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https://github.com/ineedbots/t4_bot_warfare.git
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Completed wp editor
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@ -1,3 +1,10 @@
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/*
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_wp_editor
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Author: INeedGames
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Date: 09/26/2020
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The ingame waypoint editor. Designed to be ran on the client (not the server)
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*/
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#include common_scripts\utility;
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#include maps\mp\_utility;
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#include maps\mp\gametypes\_hud_util;
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@ -75,7 +82,7 @@ beginDebug()
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self clearPerks();
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self takeAllWeapons();
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self.specialty = [];
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self giveWeapon("m16_gl_mp");
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self giveWeapon("m1garand_gl_mp");
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self SetActionSlot( 3, "altMode" );
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self giveWeapon("frag_grenade_mp");
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self freezecontrols(false);
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@ -277,6 +284,7 @@ watchSaveWaypointsCommand()
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}
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logprint("*/return waypoints;\n}\n\n\n\n");
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PrintLn("********* Start Bot Warfare WPDump *********");
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PrintLn(level.waypointCount);
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for(i = 0; i < level.waypointCount; i++)
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{
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@ -303,6 +311,7 @@ watchSaveWaypointsCommand()
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PrintLn(str);
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}
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PrintLn("\n\n\n\n\n\n");
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self iprintln("Saved!!!");
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}
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@ -614,48 +623,52 @@ getMapName(map)
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{
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switch(map)
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{
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case "mp_convoy":
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return "Ambush";
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case "mp_backlot":
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return "Backlot";
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case "mp_bloc":
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return "Bloc";
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case "mp_bog":
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return "Bog";
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case "mp_countdown":
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return "Countdown";
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case "mp_crash":
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return "Crash";
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case "mp_crash_snow":
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return "Winter Crash";
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case "mp_crossfire":
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return "Crossfire";
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case "mp_citystreets":
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return "District";
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case "mp_farm":
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return "Downpour";
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case "mp_overgrown":
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return "Overgrown";
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case "mp_pipeline":
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return "Pipeline";
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case "mp_shipment":
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return "Shipment";
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case "mp_showdown":
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return "Showdown";
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case "mp_strike":
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return "Strike";
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case "mp_vacant":
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return "Vacant";
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case "mp_cargoship":
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return "Wetwork";
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case "mp_broadcast":
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return "Broadcast";
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case "mp_creek":
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return "Creek";
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case "mp_carentan":
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return "Chinatown";
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case "mp_killhouse":
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return "Killhouse";
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case "mp_airfield":
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return "Airfield";
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case "mp_asylum":
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return "Asylum";
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case "mp_kwai":
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return "Banzai";
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case "mp_drum":
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return "Battery";
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case "mp_castle":
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return "Castle";
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case "mp_shrine":
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return "Cliffside";
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case "mp_stalingrad":
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return "Corrosion";
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case "mp_courtyard":
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return "Courtyard";
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case "mp_dome":
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return "Dome";
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case "mp_downfall":
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return "Downfall";
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case "mp_hangar":
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return "Hangar";
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case "mp_kneedeep":
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return "Knee Deep";
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case "mp_makin":
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return "Makin";
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case "mp_makin_day":
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return "Makin Day";
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case "mp_nachtfeuer":
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return "Nightfire";
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case "mp_outskirts":
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return "Outskirts";
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case "mp_vodka":
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return "Revolution";
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case "mp_roundhouse":
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return "Roundhouse";
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case "mp_seelow":
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return "Seelow";
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case "mp_subway":
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return "Station";
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case "mp_docks":
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return "Sub Pens";
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case "mp_suburban":
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return "Upheaval";
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case "mp_bgate":
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return "Breach";
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}
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return map;
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@ -670,67 +683,72 @@ load_waypoints()
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switch(mapname)
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{
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case "mp_convoy":
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level.waypoints = maps\mp\bots\waypoints\ambush::Ambush();
