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- // Construction - All Maps - Transport
- EVALSET 9[0] "$_NEXT$ 9[1]; $_PREV$ 9[5]; $_ACTN$ EXEC $0[d]$MultitroopTransport_Build; ECHO $0[d]$MultitroopTransport_Build"
- EVALSET 9[1] "$_NEXT$ 9[2]; $_PREV$ 9[0]; $_ACTN$ EXEC $0[d]$MultitroopTransport_Door_Up; ECHO $0[d]$MultitroopTransport_Door_Up"
- EVALSET 9[2] "$_NEXT$ 9[3]; $_PREV$ 9[2]; $_ACTN$ EXEC $0[d]$MultitroopTransport_Door_Down; ECHO $0[d]$MultitroopTransport_Door_Down"
- EVALSET 9[3] "$_NEXT$ 9[4]; $_PREV$ 9[3]; $_ACTN$ EXEC $0[d]$MultitroopTransport_Ramp_Up; ECHO $0[d]$MultitroopTransport_Ramp_Up"
- EVALSET 9[4] "$_NEXT$ 9[5]; $_PREV$ 9[3]; $_ACTN$ EXEC $0[d]$MultitroopTransport_Ramp_Down; ECHO $0[d]$MultitroopTransport_Ramp_Down"
- EVALSET 9[5] "$_NEXT$ 9[0]; $_PREV$ 9[4]; $_ACTN$ VSTR 4[4]; ECHO Go Back"
- // Construction - Map Specific - T2_Trip
- EVALSET a[0] "$_NEXT$ a[1]; $_PREV$ a[2]; $_ACTN$ VSTR b[0]; ECHO $0[f]$"
- EVALSET a[1] "$_NEXT$ a[2]; $_PREV$ a[0]; $_ACTN$ VSTR c[0]; ECHO $0[g]$"
- EVALSET a[2] "$_NEXT$ a[0]; $_PREV$ a[1]; $_ACTN$ VSTR 3[1]; ECHO Go Back"
- // Construction - Map Specific - T2_Trip - Buildings
- EVALSET b[0] "$_NEXT$ b[1]; $_PREV$ b[2]; $_ACTN$ EXEC $0[f]$Fort_Objects_Part_1; ECHO $0[f]$Fort_Objects_Part_1"
- EVALSET b[1] "$_NEXT$ b[2]; $_PREV$ b[0]; $_ACTN$ EXEC $0[f]$LectureHall;ECHO $0[f]$LectureHall"
- EVALSET b[2] "$_NEXT$ b[0]; $_PREV$ b[1]; $_ACTN$ VSTR a[0]; ECHO Go Back"
- // Construction - Map Specific - T2_Trip - Rooms
- EVALSET c[0] "$_NEXT$ c[1]; $_PREV$ c[1]; $_ACTN$ EXEC $0[g]$Market_Cybernetics; ECHO $0[g]$Market_Cybernetics"
- EVALSET c[1] "$_NEXT$ c[0]; $_PREV$ c[0]; $_ACTN$ VSTR a[1]; ECHO Go Back"
- // Destruction
- EVALSET d[0] "$_NEXT$ d[1]; $_PREV$ d[4]; $_ACTN$ VSTR e[0]; ECHO $0[h]$"
- EVALSET d[1] "$_NEXT$ d[2]; $_PREV$ d[0]; $_ACTN$ VSTR f[0]; ECHO $0[i]$"
- EVALSET d[2] "$_NEXT$ d[3]; $_PREV$ d[1]; $_ACTN$ VSTR g[0]; ECHO $0[j]$"
- EVALSET d[3] "$_NEXT$ d[4]; $_PREV$ d[2]; $_ACTN$ VSTR h[0]; ECHO $0[k]$"
- EVALSET d[4] "$_NEXT$ d[0]; $_PREV$ d[3]; $_ACTN$ VSTR 1[2]; ECHO Go Back"
- // Destruction - Annoyances
