0&amp;quot;&lt;br /&gt;
sc_offscreenCasterLodScale &amp;quot;20&amp;quot;&lt;br /&gt;
sc_shadowInRate &amp;quot;2&amp;quot;&lt;br /&gt;
sc_shadowOutRate &amp;quot;5&amp;quot;&lt;br /&gt;
sc_showDebug &amp;quot;0&amp;quot;&lt;br /&gt;
sc_showOverlay &amp;quot;0&amp;quot;&lt;br /&gt;
sc_wantCount &amp;quot;12&amp;quot;&lt;br /&gt;
sc_wantCountMargin &amp;quot;1&amp;quot;&lt;br /&gt;
scr_allies &amp;quot;usmc&amp;quot;&lt;br /&gt;
scr_allowannouncer &amp;quot;1&amp;quot;&lt;br /&gt;
scr_allowbattlechatter &amp;quot;1&amp;quot;&lt;br /&gt;
scr_art_tweak &amp;quot;0&amp;quot;&lt;br /&gt;
scr_art_visionfile &amp;quot;mp_airfield&amp;quot;&lt;br /&gt;
scr_axis &amp;quot;japanese&amp;quot;&lt;br /&gt;
scr_cinematic_autofocus &amp;quot;1&amp;quot;&lt;br /&gt;
scr_ctf_enemycarriervisible &amp;quot;0&amp;quot;&lt;br /&gt;
scr_ctf_flagrespawntime &amp;quot;0&amp;quot;&lt;br /&gt;
scr_ctf_globalbattlechatterprobability &amp;quot;0&amp;quot;&lt;br /&gt;
scr_ctf_idleflagreturntime &amp;quot;30&amp;quot;&lt;br /&gt;
scr_ctf_numlives &amp;quot;0&amp;quot;&lt;br /&gt;
scr_ctf_playerrespawndelay &amp;quot;0&amp;quot;&lt;br /&gt;
scr_ctf_roundlimit &amp;quot;2&amp;quot;&lt;br /&gt;
scr_ctf_roundswitch &amp;quot;1&amp;quot;&lt;br /&gt;
scr_ctf_scorelimit &amp;quot;3&amp;quot;&lt;br /&gt;
scr_ctf_timelimit &amp;quot;5&amp;quot;&lt;br /&gt;
scr_ctf_touchreturn &amp;quot;1&amp;quot;&lt;br /&gt;
scr_ctf_waverespawndelay &amp;quot;15&amp;quot;&lt;br /&gt;
scr_deleteexplosivesonspawn &amp;quot;1&amp;quot;&lt;br /&gt;
scr_dm_globalbattlechatterprobability &amp;quot;100&amp;quot;&lt;br /&gt;
scr_dm_numlives &amp;quot;0&amp;quot;&lt;br /&gt;
scr_dm_playerrespawndelay &amp;quot;0&amp;quot;&lt;br /&gt;
scr_dm_roundlimit &amp;quot;1&amp;quot;&lt;br /&gt;
scr_dm_scorelimit &amp;quot;150&amp;quot;&lt;br /&gt;
scr_dm_timelimit &amp;quot;10&amp;quot;&lt;br /&gt;
scr_dm_waverespawndelay &amp;quot;0&amp;quot;&lt;br /&gt;
scr_dof_enable &amp;quot;1&amp;quot;&lt;br /&gt;
scr_dog_count &amp;quot;8&amp;quot;&lt;br /&gt;
scr_dog_hardpoint_interval &amp;quot;180&amp;quot;&lt;br /&gt;
scr_dog_health &amp;quot;100&amp;quot;&lt;br /&gt;
scr_dog_max_at_once &amp;quot;4&amp;quot;&lt;br /&gt;
scr_dog_time &amp;quot;60&amp;quot;&lt;br /&gt;
scr_dom_globalbattlechatterprobability &amp;quot;0&amp;quot;&lt;br /&gt;
scr_dom_numlives &amp;quot;0&amp;quot;&lt;br /&gt;
scr_dom_playerrespawndelay &amp;quot;0&amp;quot;&lt;br /&gt;
scr_dom_roundlimit &amp;quot;1&amp;quot;&lt;br /&gt;
scr_dom_scorelimit &amp;quot;200&amp;quot;&lt;br /&gt;
scr_dom_timelimit &amp;quot;0&amp;quot;&lt;br /&gt;
scr_dom_waverespawndelay &amp;quot;0&amp;quot;&lt;br /&gt;
scr_drawfriend &amp;quot;0&amp;quot;&lt;br /&gt;
scr_fog_baseheight &amp;quot;50&amp;quot;&lt;br /&gt;
scr_fog_blue &amp;quot;0.384&amp;quot;&lt;br /&gt;
scr_fog_exp_halfheight &amp;quot;100&amp;quot;&lt;br /&gt;
scr_fog_exp_halfplane &amp;quot;808.57&amp;quot;&lt;br /&gt;
scr_fog_green &amp;quot;0.49&amp;quot;&lt;br /&gt;
scr_fog_nearplane &amp;quot;400&amp;quot;&lt;br /&gt;
scr_fog_red &amp;quot;0.52&amp;quot;&lt;br /&gt;
scr_game_allowkillcam &amp;quot;1&amp;quot;&lt;br /&gt;
scr_game_arcadescoring &amp;quot;0&amp;quot;&lt;br /&gt;
scr_game_deathpointloss &amp;quot;0&amp;quot;&lt;br /&gt;
scr_game_difficulty &amp;quot;1&amp;quot;&lt;br /&gt;
scr_game_forceradar &amp;quot;0&amp;quot;&lt;br /&gt;
scr_game_graceperiod &amp;quot;15&amp;quot;&lt;br /&gt;
scr_game_hardpoints &amp;quot;1&amp;quot;&lt;br /&gt;
scr_game_onlyheadshots &amp;quot;0&amp;quot;&lt;br /&gt;
scr_game_perks &amp;quot;1&amp;quot;&lt;br /&gt;
scr_game_pinups &amp;quot;0&amp;quot;&lt;br /&gt;
scr_game_spectatetype &amp;quot;1&amp;quot;&lt;br /&gt;
scr_game_suicidepointloss &amp;quot;0&amp;quot;&lt;br /&gt;
scr_hardcore &amp;quot;0&amp;quot;&lt;br /&gt;
scr_hardpoint_allowartillery &amp;quot;1&amp;quot;&lt;br /&gt;
scr_hardpoint_allowdogs &amp;quot;1&amp;quot;&lt;br /&gt;
scr_hardpoint_allowradar &amp;quot;1&amp;quot;&lt;br /&gt;
scr_hardpoint_allowsupply &amp;quot;1&amp;quot;&lt;br /&gt;
scr_hardpoint_allowuav &amp;quot;1&amp;quot;&lt;br /&gt;
scr_intermission_time &amp;quot;30&amp;quot;&lt;br /&gt;
scr_koth_globalbattlechatterprobability &amp;quot;0&amp;quot;&lt;br /&gt;
scr_koth_numlives &amp;quot;0&amp;quot;&lt;br /&gt;
scr_koth_playerrespawndelay &amp;quot;0&amp;quot;&lt;br /&gt;
scr_koth_roundlimit &amp;quot;1&amp;quot;&lt;br /&gt;
scr_koth_roundswitch &amp;quot;1&amp;quot;&lt;br /&gt;
scr_koth_scorelimit &amp;quot;250&amp;quot;&lt;br /&gt;
scr_koth_timelimit &amp;quot;15&amp;quot;&lt;br /&gt;
scr_koth_waverespawndelay &amp;quot;0&amp;quot;&lt;br /&gt;
scr_mapsize &amp;quot;64&amp;quot;&lt;br /&gt;
scr_motd &amp;quot;&amp;quot;&lt;br /&gt;
scr_obj_a &amp;quot;allies&amp;quot;&lt;br /&gt;
scr_obj_b &amp;quot;allies&amp;quot;&lt;br /&gt;
scr_obj_c &amp;quot;neutral&amp;quot;&lt;br /&gt;
scr_obj_d &amp;quot;axis&amp;quot;&lt;br /&gt;
scr_obj_e &amp;quot;axis&amp;quot;&lt;br /&gt;
scr_objectiveText &amp;quot;OBJECTIVES_TWAR_HINT&amp;quot;&lt;br /&gt;
scr_oldschool &amp;quot;0&amp;quot;&lt;br /&gt;
scr_player_allowrevive &amp;quot;1&amp;quot;&lt;br /&gt;
scr_player_forcerespawn &amp;quot;1&amp;quot;&lt;br /&gt;
scr_player_healthregentime &amp;quot;5&amp;quot;&lt;br /&gt;
scr_player_maxhealth &amp;quot;100&amp;quot;&lt;br /&gt;
scr_player_numlives &amp;quot;0&amp;quot;&lt;br /&gt;
scr_player_respawndelay &amp;quot;0&amp;quot;&lt;br /&gt;
scr_player_sprinttime &amp;quot;4&amp;quot;&lt;br /&gt;
scr_player_suicidespawndelay &amp;quot;0&amp;quot;&lt;br /&gt;
scr_RequiredMapAspectratio &amp;quot;1&amp;quot;&lt;br /&gt;
scr_sab_bombtimer &amp;quot;30&amp;quot;&lt;br /&gt;
