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chore: add assetrefs to other games
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@ -36,6 +36,7 @@ set condition material FxElemDef::elemType == FX_ELEM_TYPE_SPRITE_BILLBOARD
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use FxEffectDefRef;
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set condition handle never;
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set string name;
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set assetref name ASSET_TYPE_FX;
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// FxTrailDef
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use FxTrailDef;
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@ -8,6 +8,7 @@ set name szInternalName;
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set string szDisplayName;
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set string szOverlayName;
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set string szXAnims;
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set assetref szXAnims ASSET_TYPE_XANIMPARTS;
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set string szModeName;
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set scriptstring hideTags;
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set scriptstring notetrackSoundMapKeys;
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@ -38,6 +38,7 @@ set condition material FxElemDef::elemType == FX_ELEM_TYPE_SPRITE_BILLBOARD
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use FxEffectDefRef;
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set condition handle never;
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set string name;
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set assetref name ASSET_TYPE_FX;
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// FxElemExtendedDefPtr
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use FxElemExtendedDefPtr;
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@ -11,6 +11,7 @@ set reusable hideTags;
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set scriptstring hideTags;
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set count hideTags 32;
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set string szXAnims;
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set assetref szXAnims ASSET_TYPE_XANIMPARTS;
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set reusable szXAnims;
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set count szXAnims 37;
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set string szAltWeaponName;
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@ -25,9 +26,11 @@ set reusable gunXModel;
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set count gunXModel 16;
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set reusable szXAnimsRightHanded;
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set string szXAnimsRightHanded;
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set assetref szXAnimsRightHanded ASSET_TYPE_XANIMPARTS;
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set count szXAnimsRightHanded 37;
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set reusable szXAnimsLeftHanded;
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set string szXAnimsLeftHanded;
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set assetref szXAnimsLeftHanded ASSET_TYPE_XANIMPARTS;
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set count szXAnimsLeftHanded 37;
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set string szModeName;
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set reusable notetrackSoundMapKeys;
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@ -38,6 +38,7 @@ set condition material FxElemDef::elemType == FX_ELEM_TYPE_SPRITE_BILLBOARD
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use FxEffectDefRef;
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set condition handle never;
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set string name;
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set assetref name ASSET_TYPE_FX;
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// FxElemExtendedDefPtr
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use FxElemExtendedDefPtr;
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@ -17,6 +17,7 @@ set count underBarrels 3;
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set reusable others;
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set count others 4;
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set string szXAnims;
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set assetref szXAnims ASSET_TYPE_XANIMPARTS;
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set reusable szXAnims;
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set count szXAnims NUM_WEAP_ANIMS;
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set reusable animOverrides;
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@ -55,9 +56,11 @@ set reusable gunXModel;
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set count gunXModel 16;
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set reusable szXAnimsRightHanded;
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set string szXAnimsRightHanded;
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set assetref szXAnimsRightHanded ASSET_TYPE_XANIMPARTS;
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set count szXAnimsRightHanded NUM_WEAP_ANIMS;
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set reusable szXAnimsLeftHanded;
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set string szXAnimsLeftHanded;
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set assetref szXAnimsLeftHanded ASSET_TYPE_XANIMPARTS;
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set count szXAnimsLeftHanded NUM_WEAP_ANIMS;
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set string szModeName;
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set reusable notetrackSoundMapKeys;
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@ -38,6 +38,7 @@ set condition material FxElemDef::elemType == FX_ELEM_TYPE_SPRITE_BILLBOARD
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use FxEffectDefRef;
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set condition handle never;
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set string name;
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set assetref name ASSET_TYPE_FX;
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// FxTrailDef
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use FxTrailDef;
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@ -9,6 +9,7 @@ set reusable weapDef;
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set string szDisplayName;
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set string szAltWeaponName;
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set string szXAnims;
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set assetref szXAnims ASSET_TYPE_XANIMPARTS;
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set count szXAnims NUM_WEAP_ANIMS;
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set reusable szXAnims;
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set scriptstring hideTags;
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