- EVALSET e[0] "$_NEXT$ e[1]; $_PREV$ e[2]; $_ACTN$ EXEC $0[h]$Teleport_Spectated_Target_To_Void; ECHO $0[h]$Teleport_Spectated_Target_To_Void"
- EVALSET e[1] "$_NEXT$ e[2]; $_PREV$ e[0]; $_ACTN$ EXEC $0[h]$Teleport_Target_To_Void; ECHO $0[h]$Teleport_Target_To_Void"
- EVALSET e[2] "$_NEXT$ e[0]; $_PREV$ e[1]; $_ACTN$ VSTR d[0]; ECHO Go Back"
- // Destruction - Admin Obs
- EVALSET f[0] "$_NEXT$ f[1]; $_PREV$ f[3]; $_ACTN$ EXEC $0[i]$Kill_PlayerById; ECHO $0[i]$Kill_PlayerById"
- EVALSET f[1] "$_NEXT$ f[2]; $_PREV$ f[0]; $_ACTN$ EXEC $0[i]$Resurrect_PlayerById; ECHO $0[i]$Resurrect_PlayerById"
- EVALSET f[2] "$_NEXT$ f[3]; $_PREV$ f[1]; $_ACTN$ EXEC $0[i]$Resurrect_Self; ECHO EXEC $0[i]$Resurrect_Self"
- EVALSET f[3] "$_NEXT$ f[0]; $_PREV$ f[2]; $_ACTN$ VSTR d[1]; ECHO Go Back"
- // Destruction - Boosts
- EVALSET g[0] "$_NEXT$ g[1]; $_PREV$ g[3]; $_ACTN$ EXEC $0[j]$Energy_Shield; ECHO $0[j]$Energy_Shield
- EVALSET g[1] "$_NEXT$ g[2]; $_PREV$ g[0]; $_ACTN$ EXEC $0[j]$Power_Down; ECHO $0[j]$Power_Down"
- EVALSET g[2] "$_NEXT$ g[3]; $_PREV$ g[1]; $_ACTN$ EXEC $0[j]$Power_Up; ECHO $0[j]$Power_Up"
- EVALSET g[3] "$_NEXT$ g[0]; $_PREV$ g[2]; $_ACTN$ VSTR d[2]; ECHO Go Back"
- // Destruction - Damaging
- EVALSET h[0] "$_NEXT$ h[1]; $_PREV$ h[a]; $_ACTN$ EXEC $0[k]$ChargedLightning; ECHO $0[k]$ChargedLightning"
- EVALSET h[1] "$_NEXT$ h[2]; $_PREV$ h[0]; $_ACTN$ EXEC $0[k]$Conjure_Lightning; ECHO $0[k]$Conjure_Lightning"
- EVALSET h[2] "$_NEXT$ h[3]; $_PREV$ h[1]; $_ACTN$ EXEC $0[k]$CreateMassNpcs; ECHO $0[k]$CreateMassNpcs"
- EVALSET h[3] "$_NEXT$ h[4]; $_PREV$ h[2]; $_ACTN$ EXEC $0[k]$FinalAtonement; ECHO $0[k]$FinalAtonement"
- EVALSET h[4] "$_NEXT$ h[5]; $_PREV$ h[3]; $_ACTN$ EXEC $0[k]$KiBlast; ECHO $0[k]$KiBlast"
- EVALSET h[5] "$_NEXT$ h[6]; $_PREV$ h[4]; $_ACTN$ EXEC $0[k]$Kill_Spectated_Target; ECHO $0[k]$Kill_Spectated_Target"
- EVALSET h[6] "$_NEXT$ h[7]; $_PREV$ h[5]; $_ACTN$ EXEC $0[k]$Original_AreaOfEffect; ECHO $0[k]$Original_AreaOfEffect"
- EVALSET h[7] "$_NEXT$ h[8]; $_PREV$ h[6]; $_ACTN$ EXEC $0[k]$SonicShriek; ECHO $0[k]$SonicShriek"
- EVALSET h[8] "$_NEXT$ h[9]; $_PREV$ h[7]; $_ACTN$ EXEC $0[k]$Z-Fighting; ECHO $0[k]$Z-Fighting"