scr_sab_defusetime &amp;quot;5&amp;quot;&lt;br /&gt;
scr_sab_globalbattlechatterprobability &amp;quot;0&amp;quot;&lt;br /&gt;
scr_sab_hotpotato &amp;quot;0&amp;quot;&lt;br /&gt;
scr_sab_numlives &amp;quot;0&amp;quot;&lt;br /&gt;
scr_sab_planttime &amp;quot;2.5&amp;quot;&lt;br /&gt;
scr_sab_playerrespawndelay &amp;quot;7.5&amp;quot;&lt;br /&gt;
scr_sab_roundlimit &amp;quot;0&amp;quot;&lt;br /&gt;
scr_sab_roundswitch &amp;quot;1&amp;quot;&lt;br /&gt;
scr_sab_scorelimit &amp;quot;1&amp;quot;&lt;br /&gt;
scr_sab_timelimit &amp;quot;20&amp;quot;&lt;br /&gt;
scr_sab_waverespawndelay &amp;quot;0&amp;quot;&lt;br /&gt;
scr_script_based_influencer_system &amp;quot;0&amp;quot;&lt;br /&gt;
scr_sd_bombtimer &amp;quot;45&amp;quot;&lt;br /&gt;
scr_sd_defusetime &amp;quot;5&amp;quot;&lt;br /&gt;
scr_sd_globalbattlechatterprobability &amp;quot;0&amp;quot;&lt;br /&gt;
scr_sd_multibomb &amp;quot;0&amp;quot;&lt;br /&gt;
scr_sd_numlives &amp;quot;1&amp;quot;&lt;br /&gt;
scr_sd_planttime &amp;quot;5&amp;quot;&lt;br /&gt;
scr_sd_playerrespawndelay &amp;quot;0&amp;quot;&lt;br /&gt;
scr_sd_roundlimit &amp;quot;0&amp;quot;&lt;br /&gt;
scr_sd_roundswitch &amp;quot;3&amp;quot;&lt;br /&gt;
scr_sd_scorelimit &amp;quot;4&amp;quot;&lt;br /&gt;
scr_sd_timelimit &amp;quot;2.5&amp;quot;&lt;br /&gt;
scr_sd_waverespawndelay &amp;quot;0&amp;quot;&lt;br /&gt;
scr_selecting_location &amp;quot;&amp;quot;&lt;br /&gt;
scr_show_unlock_wait &amp;quot;0.1&amp;quot;&lt;br /&gt;
scr_showperksonspawn &amp;quot;1&amp;quot;&lt;br /&gt;
scr_spawn_artillery_influencer_score &amp;quot;-500&amp;quot;&lt;br /&gt;
scr_spawn_artillery_influencer_score_curve &amp;quot;linear&amp;quot;&lt;br /&gt;
scr_spawn_ctf_carrier_influencer_radius &amp;quot;560&amp;quot;&lt;br /&gt;
scr_spawn_ctf_carrier_influencer_score &amp;quot;-75&amp;quot;&lt;br /&gt;
scr_spawn_ctf_carrier_influencer_score_curve &amp;quot;constant&amp;quot;&lt;br /&gt;
scr_spawn_ctf_enemy_base_influencer_radius &amp;quot;1050&amp;quot;&lt;br /&gt;
scr_spawn_ctf_enemy_base_influencer_score &amp;quot;-500&amp;quot;&lt;br /&gt;
scr_spawn_ctf_enemy_base_influencer_score_curve &amp;quot;constant&amp;quot;&lt;br /&gt;
scr_spawn_ctf_friendly_base_influencer_radius &amp;quot;1050&amp;quot;&lt;br /&gt;
scr_spawn_ctf_friendly_base_influencer_score &amp;quot;100&amp;quot;&lt;br /&gt;
scr_spawn_ctf_friendly_base_influencer_score_curve &amp;quot;constant&amp;quot;&lt;br /&gt;
scr_spawn_dead_friend_influencer_count &amp;quot;7&amp;quot;&lt;br /&gt;
scr_spawn_dead_friend_influencer_radius &amp;quot;700&amp;quot;&lt;br /&gt;
scr_spawn_dead_friend_influencer_score &amp;quot;-100&amp;quot;&lt;br /&gt;
scr_spawn_dead_friend_influencer_score_curve &amp;quot;linear&amp;quot;&lt;br /&gt;
scr_spawn_dead_friend_influencer_timeout_seconds &amp;quot;20&amp;quot;&lt;br /&gt;
scr_spawn_dog_influencer_radius &amp;quot;700&amp;quot;&lt;br /&gt;
scr_spawn_dog_influencer_score &amp;quot;-50&amp;quot;&lt;br /&gt;
scr_spawn_dog_influencer_score_curve &amp;quot;linear&amp;quot;&lt;br /&gt;
scr_spawn_dom_enemy_flag_influencer_radius &amp;quot;1050&amp;quot;&lt;br /&gt;
scr_spawn_dom_enemy_flag_influencer_score &amp;quot;-500&amp;quot;&lt;br /&gt;
scr_spawn_dom_enemy_flag_influencer_score_curve &amp;quot;constant&amp;quot;&lt;br /&gt;
scr_spawn_dom_owned_inner_flag_influencer_radius &amp;quot;1050&amp;quot;&lt;br /&gt;
scr_spawn_dom_owned_inner_flag_influencer_score &amp;quot;150&amp;quot;&lt;br /&gt;
scr_spawn_dom_owned_inner_flag_influencer_score_curve &amp;quot;constant&amp;quot;&lt;br /&gt;
scr_spawn_dom_owned_outer_flag_influencer_radius &amp;quot;1050&amp;quot;&lt;br /&gt;
scr_spawn_dom_owned_outer_flag_influencer_score &amp;quot;100&amp;quot;&lt;br /&gt;
scr_spawn_dom_owned_outer_flag_influencer_score_curve &amp;quot;constant&amp;quot;&lt;br /&gt;
scr_spawn_dom_unowned_inner_flag_influencer_radius &amp;quot;1050&amp;quot;&lt;br /&gt;
scr_spawn_dom_unowned_inner_flag_influencer_score &amp;quot;-500&amp;quot;&lt;br /&gt;
scr_spawn_dom_unowned_inner_flag_influencer_score_curve &amp;quot;constant&amp;quot;&lt;br /&gt;
scr_spawn_enemy_influencer_radius &amp;quot;700&amp;quot;&lt;br /&gt;
scr_spawn_enemy_influencer_score &amp;quot;-150&amp;quot;&lt;br /&gt;
scr_spawn_enemy_influencer_score_curve &amp;quot;linear&amp;quot;&lt;br /&gt;
scr_spawn_enemyavoiddist &amp;quot;800&amp;quot;&lt;br /&gt;
scr_spawn_enemyavoidweight &amp;quot;0&amp;quot;&lt;br /&gt;
scr_spawn_friend_strong_influencer_length &amp;quot;700&amp;quot;&lt;br /&gt;
scr_spawn_friend_strong_influencer_radius &amp;quot;700&amp;quot;&lt;br /&gt;
scr_spawn_friend_strong_influencer_score &amp;quot;75&amp;quot;&lt;br /&gt;
scr_spawn_friend_strong_influencer_score_curve &amp;quot;linear&amp;quot;&lt;br /&gt;
scr_spawn_friend_weak_influencer_radius &amp;quot;700&amp;quot;&lt;br /&gt;
scr_spawn_friend_weak_influencer_score &amp;quot;25&amp;quot;&lt;br /&gt;
scr_spawn_friend_weak_influencer_score_curve &amp;quot;linear&amp;quot;&lt;br /&gt;
scr_spawn_grenade_influencer_radius &amp;quot;560&amp;quot;&lt;br /&gt;
scr_spawn_grenade_influencer_score &amp;quot;-500&amp;quot;&lt;br /&gt;
scr_spawn_grenade_influencer_score_curve &amp;quot;linear&amp;quot;&lt;br /&gt;
scr_spawn_koth_objective_influencer_radius &amp;quot;2450&amp;quot;&lt;br /&gt;
scr_spawn_koth_objective_influencer_score &amp;quot;150&amp;quot;&lt;br /&gt;
scr_spawn_koth_objective_influencer_score_curve &amp;quot;negative_to_positive&amp;quot;&lt;br /&gt;
scr_spawn_objective_facing_bonus &amp;quot;50&amp;quot;&lt;br /&gt;
scr_spawn_randomness_range &amp;quot;10&amp;quot;&lt;br /&gt;