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case "mp_airfield":
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level.waypoints = maps\mp\bots\waypoints\airfield::Airfield();
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break;
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case "mp_backlot":
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level.waypoints = maps\mp\bots\waypoints\backlot::Backlot();
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case "mp_asylum":
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level.waypoints = maps\mp\bots\waypoints\asylum::Asylum();
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break;
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case "mp_bloc":
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level.waypoints = maps\mp\bots\waypoints\bloc::Bloc();
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case "mp_kwai":
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level.waypoints = maps\mp\bots\waypoints\banzai::Banzai();
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break;
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case "mp_bog":
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level.waypoints = maps\mp\bots\waypoints\bog::Bog();
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case "mp_drum":
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level.waypoints = maps\mp\bots\waypoints\battery::Battery();
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break;
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case "mp_countdown":
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level.waypoints = maps\mp\bots\waypoints\countdown::Countdown();
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case "mp_bgate":
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level.waypoints = maps\mp\bots\waypoints\breach::Breach();
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break;
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case "mp_crash":
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case "mp_crash_snow":
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level.waypoints = maps\mp\bots\waypoints\crash::Crash();
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case "mp_castle":
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level.waypoints = maps\mp\bots\waypoints\castle::Castle();
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break;
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case "mp_crossfire":
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level.waypoints = maps\mp\bots\waypoints\crossfire::Crossfire();
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case "mp_shrine":
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level.waypoints = maps\mp\bots\waypoints\cliffside::Cliffside();
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break;
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case "mp_citystreets":
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level.waypoints = maps\mp\bots\waypoints\district::District();
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case "mp_stalingrad":
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level.waypoints = maps\mp\bots\waypoints\corrosion::Corrosion();
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break;
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case "mp_farm":
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level.waypoints = maps\mp\bots\waypoints\downpour::Downpour();
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case "mp_courtyard":
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level.waypoints = maps\mp\bots\waypoints\courtyard::Courtyard();
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break;
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case "mp_overgrown":
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level.waypoints = maps\mp\bots\waypoints\overgrown::Overgrown();
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case "mp_dome":
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level.waypoints = maps\mp\bots\waypoints\dome::Dome();
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break;
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case "mp_pipeline":
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level.waypoints = maps\mp\bots\waypoints\pipeline::Pipeline();
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case "mp_downfall":
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level.waypoints = maps\mp\bots\waypoints\downfall::Downfall();
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break;
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case "mp_shipment":
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level.waypoints = maps\mp\bots\waypoints\shipment::Shipment();
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case "mp_hangar":
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level.waypoints = maps\mp\bots\waypoints\hangar::Hangar();
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break;
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case "mp_showdown":
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level.waypoints = maps\mp\bots\waypoints\showdown::Showdown();
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case "mp_kneedeep":
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level.waypoints = maps\mp\bots\waypoints\kneedeep::KneeDeep();
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break;
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case "mp_strike":
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level.waypoints = maps\mp\bots\waypoints\strike::Strike();
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case "mp_makin":
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case "mp_makin_day":
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level.waypoints = maps\mp\bots\waypoints\makin::Makin();
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break;
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case "mp_vacant":
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level.waypoints = maps\mp\bots\waypoints\vacant::Vacant();
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case "mp_nachtfeuer":
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level.waypoints = maps\mp\bots\waypoints\nightfire::Nightfire();
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break;
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case "mp_cargoship":
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level.waypoints = maps\mp\bots\waypoints\wetwork::Wetwork();
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case "mp_outskirts":
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level.waypoints = maps\mp\bots\waypoints\outskirts::Outskirts();
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break;
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case "mp_broadcast":
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level.waypoints = maps\mp\bots\waypoints\broadcast::Broadcast();
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case "mp_vodka":
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level.waypoints = maps\mp\bots\waypoints\revolution::Revolution();
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break;
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case "mp_creek":
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level.waypoints = maps\mp\bots\waypoints\creek::Creek();
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case "mp_roundhouse":
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level.waypoints = maps\mp\bots\waypoints\roundhouse::Roundhouse();
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break;
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case "mp_carentan":
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level.waypoints = maps\mp\bots\waypoints\chinatown::Chinatown();
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case "mp_seelow":
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level.waypoints = maps\mp\bots\waypoints\seelow::Seelow();
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break;
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case "mp_killhouse":
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level.waypoints = maps\mp\bots\waypoints\killhouse::Killhouse();
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case "mp_subway":
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level.waypoints = maps\mp\bots\waypoints\station::Station();
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break;
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case "mp_docks":
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level.waypoints = maps\mp\bots\waypoints\subpens::SubPens();
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break;
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case "mp_suburban":
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level.waypoints = maps\mp\bots\waypoints\upheaval::Upheaval();
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break;
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default:
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level.gametypestarted = true; // so we know that the gametype has been started up
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level thread maps\mp\bots\_bot::init();
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level thread maps\mp\bots\_menu::init();
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level thread maps\mp\bots\_wp_editor::init();
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}
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}
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