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{
level._effect["weapon_glow"] = LoadFX( "fx_weapon_glow" );
maps\_zombiemode::main();
thread weapon_glow();
weapon_glow()
{
weaponslocations = GetEntArray( "weapon_upgrade", "targetname" );
for(i = 0; i < weaponslocations.size; i++)
{
weaponslocations[i] thread fx_weapon();
}
}
fx_weapon()
{
self.tag_origin = spawn("script_model", self.origin);
self.tag_origin setmodel("tag_origin");
self.tag_origin.angles = self.angles;
playfxontag(level._effect["weapon_glow"], self.tag_origin, "tag_origin");
}
fx,fx_weapon_glow