scr_spawn_sab_carrier_influencer_radius &amp;quot;560&amp;quot;&lt;br /&gt;
scr_spawn_sab_carrier_influencer_score &amp;quot;-75&amp;quot;&lt;br /&gt;
scr_spawn_sab_carrier_influencer_score_curve &amp;quot;linear&amp;quot;&lt;br /&gt;
scr_spawn_sab_enemy_base_influencer_radius &amp;quot;1050&amp;quot;&lt;br /&gt;
scr_spawn_sab_enemy_base_influencer_score &amp;quot;-500&amp;quot;&lt;br /&gt;
scr_spawn_sab_enemy_base_influencer_score_curve &amp;quot;constant&amp;quot;&lt;br /&gt;
scr_spawn_sab_friendly_base_influencer_radius &amp;quot;1050&amp;quot;&lt;br /&gt;
scr_spawn_sab_friendly_base_influencer_score &amp;quot;100&amp;quot;&lt;br /&gt;
scr_spawn_sab_friendly_base_influencer_score_curve &amp;quot;constant&amp;quot;&lt;br /&gt;
scr_spawn_squad_leader_influencer_radius &amp;quot;700&amp;quot;&lt;br /&gt;
scr_spawn_squad_leader_influencer_score &amp;quot;50&amp;quot;&lt;br /&gt;
scr_spawn_squad_leader_influencer_score_curve &amp;quot;linear&amp;quot;&lt;br /&gt;
scr_spawn_twar_contested_flag_influencer_radius &amp;quot;1050&amp;quot;&lt;br /&gt;
scr_spawn_twar_contested_flag_influencer_score &amp;quot;-500.0&amp;quot;&lt;br /&gt;
scr_spawn_twar_contested_flag_influencer_score_curve &amp;quot;constant&amp;quot;&lt;br /&gt;
scr_spawn_twar_linked_flag_influencer_score &amp;quot;200&amp;quot;&lt;br /&gt;
scr_spawn_twar_linked_flag_influencer_score_falloff_percentage &amp;quot;1&amp;quot;&lt;br /&gt;
scr_spawn_twar_linked_flag_near_objective_bonus &amp;quot;50&amp;quot;&lt;br /&gt;
scr_spawn_vehicle_influencer_lead_seconds &amp;quot;3&amp;quot;&lt;br /&gt;
scr_spawn_vehicle_influencer_score &amp;quot;-50&amp;quot;&lt;br /&gt;
scr_spawn_vehicle_influencer_score_curve &amp;quot;linear&amp;quot;&lt;br /&gt;
scr_spawn_weapon_influencer_length &amp;quot;1750&amp;quot;&lt;br /&gt;
scr_spawn_weapon_influencer_radius &amp;quot;350&amp;quot;&lt;br /&gt;
scr_spawn_weapon_influencer_score &amp;quot;-100&amp;quot;&lt;br /&gt;
scr_spawn_weapon_influencer_score_curve &amp;quot;linear&amp;quot;&lt;br /&gt;
scr_tdm_globalbattlechatterprobability &amp;quot;0&amp;quot;&lt;br /&gt;
scr_tdm_numlives &amp;quot;0&amp;quot;&lt;br /&gt;
scr_tdm_playerrespawndelay &amp;quot;0&amp;quot;&lt;br /&gt;
scr_tdm_roundlimit &amp;quot;1&amp;quot;&lt;br /&gt;
scr_tdm_scorelimit &amp;quot;750&amp;quot;&lt;br /&gt;
scr_tdm_timelimit &amp;quot;10&amp;quot;&lt;br /&gt;
scr_tdm_waverespawndelay &amp;quot;0&amp;quot;&lt;br /&gt;
scr_team_artilleryTeamKillPenalty &amp;quot;0.25&amp;quot;&lt;br /&gt;
scr_team_fftype &amp;quot;0&amp;quot;&lt;br /&gt;
scr_team_kickteamkillers &amp;quot;0&amp;quot;&lt;br /&gt;
scr_team_respawntime &amp;quot;0&amp;quot;&lt;br /&gt;
scr_team_teamkillerplaylistbanpenalty &amp;quot;0&amp;quot;&lt;br /&gt;
scr_team_teamkillerplaylistbanquantum &amp;quot;0&amp;quot;&lt;br /&gt;
scr_team_teamkillpointloss &amp;quot;1&amp;quot;&lt;br /&gt;
scr_team_teamkillspawndelay &amp;quot;20&amp;quot;&lt;br /&gt;
scr_teambalance &amp;quot;0&amp;quot;&lt;br /&gt;
scr_teamKillPunishCount &amp;quot;3&amp;quot;&lt;br /&gt;
scr_twar_globalbattlechatterprobability &amp;quot;0&amp;quot;&lt;br /&gt;
scr_twar_numlives &amp;quot;0&amp;quot;&lt;br /&gt;
scr_twar_roundlimit &amp;quot;2&amp;quot;&lt;br /&gt;
scr_twar_roundswitch &amp;quot;1&amp;quot;&lt;br /&gt;
scr_twar_scorelimit &amp;quot;5&amp;quot;&lt;br /&gt;
scr_twar_timelimit &amp;quot;10&amp;quot;&lt;br /&gt;
scr_veh_alive_cleanuptimemax &amp;quot;120&amp;quot;&lt;br /&gt;
scr_veh_alive_cleanuptimemin &amp;quot;119&amp;quot;&lt;br /&gt;
scr_veh_cleanupabandoned &amp;quot;1&amp;quot;&lt;br /&gt;
scr_veh_cleanupdebugprint &amp;quot;0&amp;quot;&lt;br /&gt;
scr_veh_cleanupdrifted &amp;quot;1&amp;quot;&lt;br /&gt;
scr_veh_cleanupmaxspeedmph &amp;quot;1&amp;quot;&lt;br /&gt;
scr_veh_cleanupmindistancefeet &amp;quot;75&amp;quot;&lt;br /&gt;
scr_veh_cleanuptime_dmgfactor_deadtread &amp;quot;0.25&amp;quot;&lt;br /&gt;
scr_veh_cleanuptime_dmgfactor_max &amp;quot;1.0&amp;quot;&lt;br /&gt;
scr_veh_cleanuptime_dmgfactor_min &amp;quot;0.33&amp;quot;&lt;br /&gt;
scr_veh_cleanuptime_dmgfraction_curve_begin &amp;quot;0.0&amp;quot;&lt;br /&gt;
scr_veh_cleanuptime_dmgfraction_curve_end &amp;quot;1.0&amp;quot;&lt;br /&gt;
scr_veh_dead_cleanuptimemax &amp;quot;30&amp;quot;&lt;br /&gt;
scr_veh_dead_cleanuptimemin &amp;quot;20&amp;quot;&lt;br /&gt;
scr_veh_disappear_maxpreventdistancefeet &amp;quot;30&amp;quot;&lt;br /&gt;
scr_veh_disappear_maxpreventvisibilityfeet &amp;quot;150&amp;quot;&lt;br /&gt;
scr_veh_disappear_maxwaittime &amp;quot;60&amp;quot;&lt;br /&gt;
scr_veh_driversarehidden &amp;quot;1&amp;quot;&lt;br /&gt;
scr_veh_driversareinvulnerable &amp;quot;1&amp;quot;&lt;br /&gt;
scr_veh_explode_on_cleanup &amp;quot;1&amp;quot;&lt;br /&gt;
scr_veh_explosion_doradiusdamage &amp;quot;1&amp;quot;&lt;br /&gt;
scr_veh_explosion_husk_forcepointvariance &amp;quot;30&amp;quot;&lt;br /&gt;
scr_veh_explosion_husk_horzvelocityvariance &amp;quot;25&amp;quot;&lt;br /&gt;
scr_veh_explosion_husk_vertvelocitymax &amp;quot;200&amp;quot;&lt;br /&gt;
scr_veh_explosion_husk_vertvelocitymin &amp;quot;100&amp;quot;&lt;br /&gt;
scr_veh_explosion_maxdamage &amp;quot;200&amp;quot;&lt;br /&gt;
scr_veh_explosion_mindamage &amp;quot;20&amp;quot;&lt;br /&gt;
scr_veh_explosion_radius &amp;quot;256&amp;quot;&lt;br /&gt;
scr_veh_explosion_spawnfx &amp;quot;1&amp;quot;&lt;br /&gt;
scr_veh_health_jeep &amp;quot;700&amp;quot;&lt;br /&gt;
scr_veh_health_tank &amp;quot;1350&amp;quot;&lt;br /&gt;
scr_veh_ondeath_createhusk &amp;quot;1&amp;quot;&lt;br /&gt;
scr_veh_ondeath_usevehicleashusk &amp;quot;1&amp;quot;&lt;br /&gt;
