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https://github.com/fortressforever/fortressforever-scripts.git
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3 changed files with 0 additions and 263 deletions
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-- ff_push.lua
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-----------------------------------------------------------------------------
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-- includes
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-----------------------------------------------------------------------------
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IncludeScript("base_push");
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-----------------------------------------------------------------------------
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-- global overrides
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-----------------------------------------------------------------------------
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local orig_startup = startup
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function startup()
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-- set up team names. Localisation?
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SetTeamName( Team.kBlue, "Ball Locks" )
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SetTeamName( Team.kRed, "Rocket Expediting" )
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orig_startup()
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end
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-----------------------------------------------------------------------------
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-- triggers for doors
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-----------------------------------------------------------------------------
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red_respawn_triggerA = respawndoor:new({ team = Team.kRed })
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red_respawn_triggerB = respawndoor:new({ team = Team.kRed })
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blue_respawn_triggerA = respawndoor:new({ team = Team.kBlue })
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blue_respawn_triggerB = respawndoor:new({ team = Team.kBlue })
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-----------------------------------------------------------------------------
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-- unique push locations
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-----------------------------------------------------------------------------
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location_blue_corridor = location_info:new({ text = "Corridor", team = Team.kBlue })
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location_red_corridor = location_info:new({ text = "Corridor", team = Team.kRed })
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location_blue_lasers = location_info:new({ text = "Lasers", team = Team.kBlue })
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location_red_lasers = location_info:new({ text = "Lasers", team = Team.kRed })
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location_blue_side_warehouse = location_info:new({ text = "Side Warehouse", team = Team.kBlue })
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location_red_side_warehouse = location_info:new({ text = "Side Warehouse", team = Team.kRed })
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location_blue_loading_bay = location_info:new({ text = "Loading Bay", team = Team.kBlue })
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location_red_loading_bay = location_info:new({ text = "Loading Bay", team = Team.kRed })
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location_middle_warehouse = location_info:new({ text = "Middle Warehouse", team = Team.kUnassigned })
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@ -1,4 +0,0 @@
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PUSH SCORING
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Objective: Grab the ball from the centre warehouse and then run it to the enemy company's loading zone! Capture it on the raised platform.
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The team with the most captures at the end of the game wins!
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@ -1,211 +0,0 @@
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// Push soundscape file
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// Author: Defrag
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// Some sections based on existing valve soundscapes but modified
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// generic outside sound
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"ff.outside"
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{
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// constant wind base
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"playlooping"
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{
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"volume" "0.2"
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"pitch" "100"
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"wave" "ambient/wind/ff_wasteland_wind.wav"
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}
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// Wind gusts (based on cliffe's cs_assault settings)
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"playrandom"
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{
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"time" "20,30"
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"volume" "0.3,0.4"
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"pitch" "90,110"
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"rndwave"
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{
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"wave" "ambient/wind/wind_snippet1.wav"
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"wave" "ambient/wind/wind_snippet2.wav"
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"wave" "ambient/wind/wind_snippet3.wav"
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"wave" "ambient/wind/wind_snippet4.wav"
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"wave" "ambient/wind/wind_snippet5.wav"
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}
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}
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}
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// Rats. Ach, gash!
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"push.rats"
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{
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"playrandom"
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{
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"time" "20,30"
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"volume" "0.3,0.5"
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"pitch" "90,100"
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"position" "random"
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"soundlevel" "SNDLVL_140db"
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"rndwave"
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{
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"wave" "ambient/creatures/rats1.wav"
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"wave" "ambient/creatures/rats2.wav"
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"wave" "ambient/creatures/rats3.wav"
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"wave" "ambient/creatures/rats4.wav"
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}
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}
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}
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// workshop noises
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"push.workshop"
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{
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"playrandom"
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{
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"time" "30,60"
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"volume" "0.1,0.2"
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"pitch" "90,110"
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"position" "random"
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"soundlevel" "SNDLVL_140db"
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"rndwave"
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{
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"wave" "ambient/push/airhose.wav"
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"wave" "ambient/push/airwrench1.wav"
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"wave" "ambient/push/airwrench2.wav"
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}
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}
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}
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// outside area between the central warehouse and the base corridor
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"push.outside"
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{
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"dsp" "1"
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"dsp_volume" "0.5"
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"playsoundscape"
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{
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"name" "ff.outside"
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"volume" "1.0"
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}
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}
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// capture point area
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"push.capturepoint"
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{
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"dsp" "1"
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"dsp_volume" "0.5"
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"playsoundscape"
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{
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"name" "ff.outside"
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"volume" "1.0"
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}
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// train going past
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"playrandom"
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{
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"time" "120,180"
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"volume" "0.3"
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"pitch" "100"
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"rndwave"
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{
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"wave" "ambient/machines/train_rumble.wav"
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}
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}
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}
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// side warehouse with no roof
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"push.sidewarehouse"
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{
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"dsp" "1"
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"dsp_volume" "0.5"
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"playsoundscape"
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{
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"name" "ff.outside"
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"volume" "1.0"
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}
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"playsoundscape"
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{
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"name" "push.rats"
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"volume" "1.0"
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}
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"playsoundscape"
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{
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"name" "push.workshop"
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"volume" "1.0"
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}
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}
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// respawn
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"push.respawn"
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{
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"dsp" "1"
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"dsp_volume" "0.5"
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// General ambient noise
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"playlooping"
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{
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"volume" "0.3"
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"pitch" "100"
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"wave" "ambient/push/inside_amb1.wav"
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}
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"playrandom"
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{
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"time" "30,60"
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"volume" "0.3,0.5"
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"pitch" "90,100"
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"position" "random"
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"soundlevel" "SNDLVL_140db"
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"rndwave"
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{
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"wave" "ambient/materials/metal4.wav"
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"wave" "ambient/materials/rustypipes1.wav"
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"wave" "ambient/materials/rustypipes2.wav"
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}
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}
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}
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// main warehouse in centre
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"push.centralwarehouse"
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{
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"dsp" "1"
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"dsp_volume" "0.5"
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// General ambient noise
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"playlooping"
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{
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"volume" "0.5"
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"pitch" "100"
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"wave" "ambient/push/inside_amb1.wav"
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}
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"playsoundscape"
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{
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"name" "push.workshop"
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"volume" "1.0"
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}
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"playsoundscape"
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{
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"name" "ff.outside"
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"volume" "0.6"
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}
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}
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// doughnut shaped hallway that connects the respawn, cap point, side warehouse etc.
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"push.doughnut"
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{
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"dsp" "1"
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"dsp_volume" "0.5"
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"playsoundscape"
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{
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"name" "push.respawn"
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"volume" "1.0"
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}
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"playsoundscape"
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{
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"name" "ff.outside"
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"volume" "0.6"
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}
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}
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