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main (){
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