scr_veh_respawnafterhuskcleanup &amp;quot;1&amp;quot;&lt;br /&gt;
scr_veh_respawntimemax &amp;quot;90&amp;quot;&lt;br /&gt;
scr_veh_respawntimemin &amp;quot;50&amp;quot;&lt;br /&gt;
scr_veh_respawnwait_iterationwaitseconds &amp;quot;1&amp;quot;&lt;br /&gt;
scr_veh_respawnwait_maxiterations &amp;quot;30&amp;quot;&lt;br /&gt;
scr_veh_waittillstoppedandmindist_maxtime &amp;quot;10&amp;quot;&lt;br /&gt;
scr_veh_waittillstoppedandmindist_maxtimeenabledistfeet &amp;quot;5&amp;quot;&lt;br /&gt;
scr_vehicles_enabled &amp;quot;1&amp;quot;&lt;br /&gt;
scr_weapon_allowbetty &amp;quot;1&amp;quot;&lt;br /&gt;
scr_weapon_allowc4 &amp;quot;1&amp;quot;&lt;br /&gt;
scr_weapon_allowflash &amp;quot;1&amp;quot;&lt;br /&gt;
scr_weapon_allowfrags &amp;quot;1&amp;quot;&lt;br /&gt;
scr_weapon_allowmines &amp;quot;1&amp;quot;&lt;br /&gt;
scr_weapon_allowrpgs &amp;quot;1&amp;quot;&lt;br /&gt;
scr_weapon_allowsatchel &amp;quot;1&amp;quot;&lt;br /&gt;
scr_weapon_allowsmoke &amp;quot;1&amp;quot;&lt;br /&gt;
scr_xpcollectorsscale &amp;quot;1&amp;quot;&lt;br /&gt;
scr_xpscale &amp;quot;1&amp;quot;&lt;br /&gt;
sensitivity &amp;quot;5&amp;quot;&lt;br /&gt;
server1 &amp;quot;&amp;quot;&lt;br /&gt;
server10 &amp;quot;&amp;quot;&lt;br /&gt;
server11 &amp;quot;&amp;quot;&lt;br /&gt;
server12 &amp;quot;&amp;quot;&lt;br /&gt;
server13 &amp;quot;&amp;quot;&lt;br /&gt;
server14 &amp;quot;&amp;quot;&lt;br /&gt;
server15 &amp;quot;&amp;quot;&lt;br /&gt;
server16 &amp;quot;&amp;quot;&lt;br /&gt;
server2 &amp;quot;&amp;quot;&lt;br /&gt;
server3 &amp;quot;&amp;quot;&lt;br /&gt;
server4 &amp;quot;&amp;quot;&lt;br /&gt;
server5 &amp;quot;&amp;quot;&lt;br /&gt;
server6 &amp;quot;&amp;quot;&lt;br /&gt;
server7 &amp;quot;&amp;quot;&lt;br /&gt;
server8 &amp;quot;&amp;quot;&lt;br /&gt;
server9 &amp;quot;&amp;quot;&lt;br /&gt;
shortversion &amp;quot;1&amp;quot;&lt;br /&gt;
showdrop &amp;quot;0&amp;quot;&lt;br /&gt;
showpackets &amp;quot;0&amp;quot;&lt;br /&gt;
sm_enable &amp;quot;0&amp;quot;&lt;br /&gt;
sm_fastSunShadow &amp;quot;1&amp;quot;&lt;br /&gt;
sm_fullResSpotShadowEnable &amp;quot;0&amp;quot;&lt;br /&gt;
sm_lightScore_eyeProjectDist &amp;quot;64&amp;quot;&lt;br /&gt;
sm_lightScore_spotProjectFrac &amp;quot;0.125&amp;quot;&lt;br /&gt;
sm_maxLights &amp;quot;4&amp;quot;&lt;br /&gt;
sm_polygonOffsetBias &amp;quot;2.5&amp;quot;&lt;br /&gt;
sm_polygonOffsetScale &amp;quot;2&amp;quot;&lt;br /&gt;
sm_qualitySpotShadow &amp;quot;1&amp;quot;&lt;br /&gt;
sm_spotEnable &amp;quot;1&amp;quot;&lt;br /&gt;
sm_spotShadowFadeTime &amp;quot;1&amp;quot;&lt;br /&gt;
sm_strictCull &amp;quot;1&amp;quot;&lt;br /&gt;
sm_sunAlwaysCastsShadow &amp;quot;0&amp;quot;&lt;br /&gt;
sm_sunEnable &amp;quot;1&amp;quot;&lt;br /&gt;
sm_sunSampleSizeNear &amp;quot;0.25&amp;quot;&lt;br /&gt;
sm_sunShadowCenter &amp;quot;0 0 0&amp;quot;&lt;br /&gt;
sm_sunShadowScale &amp;quot;1&amp;quot;&lt;br /&gt;
snaps &amp;quot;20&amp;quot;&lt;br /&gt;
snd_autoSim &amp;quot;1&amp;quot;&lt;br /&gt;
snd_cinematicVolumeScale &amp;quot;1&amp;quot;&lt;br /&gt;
snd_distanceLpf &amp;quot;-30&amp;quot;&lt;br /&gt;
snd_dlpf_max_distance &amp;quot;3000&amp;quot;&lt;br /&gt;
snd_dlpf_min_distance &amp;quot;800&amp;quot;&lt;br /&gt;
snd_dopplerRate &amp;quot;2.75&amp;quot;&lt;br /&gt;
snd_dopplerScale &amp;quot;25&amp;quot;&lt;br /&gt;
snd_draw3D &amp;quot;Off&amp;quot;&lt;br /&gt;
snd_drawInfo &amp;quot;None&amp;quot;&lt;br /&gt;
snd_drawSort &amp;quot;priority&amp;quot;&lt;br /&gt;
snd_enableEq &amp;quot;1&amp;quot;&lt;br /&gt;
snd_errorOnMissing &amp;quot;0&amp;quot;&lt;br /&gt;
snd_flux_separation &amp;quot;0.3&amp;quot;&lt;br /&gt;
snd_global_attenuation &amp;quot;-8&amp;quot;&lt;br /&gt;
snd_isbig_distance &amp;quot;1000&amp;quot;&lt;br /&gt;
snd_khz &amp;quot;44&amp;quot;&lt;br /&gt;
snd_levelFadeTime &amp;quot;250&amp;quot;&lt;br /&gt;
snd_losOcclusion &amp;quot;1&amp;quot;&lt;br /&gt;
snd_menu_master &amp;quot;1&amp;quot;&lt;br /&gt;
snd_menu_music &amp;quot;1&amp;quot;&lt;br /&gt;
snd_menu_sfx &amp;quot;1&amp;quot;&lt;br /&gt;
snd_menu_voice &amp;quot;1&amp;quot;&lt;br /&gt;
snd_occlusion_attenuation &amp;quot;-45&amp;quot;&lt;br /&gt;
snd_occlusion_cull_distance &amp;quot;2000&amp;quot;&lt;br /&gt;
snd_occlusion_rate &amp;quot;40&amp;quot;&lt;br /&gt;
snd_omnidirectionalPercentage &amp;quot;0&amp;quot;&lt;br /&gt;
snd_pitch_timescale &amp;quot;0&amp;quot;&lt;br /&gt;
snd_playing_priority_boost &amp;quot;10&amp;quot;&lt;br /&gt;
snd_realDelay &amp;quot;0.5&amp;quot;&lt;br /&gt;
snd_reportSndAliasErrors &amp;quot;1&amp;quot;&lt;br /&gt;
snd_skip_muted_sounds &amp;quot;0&amp;quot;&lt;br /&gt;
snd_slaveFadeInTime &amp;quot;0.15&amp;quot;&lt;br /&gt;
snd_slaveFadeOutTime &amp;quot;0.25&amp;quot;&lt;br /&gt;
snd_speakerConfiguration &amp;quot;Stereo&amp;quot;&lt;br /&gt;
snd_touchStreamFilesOnLoad &amp;quot;0&amp;quot;&lt;br /&gt;
snd_water_occlusion_attenuation &amp;quot;-30&amp;quot;&lt;br /&gt;
snd_water_occlusion_distance &amp;quot;60&amp;quot;&lt;br /&gt;
snd_water_occlusion_minimum &amp;quot;-8&amp;quot;&lt;br /&gt;
snd_water_omni_amount &amp;quot;0.5&amp;quot;&lt;br /&gt;
snd_water_omni_distance &amp;quot;60&amp;quot;&lt;br /&gt;
snd_water_pitch_amount &amp;quot;0.9&amp;quot;&lt;br /&gt;
snd_water_pitch_distance &amp;quot;30&amp;quot;&lt;br /&gt;
spawnsystem_debug &amp;quot;0&amp;quot;&lt;br /&gt;
spawnsystem_debug_best_points &amp;quot;1&amp;quot;&lt;br /&gt;
spawnsystem_debug_force_score_update &amp;quot;1&amp;quot;&lt;br /&gt;
spawnsystem_debug_influencer_types &amp;quot;0&amp;quot;&lt;br /&gt;
spawnsystem_debug_influencers &amp;quot;1&amp;quot;&lt;br /&gt;
spawnsystem_debug_player &amp;quot;&amp;quot;&lt;br /&gt;
spawnsystem_debug_points &amp;quot;1&amp;quot;&lt;br /&gt;
spawnsystem_debug_team &amp;quot;&amp;quot;&lt;br /&gt;
spawnsystem_friend_influencer_stacking &amp;quot;0&amp;quot;&lt;br /&gt;
spawnsystem_weapon_influencer_min_length &amp;quot;0.1&amp;quot;&lt;br /&gt;
spawnsystem_weapon_influencer_push_through &amp;quot;50&amp;quot;&lt;br /&gt;
spawnsystem_weapon_influencer_sight_check &amp;quot;1&amp;quot;&lt;br /&gt;
spawnsystem_weapon_influencer_update_interval &amp;quot;151&amp;quot;&lt;br /&gt;
squad_highlighted &amp;quot;0&amp;quot;&lt;br /&gt;
squad_member_selected &amp;quot;1&amp;quot;&lt;br /&gt;
squad_previous &amp;quot;0&amp;quot;&lt;br /&gt;
squad_selected &amp;quot;0&amp;quot;&lt;br /&gt;
squad_selected_locked &amp;quot;0&amp;quot;&lt;br /&gt;
squad_selected_name &amp;quot;MPUI_CALLSIGN_LONEWOLVES&amp;quot;&lt;br /&gt;
squads_debug &amp;quot;0&amp;quot;&lt;br /&gt;
stat_version &amp;quot;10&amp;quot;&lt;br /&gt;
stopspeed &amp;quot;100&amp;quot;&lt;br /&gt;
sv_allowAnonymous &amp;quot;0&amp;quot;&lt;br /&gt;
sv_allowDownload &amp;quot;1&amp;quot;&lt;br /&gt;
sv_allowedClan1 &amp;quot;&amp;quot;&lt;br /&gt;
sv_allowedClan2 &amp;quot;&amp;quot;&lt;br /&gt;
sv_botsPressAttackBtn &amp;quot;1&amp;quot;&lt;br /&gt;
sv_botsRandomInput &amp;quot;0&amp;quot;&lt;br /&gt;
sv_cheats &amp;quot;0&amp;quot;&lt;br /&gt;
sv_clientArchive &amp;quot;1&amp;quot;&lt;br /&gt;
sv_clientside &amp;quot;0&amp;quot;&lt;br /&gt;
sv_clientSideBullets &amp;quot;1&amp;quot;&lt;br /&gt;
sv_clientSideVehicles &amp;quot;1&amp;quot;&lt;br /&gt;
sv_connectTimeout &amp;quot;45&amp;quot;&lt;br /&gt;
sv_debugRate &amp;quot;0&amp;quot;&lt;br /&gt;
sv_debugReliableCmds &amp;quot;0&amp;quot;&lt;br /&gt;
sv_disableClientConsole &amp;quot;0&amp;quot;&lt;br /&gt;
sv_FFCheckSums &amp;quot;&amp;quot;&lt;br /&gt;
sv_FFNames &amp;quot;&amp;quot;&lt;br /&gt;
sv_floodprotect &amp;quot;4&amp;quot;&lt;br /&gt;
sv_fps &amp;quot;20&amp;quot;&lt;br /&gt;
sv_hostname &amp;quot;CoDWaWHost&amp;quot;&lt;br /&gt;
sv_iwdNames &amp;quot;iw_20 iw_19 iw_18 iw_17 iw_16 iw_15 iw_14 iw_13 iw_12 iw_11 iw_10 iw_09 iw_08 iw_07 iw_06 iw_05 iw_04 iw_03 iw_02 iw_01 iw_00&amp;quot;&lt;br /&gt;
&lt;br /&gt;
sv_iwds &amp;quot;1419315469 -2053677677 -61854135 337426137 704011720 442087115 2082273697 -755386526 1711915667 421433872 -941923171 -1354374490 &lt;br /&gt;
1775734970 129485564 -1982375373 -1117143133 939809958 621091539 1211913927 -1026172712 -1810803795 &amp;quot;&lt;br /&gt;
&lt;br /&gt;
sv_keywords &amp;quot;&amp;quot;&lt;br /&gt;
sv_kickBanTime &amp;quot;300&amp;quot;&lt;br /&gt;
sv_mapname &amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
sv_mapRotation &amp;quot;map mp_airfield map mp_asylum map mp_castle map mp_shrine map mp_courtyard map mp_dome map mp_downfall map mp_hangar &lt;br /&gt;
map mp_makin map mp_outskirts map mp_roundhouse map mp_seelow map mp_suburban&amp;quot;&lt;br /&gt;
&lt;br /&gt;
sv_mapRotationCurrent &amp;quot; map mp_asylum map mp_castle map mp_shrine map mp_courtyard map mp_dome map mp_downfall map mp_hangar map mp_makin &lt;br /&gt;
map mp_outskirts map mp_roundhouse map mp_seelow map mp_suburban&amp;quot;&lt;br /&gt;
&lt;br /&gt;
sv_maxclients &amp;quot;32&amp;quot;&lt;br /&gt;
sv_maxPing &amp;quot;0&amp;quot;&lt;br /&gt;
sv_maxRate &amp;quot;5000&amp;quot;&lt;br /&gt;
sv_minPing &amp;quot;0&amp;quot;&lt;br /&gt;
sv_network_warning &amp;quot;0&amp;quot;&lt;br /&gt;
sv_packet_info &amp;quot;0&amp;quot;&lt;br /&gt;
sv_padPackets &amp;quot;0&amp;quot;&lt;br /&gt;
sv_paused &amp;quot;0&amp;quot;&lt;br /&gt;
sv_privateClients &amp;quot;0&amp;quot;&lt;br /&gt;
sv_privatePassword &amp;quot;&amp;quot;&lt;br /&gt;
sv_punkbuster &amp;quot;0&amp;quot;&lt;br /&gt;
sv_pure &amp;quot;1&amp;quot;&lt;br /&gt;
sv_reconnectlimit &amp;quot;3&amp;quot;&lt;br /&gt;
sv_referencedFFCheckSums &amp;quot;459104 29376640 38345952 224&amp;quot;&lt;br /&gt;
sv_referencedFFNames &amp;quot;code_post_gfx_mp mp_airfield common_mp mp_airfield_load&amp;quot;&lt;br /&gt;
&lt;br /&gt;
sv_referencedIwdNames &amp;quot;main/iw_00 main/iw_02 main/iw_10 main/iw_05 main/iw_03 main/iw_04 main/&lt;br /&gt;
iw_08 main/iw_07 main/iw_09 main/iw_06 main/iw_01 main/iw_11 main/iw_12 main/iw_14 main/iw_13 main/iw_16 main/iw_18 main/iw_15 main/iw_20&amp;quot;&lt;br /&gt;
&lt;br /&gt;
sv_referencedIwds &amp;quot;-1810803795 1211913927 -941923171 -1117143133 621091539 939809958 1775734970 129485564 -1354374490 -1982375373 &lt;br /&gt;
-1026172712 421433872 1711915667 2082273697 -755386526 704011720 -61854135 442087115 1419315469 &amp;quot;&lt;br /&gt;
&lt;br /&gt;
sv_running &amp;quot;0&amp;quot;&lt;br /&gt;
sv_serverid &amp;quot;242&amp;quot;&lt;br /&gt;
sv_showAverageBPS &amp;quot;0&amp;quot;&lt;br /&gt;
sv_showCommands &amp;quot;0&amp;quot;&lt;br /&gt;
sv_showPingSpam &amp;quot;0&amp;quot;&lt;br /&gt;
sv_timeout &amp;quot;240&amp;quot;&lt;br /&gt;
sv_voice &amp;quot;0&amp;quot;&lt;br /&gt;
sv_voiceQuality &amp;quot;3&amp;quot;&lt;br /&gt;
sv_wwwBaseURL &amp;quot;&amp;quot;&lt;br /&gt;
sv_wwwDlDisconnected &amp;quot;0&amp;quot;&lt;br /&gt;
sv_wwwDownload &amp;quot;0&amp;quot;&lt;br /&gt;
sv_zombietime &amp;quot;2&amp;quot;&lt;br /&gt;
sys_configSum &amp;quot;121571059&amp;quot;&lt;br /&gt;
sys_configureGHz &amp;quot;7.123&amp;quot;&lt;br /&gt;
sys_cpuGHz &amp;quot;1.86153&amp;quot;&lt;br /&gt;
sys_cpuName &amp;quot;Intel(R) Core(TM)2 CPU    6300  @ 1.86GHz&amp;quot;&lt;br /&gt;
sys_gpu &amp;quot;NVIDIA GeForce 7300 GS&amp;quot;&lt;br /&gt;
sys_lockThreads &amp;quot;0&amp;quot;&lt;br /&gt;
sys_smp_allowed &amp;quot;1&amp;quot;&lt;br /&gt;
sys_SSE &amp;quot;1&amp;quot;&lt;br /&gt;
sys_sysMB &amp;quot;1024&amp;quot;&lt;br /&gt;
tabun_effect_radius &amp;quot;150&amp;quot;&lt;br /&gt;
tabun_shock_radius &amp;quot;150&amp;quot;&lt;br /&gt;
tabunGasDuration &amp;quot;3&amp;quot;&lt;br /&gt;
tabunInitialGasShockDuration &amp;quot;7&amp;quot;&lt;br /&gt;
tabunWalkInGasShockDuration &amp;quot;4&amp;quot;&lt;br /&gt;
team_indicator &amp;quot;0&amp;quot;&lt;br /&gt;
timescale &amp;quot;1&amp;quot;&lt;br /&gt;
twar_captureAccelBonus &amp;quot;35&amp;quot;&lt;br /&gt;
twar_captureAccelLimit &amp;quot;50&amp;quot;&lt;br /&gt;
twar_captureTime &amp;quot;40&amp;quot;&lt;br /&gt;
twar_finalFightFlagRespawnPenalty &amp;quot;3&amp;quot;&lt;br /&gt;
twar_finalFightTimeLimit &amp;quot;5&amp;quot;&lt;br /&gt;
twar_momentumArtillery &amp;quot;10&amp;quot;&lt;br /&gt;
twar_momentumBlitzkriegTime &amp;quot;30&amp;quot;&lt;br /&gt;
twar_momentumDogs &amp;quot;10&amp;quot;&lt;br /&gt;
twar_momentumEnabled &amp;quot;1&amp;quot;&lt;br /&gt;
twar_momentumFlagCap &amp;quot;25&amp;quot;&lt;br /&gt;
twar_momentumKamikaze &amp;quot;10&amp;quot;&lt;br /&gt;
twar_momentumKillPlayer &amp;quot;5&amp;quot;&lt;br /&gt;
twar_momentumMax &amp;quot;70&amp;quot;&lt;br /&gt;
twar_momentumMaxMultiplier &amp;quot;3&amp;quot;&lt;br /&gt;
twar_momentumMultiplierBonus &amp;quot;25&amp;quot;&lt;br /&gt;
twar_momentumMultiplierBonusLimit &amp;quot;75&amp;quot;&lt;br /&gt;
twar_momentumRadar &amp;quot;10&amp;quot;&lt;br /&gt;
twar_neutralFlagLockTime &amp;quot;0&amp;quot;&lt;br /&gt;
twar_secondaryInfluencerBonus &amp;quot;0.5&amp;quot;&lt;br /&gt;
twar_showEnemyCount &amp;quot;1&amp;quot;&lt;br /&gt;
twar_spawnPointFacingAngle &amp;quot;60&amp;quot;&lt;br /&gt;
ui_3dwaypointtext &amp;quot;1&amp;quot;&lt;br /&gt;
ui_allow_classchange &amp;quot;0&amp;quot;&lt;br /&gt;
ui_allow_controlschange &amp;quot;1&amp;quot;&lt;br /&gt;
ui_allow_teamchange &amp;quot;0&amp;quot;&lt;br /&gt;
ui_allowvote &amp;quot;1&amp;quot;&lt;br /&gt;
ui_bigFont &amp;quot;0.4&amp;quot;&lt;br /&gt;
ui_bomb_timer &amp;quot;0&amp;quot;&lt;br /&gt;
ui_borderLowLightScale &amp;quot;0.6&amp;quot;&lt;br /&gt;
ui_browserFriendlyfire &amp;quot;-1&amp;quot;&lt;br /&gt;
ui_browserKillcam &amp;quot;-1&amp;quot;&lt;br /&gt;
ui_browserMod &amp;quot;-1&amp;quot;&lt;br /&gt;
ui_browserShowDedicated &amp;quot;0&amp;quot;&lt;br /&gt;
ui_browserShowEmpty &amp;quot;1&amp;quot;&lt;br /&gt;
ui_browserShowFull &amp;quot;1&amp;quot;&lt;br /&gt;
ui_browserShowPassword &amp;quot;-1&amp;quot;&lt;br /&gt;
ui_browserShowPunkBuster &amp;quot;-1&amp;quot;&lt;br /&gt;
ui_browserShowPure &amp;quot;0&amp;quot;&lt;br /&gt;
ui_buildLocation &amp;quot;-60 460&amp;quot;&lt;br /&gt;
ui_buildSize &amp;quot;0.2&amp;quot;&lt;br /&gt;
ui_can_invite_to_squad &amp;quot;0&amp;quot;&lt;br /&gt;
ui_cinematicsTimestamp &amp;quot;0&amp;quot;&lt;br /&gt;
ui_class_offset &amp;quot;200&amp;quot;&lt;br /&gt;
ui_connectScreenTextGlowColor &amp;quot;0 0 0 1&amp;quot;&lt;br /&gt;
ui_current_challenge_stat &amp;quot;0&amp;quot;&lt;br /&gt;
ui_currentMap &amp;quot;4&amp;quot;&lt;br /&gt;
ui_currentNetMap &amp;quot;4&amp;quot;&lt;br /&gt;
ui_currentSquad &amp;quot;&amp;quot;&lt;br /&gt;
ui_custom_newname &amp;quot;&amp;quot;&lt;br /&gt;
ui_customclass_selected &amp;quot;1&amp;quot;&lt;br /&gt;
ui_customClassName &amp;quot;&amp;quot;&lt;br /&gt;
ui_customModeEditName &amp;quot;&amp;quot;&lt;br /&gt;
ui_customModeName &amp;quot;&amp;quot;&lt;br /&gt;
ui_deathicontext &amp;quot;1&amp;quot;&lt;br /&gt;
ui_dedicated &amp;quot;0&amp;quot;&lt;br /&gt;
ui_drawCrosshair &amp;quot;1&amp;quot;&lt;br /&gt;
ui_ethernetLinkActive &amp;quot;1&amp;quot;&lt;br /&gt;
ui_extraBigFont &amp;quot;0.55&amp;quot;&lt;br /&gt;
ui_friendlyfire &amp;quot;0&amp;quot;&lt;br /&gt;
ui_friendNameNew &amp;quot;&amp;quot;&lt;br /&gt;
ui_friendPendingSelectedInd &amp;quot;0&amp;quot;&lt;br /&gt;
ui_friendSelectedInd &amp;quot;0&amp;quot;&lt;br /&gt;
ui_gametype &amp;quot;0&amp;quot;&lt;br /&gt;
ui_generic_status_bar &amp;quot;0&amp;quot;&lt;br /&gt;
ui_hint_text &amp;quot;@MP_NULL&amp;quot;&lt;br /&gt;
ui_hostname &amp;quot;CoDWaWHost&amp;quot;&lt;br /&gt;
ui_hud_hardcore &amp;quot;0&amp;quot;&lt;br /&gt;
ui_hud_obituaries &amp;quot;1&amp;quot;&lt;br /&gt;
ui_hud_showobjicons &amp;quot;1&amp;quot;&lt;br /&gt;
ui_ignoreMousePos &amp;quot;0&amp;quot;&lt;br /&gt;
ui_invitedToSquad &amp;quot;0&amp;quot;&lt;br /&gt;
ui_inviteScreen &amp;quot;0&amp;quot;&lt;br /&gt;
ui_inviteSelectedInd &amp;quot;0&amp;quot;&lt;br /&gt;
ui_joinGametype &amp;quot;0&amp;quot;&lt;br /&gt;
ui_keep_unlock_open &amp;quot;0&amp;quot;&lt;br /&gt;
ui_lobbypopup &amp;quot;&amp;quot;&lt;br /&gt;
ui_mapname &amp;quot;mp_airfield&amp;quot;&lt;br /&gt;
ui_maxclients &amp;quot;32&amp;quot;&lt;br /&gt;
ui_motd &amp;quot;&amp;quot;&lt;br /&gt;
ui_mousePitch &amp;quot;0&amp;quot;&lt;br /&gt;
ui_mulitplayer_menu &amp;quot;1&amp;quot;&lt;br /&gt;
ui_multi_dt &amp;quot;0&amp;quot;&lt;br /&gt;
ui_multi_s &amp;quot;1000&amp;quot;&lt;br /&gt;
ui_multiplayer &amp;quot;1&amp;quot;&lt;br /&gt;
ui_netGametype &amp;quot;6&amp;quot;&lt;br /&gt;
ui_netGametypeName &amp;quot;twar&amp;quot;&lt;br /&gt;
ui_netSource &amp;quot;1&amp;quot;&lt;br /&gt;
ui_playerProfileAlreadyChosen &amp;quot;0&amp;quot;&lt;br /&gt;
ui_playerProfileCount &amp;quot;0&amp;quot;&lt;br /&gt;
ui_playerProfileNameNew &amp;quot;&amp;quot;&lt;br /&gt;
ui_playerProfileSelected &amp;quot;&amp;quot;&lt;br /&gt;
ui_popup_close_icon &amp;quot;0&amp;quot;&lt;br /&gt;
ui_prevTextEntryBox &amp;quot;-1&amp;quot;&lt;br /&gt;
ui_radar_allies &amp;quot;0&amp;quot;&lt;br /&gt;
ui_radar_axis &amp;quot;0&amp;quot;&lt;br /&gt;
ui_radar_client &amp;quot;0&amp;quot;&lt;br /&gt;
ui_reset_squad_index &amp;quot;0&amp;quot;&lt;br /&gt;
ui_score_bar &amp;quot;0&amp;quot;&lt;br /&gt;
ui_scorelimit &amp;quot;5&amp;quot;&lt;br /&gt;
ui_serverStatusTimeOut &amp;quot;7000&amp;quot;&lt;br /&gt;
ui_show_arrow &amp;quot;1&amp;quot;&lt;br /&gt;
ui_showEndOfGame &amp;quot;0&amp;quot;&lt;br /&gt;
ui_showList &amp;quot;0&amp;quot;&lt;br /&gt;
ui_showmap &amp;quot;1&amp;quot;&lt;br /&gt;
ui_showMenuOnly &amp;quot;&amp;quot;&lt;br /&gt;
ui_smallFont &amp;quot;0.25&amp;quot;&lt;br /&gt;
ui_squad_count &amp;quot;0&amp;quot;&lt;br /&gt;
ui_squad_member_action &amp;quot;0&amp;quot;&lt;br /&gt;
ui_squad_name_action &amp;quot;0&amp;quot;&lt;br /&gt;
ui_squad_spectating &amp;quot;0&amp;quot;&lt;br /&gt;
ui_stat_assists &amp;quot;0&amp;quot;&lt;br /&gt;
ui_stat_death_streak &amp;quot;2&amp;quot;&lt;br /&gt;
ui_stat_deaths &amp;quot;6&amp;quot;&lt;br /&gt;
ui_stat_headshots &amp;quot;0&amp;quot;&lt;br /&gt;
ui_stat_kill_streak &amp;quot;0&amp;quot;&lt;br /&gt;
ui_stat_kills &amp;quot;0&amp;quot;&lt;br /&gt;
ui_stat_rankxp &amp;quot;0&amp;quot;&lt;br /&gt;
ui_stat_score &amp;quot;15&amp;quot;&lt;br /&gt;
ui_stat_teamkills &amp;quot;0&amp;quot;&lt;br /&gt;
ui_stat_time_played_allies &amp;quot;972&amp;quot;&lt;br /&gt;
ui_stat_time_played_opfor &amp;quot;530&amp;quot;&lt;br /&gt;
ui_stat_time_played_other &amp;quot;31&amp;quot;&lt;br /&gt;
ui_text_endreason &amp;quot;MP_RUSSIAN_FORFEITED&amp;quot;&lt;br /&gt;
ui_time_marker &amp;quot;1916356&amp;quot;&lt;br /&gt;
ui_timelimit &amp;quot;10&amp;quot;&lt;br /&gt;
ui_uav_allies &amp;quot;0&amp;quot;&lt;br /&gt;
ui_uav_axis &amp;quot;0&amp;quot;&lt;br /&gt;
ui_uav_client &amp;quot;0&amp;quot;&lt;br /&gt;
ui_xpText &amp;quot;1&amp;quot;&lt;br /&gt;
uiscript_debug &amp;quot;0&amp;quot;&lt;br /&gt;
useFastFile &amp;quot;1&amp;quot;&lt;br /&gt;
vehanim_debug &amp;quot;0&amp;quot;&lt;br /&gt;
vehanim_enable &amp;quot;1&amp;quot;&lt;br /&gt;
vehControlMode &amp;quot;0&amp;quot;&lt;br /&gt;
vehGunnerSplashDamage &amp;quot;0.1&amp;quot;&lt;br /&gt;
vehHelicopterDecelerationFwd &amp;quot;0.5&amp;quot;&lt;br /&gt;
vehHelicopterDecelerationSide &amp;quot;1&amp;quot;&lt;br /&gt;
vehHelicopterHeadSwayDontSwayTheTurret &amp;quot;1&amp;quot;&lt;br /&gt;
vehHelicopterHoverSpeedThreshold &amp;quot;400&amp;quot;&lt;br /&gt;
vehHelicopterInvertUpDown &amp;quot;0&amp;quot;&lt;br /&gt;
vehHelicopterJitterJerkyness &amp;quot;0.3&amp;quot;&lt;br /&gt;
vehHelicopterLookaheadTime &amp;quot;1&amp;quot;&lt;br /&gt;
vehHelicopterMaxAccel &amp;quot;45&amp;quot;&lt;br /&gt;
vehHelicopterMaxAccelVertical &amp;quot;30&amp;quot;&lt;br /&gt;
vehHelicopterMaxPitch &amp;quot;35&amp;quot;&lt;br /&gt;
vehHelicopterMaxRoll &amp;quot;35&amp;quot;&lt;br /&gt;
vehHelicopterMaxSpeed &amp;quot;150&amp;quot;&lt;br /&gt;
vehHelicopterMaxSpeedVertical &amp;quot;65&amp;quot;&lt;br /&gt;
vehHelicopterMaxYawAccel &amp;quot;90&amp;quot;&lt;br /&gt;
vehHelicopterMaxYawRate &amp;quot;120&amp;quot;&lt;br /&gt;
vehHelicopterRightStickDeadzone &amp;quot;0.3&amp;quot;&lt;br /&gt;
vehHelicopterScaleMovement &amp;quot;1&amp;quot;&lt;br /&gt;
vehHelicopterSoftCollisions &amp;quot;0&amp;quot;&lt;br /&gt;
vehHelicopterStrafeDeadzone &amp;quot;0.3&amp;quot;&lt;br /&gt;
vehHelicopterTiltFromAcceleration &amp;quot;2&amp;quot;&lt;br /&gt;
vehHelicopterTiltFromControllerAxes &amp;quot;0&amp;quot;&lt;br /&gt;
vehHelicopterTiltFromDeceleration &amp;quot;2&amp;quot;&lt;br /&gt;
vehHelicopterTiltFromFwdAndYaw &amp;quot;0&amp;quot;&lt;br /&gt;
vehHelicopterTiltFromFwdAndYaw_VelAtMaxTilt &amp;quot;1&amp;quot;&lt;br /&gt;
vehHelicopterTiltFromVelocity &amp;quot;1&amp;quot;&lt;br /&gt;
vehHelicopterTiltMomentum &amp;quot;0.4&amp;quot;&lt;br /&gt;
vehHelicopterTiltSpeed &amp;quot;1.2&amp;quot;&lt;br /&gt;
vehHelicopterYawAltitudeControls &amp;quot;Altitude and yaw are both controlled by the thumbstick&amp;quot;&lt;br /&gt;
vehHelicopterYawOnLeftStick &amp;quot;5&amp;quot;&lt;br /&gt;
vehicle_damage_bouncing_betty &amp;quot;1.25&amp;quot;&lt;br /&gt;
vehicle_damage_bullet &amp;quot;0&amp;quot;&lt;br /&gt;
vehicle_damage_grenade &amp;quot;0.3&amp;quot;&lt;br /&gt;
vehicle_damage_max_shielding &amp;quot;0.25&amp;quot;&lt;br /&gt;
vehicle_damage_projectile &amp;quot;1.2&amp;quot;&lt;br /&gt;
vehicle_damage_satchel_charge &amp;quot;1.5&amp;quot;&lt;br /&gt;
vehicle_damage_sticky_grenade &amp;quot;1.35&amp;quot;&lt;br /&gt;
vehicle_damage_zone_front &amp;quot;1&amp;quot;&lt;br /&gt;
vehicle_damage_zone_rear &amp;quot;2&amp;quot;&lt;br /&gt;
vehicle_damage_zone_side &amp;quot;1.2&amp;quot;&lt;br /&gt;
vehicle_damage_zone_under &amp;quot;2.25&amp;quot;&lt;br /&gt;
vehicle_destructible_damage_bouncing_betty &amp;quot;1&amp;quot;&lt;br /&gt;
vehicle_destructible_damage_bouncing_betty_radius &amp;quot;13.1&amp;quot;&lt;br /&gt;
vehicle_destructible_damage_grenade &amp;quot;0.2&amp;quot;&lt;br /&gt;
vehicle_destructible_damage_grenade_radius &amp;quot;100&amp;quot;&lt;br /&gt;
vehicle_destructible_damage_projectile_radius &amp;quot;4&amp;quot;&lt;br /&gt;
vehicle_destructible_damage_satchel_charge &amp;quot;1.5&amp;quot;&lt;br /&gt;
vehicle_destructible_damage_satchel_charge_radius &amp;quot;21.1&amp;quot;&lt;br /&gt;
vehicle_destructible_damage_sticky_grenade &amp;quot;1.5&amp;quot;&lt;br /&gt;
vehicle_destructible_damage_sticky_grenade_radius &amp;quot;13.1&amp;quot;&lt;br /&gt;
vehicle_perk_boost_acceleration_multiplier &amp;quot;1.571&amp;quot;&lt;br /&gt;
vehicle_perk_boost_duration_seconds &amp;quot;0.74&amp;quot;&lt;br /&gt;
vehicle_perk_boost_interval_seconds &amp;quot;1.703&amp;quot;&lt;br /&gt;
vehicle_perk_boost_speed_increase &amp;quot;1.878&amp;quot;&lt;br /&gt;
vehicle_perk_leadfoot_speed_increase &amp;quot;1.35&amp;quot;&lt;br /&gt;
vehicle_piece_damagesfx_threshold &amp;quot;10&amp;quot;&lt;br /&gt;
vehicle_switch_seat_delay &amp;quot;0.5&amp;quot;&lt;br /&gt;
vehicle_useRadius &amp;quot;256&amp;quot;&lt;br /&gt;
vehLockTurretToPlayerView &amp;quot;1&amp;quot;&lt;br /&gt;
vehPlaneFakeLiftForce &amp;quot;0&amp;quot;&lt;br /&gt;
vehPlaneGravityForce &amp;quot;0&amp;quot;&lt;br /&gt;
vehPlaneLiftForce &amp;quot;0&amp;quot;&lt;br /&gt;
vehPlaneLowSpeed &amp;quot;1500&amp;quot;&lt;br /&gt;
vehPlanePitchAccel &amp;quot;16&amp;quot;&lt;br /&gt;
vehPlaneRollAccel &amp;quot;16&amp;quot;&lt;br /&gt;
vehPlaneRollDeadZone &amp;quot;0.15&amp;quot;&lt;br /&gt;
vehPlaneYawFromRollScale &amp;quot;0.1&amp;quot;&lt;br /&gt;
vehPlaneYawSpeed &amp;quot;50&amp;quot;&lt;br /&gt;
version &amp;quot;Call of Duty Multiplayer COD_WaW MP build 1.0.872 CL(0) JADAMS2 Fri Oct 10 18:27:02 2008 win-x86&amp;quot;&lt;br /&gt;
vid_xpos &amp;quot;3&amp;quot;&lt;br /&gt;
vid_ypos &amp;quot;22&amp;quot;&lt;br /&gt;
visionstore_filmBrightness &amp;quot;0.16&amp;quot;&lt;br /&gt;
visionstore_filmContrast &amp;quot;1.2&amp;quot;&lt;br /&gt;
visionstore_filmDarkTint &amp;quot;0.44 0.15 0.24&amp;quot;&lt;br /&gt;
visionstore_filmDesaturation &amp;quot;0&amp;quot;&lt;br /&gt;
visionstore_filmEnable &amp;quot;1&amp;quot;&lt;br /&gt;
visionstore_filmInvert &amp;quot;0&amp;quot;&lt;br /&gt;
visionstore_filmLightTint &amp;quot;1.37 1.6 1.2&amp;quot;&lt;br /&gt;
visionstore_glowRayExpansion &amp;quot;.5&amp;quot;&lt;br /&gt;
visionstore_glowRayIntensity &amp;quot;0.25&amp;quot;&lt;br /&gt;
visionstore_glowTweakBloomCutoff &amp;quot;0.5&amp;quot;&lt;br /&gt;
visionstore_glowTweakBloomDesaturation &amp;quot;0&amp;quot;&lt;br /&gt;
visionstore_glowTweakBloomIntensity0 &amp;quot;1&amp;quot;&lt;br /&gt;
visionstore_glowTweakBloomIntensity1 &amp;quot;&amp;quot;&lt;br /&gt;
visionstore_glowTweakEnable &amp;quot;0&amp;quot;&lt;br /&gt;
visionstore_glowTweakRadius0 &amp;quot;5&amp;quot;&lt;br /&gt;
visionstore_glowTweakRadius1 &amp;quot;&amp;quot;&lt;br /&gt;
visionstore_glowTweakSkyBleedIntensity0 &amp;quot;&amp;quot;&lt;br /&gt;
visionstore_glowTweakSkyBleedIntensity1 &amp;quot;&amp;quot;&lt;br /&gt;
voice_deadChat &amp;quot;0&amp;quot;&lt;br /&gt;
voice_global &amp;quot;0&amp;quot;&lt;br /&gt;
voice_localEcho &amp;quot;0&amp;quot;&lt;br /&gt;
war_a &amp;quot;@MPUI_CALLSIGN_AIRFIELD_A&amp;quot;&lt;br /&gt;
war_b &amp;quot;@MPUI_CALLSIGN_AIRFIELD_B&amp;quot;&lt;br /&gt;
war_c &amp;quot;@MPUI_CALLSIGN_AIRFIELD_C&amp;quot;&lt;br /&gt;
war_d &amp;quot;@MPUI_CALLSIGN_AIRFIELD_D&amp;quot;&lt;br /&gt;
war_e &amp;quot;@MPUI_CALLSIGN_AIRFIELD_E&amp;quot;&lt;br /&gt;
war_sb &amp;quot;&amp;quot;&lt;br /&gt;
waypointDebugDraw &amp;quot;0&amp;quot;&lt;br /&gt;
waypointDistScaleRangeMax &amp;quot;3000&amp;quot;&lt;br /&gt;
waypointDistScaleRangeMin &amp;quot;1000&amp;quot;&lt;br /&gt;
waypointDistScaleSmallest &amp;quot;0.8&amp;quot;&lt;br /&gt;
waypointIconHeight &amp;quot;36&amp;quot;&lt;br /&gt;
waypointIconWidth &amp;quot;36&amp;quot;&lt;br /&gt;
waypointOffscreenCornerRadius &amp;quot;105&amp;quot;&lt;br /&gt;
waypointOffscreenDistanceThresholdAlpha &amp;quot;30&amp;quot;&lt;br /&gt;
waypointOffscreenPadBottom &amp;quot;30&amp;quot;&lt;br /&gt;
waypointOffscreenPadLeft &amp;quot;103&amp;quot;&lt;br /&gt;
waypointOffscreenPadRight &amp;quot;0&amp;quot;&lt;br /&gt;
waypointOffscreenPadTop &amp;quot;0&amp;quot;&lt;br /&gt;
waypointOffscreenPointerDistance &amp;quot;20&amp;quot;&lt;br /&gt;
waypointOffscreenPointerHeight &amp;quot;12&amp;quot;&lt;br /&gt;
waypointOffscreenPointerWidth &amp;quot;25&amp;quot;&lt;br /&gt;
waypointOffscreenRoundedCorners &amp;quot;1&amp;quot;&lt;br /&gt;
waypointOffscreenScaleLength &amp;quot;500&amp;quot;&lt;br /&gt;
waypointOffscreenScaleSmallest &amp;quot;1&amp;quot;&lt;br /&gt;
waypointPlayerOffsetCrouch &amp;quot;56&amp;quot;&lt;br /&gt;
waypointPlayerOffsetProne &amp;quot;30&amp;quot;&lt;br /&gt;
waypointPlayerOffsetStand &amp;quot;74&amp;quot;&lt;br /&gt;
waypointSplitscreenScale &amp;quot;1.8&amp;quot;&lt;br /&gt;
waypointTweakY &amp;quot;-17&amp;quot;&lt;br /&gt;
wideScreen &amp;quot;0&amp;quot;&lt;br /&gt;
wind_debug_display &amp;quot;0&amp;quot;&lt;br /&gt;
wind_global_hi_altitude &amp;quot;0&amp;quot;&lt;br /&gt;
wind_global_low_altitude &amp;quot;0&amp;quot;&lt;br /&gt;
wind_global_low_strength_percent &amp;quot;1&amp;quot;&lt;br /&gt;
wind_global_vector &amp;quot;1 0 0&amp;quot;&lt;br /&gt;
wind_grass_gust_distance &amp;quot;2000&amp;quot;&lt;br /&gt;
wind_grass_gust_radius &amp;quot;400&amp;quot;&lt;br /&gt;
wind_grass_gust_speed &amp;quot;1&amp;quot;&lt;br /&gt;
wind_grass_gust_strength &amp;quot;0.5&amp;quot;&lt;br /&gt;
wind_grass_gustinterval &amp;quot;250&amp;quot;&lt;br /&gt;
wind_grass_scale &amp;quot;10000&amp;quot;&lt;br /&gt;
wind_grass_tension &amp;quot;0.001&amp;quot;&lt;br /&gt;
wind_leaf_scale &amp;quot;176&amp;quot;&lt;br /&gt;
winvoice_mic_mute &amp;quot;1&amp;quot;&lt;br /&gt;
winvoice_mic_reclevel &amp;quot;65535&amp;quot;&lt;br /&gt;
winvoice_mic_scaler &amp;quot;1&amp;quot;&lt;br /&gt;
winvoice_save_voice &amp;quot;0&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2145 total dvars&lt;br /&gt;
&lt;br /&gt;
2145 dvar indexes&lt;br /&gt;
&lt;br /&gt;
[[Category:Call of Duty 5]]&lt;br /&gt;
[[Category:Technical Reference]]&lt;br /&gt;
[[Category:Dvars]]&lt;br /&gt;
[[Category:Modding]]&lt;/div&gt;</summary>
		<author><name>AoKMiKeY</name></author>
	</entry>
</feed>