- EVALSET h[9] "$_NEXT$ h[a]; $_PREV$ h[8]; $_ACTN$ VSTR i[0]; ECHO $0[l]$"
- EVALSET h[a] "$_NEXT$ h[0]; $_PREV$ h[9]; $_ACTN$ VSTR d[3]; ECHO Go Back"
- // Destruction - Damaging - Havoc Cannon
- EVALSET i[0] "$_NEXT$ i[1]; $_PREV$ i[3]; $_ACTN$ EXEC $0[l]$HC/Build_Cannon; ECHO $0[l]$HC/Build_Cannonn"
- EVALSET i[1] "$_NEXT$ i[2]; $_PREV$ i[0]; $_ACTN$ EXEC $0[l]$HC/Fire_Burst; ECHO $0[l]$HC/Fire_Burst"
- EVALSET i[2] "$_NEXT$ i[3]; $_PREV$ i[1]; $_ACTN$ EXEC $0[l]$HC/Fire_Nuke_Part_1; ECHO $0[l]$HC/Fire_Nuke_Part_1"
- EVALSET i[3] "$_NEXT$ i[0]; $_PREV$ i[2]; $_ACTN$ VSTR h[9]; ECHO Go Back"
- // Reinforcements
- EVALSET j[0] "$_NEXT$ j[1]; $_PREV$ j[9]; $_ACTN$ EXEC $0[3]$Single_Jedi_Master; ECHO $0[3]$Single_Jedi_Master"
- EVALSET j[1] "$_NEXT$ j[2]; $_PREV$ j[0]; $_ACTN$ EXEC $0[3]$Single_Glider; ECHO $0[3]$Single_Glider"
- EVALSET j[2] "$_NEXT$ j[3]; $_PREV$ j[1]; $_ACTN$ EXEC $0[3]$Single_Minemonster; ECHO $0[3]$Single_Minemonster"
- EVALSET j[3] "$_NEXT$ j[4]; $_PREV$ j[2]; $_ACTN$ EXEC $0[3]$Single_Ragnos; ECHO $0[3]$Single_Ragnos"
- EVALSET j[4] "$_NEXT$ j[5]; $_PREV$ j[3]; $_ACTN$ EXEC $0[3]$Single_Storm_Commander; ECHO $0[3]$Single_Storm_Commander"
- EVALSET j[5] "$_NEXT$ j[6]; $_PREV$ j[4]; $_ACTN$ EXEC $0[3]$Single_Storm_Officer; ECHO $0[3]$Single_Storm_Officer"
- EVALSET j[6] "$_NEXT$ j[7]; $_PREV$ j[5]; $_ACTN$ EXEC $0[3]$Single_Storm_Rocket; ECHO $0[3]$Single_Storm_Rocket"
- EVALSET j[7] "$_NEXT$ j[8]; $_PREV$ j[6]; $_ACTN$ EXEC $0[3]$Single_Stormtrooper; ECHO $0[3]$Single_Stormtrooper"
- EVALSET j[8] "$_NEXT$ j[9]; $_PREV$ j[7]; $_ACTN$ EXEC $0[3]$Single_Wookiee; ECHO $0[3]$Single_Wookiee"
- EVALSET j[9] "$_NEXT$ j[0]; $_PREV$ j[8]; $_ACTN$ VSTR 1[3]; ECHO Go Back"
- // Saber Combat
- EVALSET k[0] "$_NEXT$ k[1]; $_PREV$ k[2]; $_ACTN$ EXEC $0[4]$BypassSaberLock; ECHO $0[4]$BypassSaberLock"
- EVALSET k[1] "$_NEXT$ k[2]; $_PREV$ k[0]; $_ACTN$ EXEC $0[4]$FastStanceLunge; ECHO $0[4]$FastStanceLunge"
- EVALSET k[2] "$_NEXT$ k[0]; $_PREV$ k[1]; $_ACTN$ VSTR 1[4]; ECHO Go Back"
- // Utilities
- EVALSET l[0] "$_NEXT$ l[1]; $_PREV$ l[3]; $_ACTN$ EXEC $0[5]$TeleportToSpawn; ECHO $0[5]$TeleportToSpawn"
- EVALSET l[1] "$_NEXT$ l[2]; $_PREV$ l[0]; $_ACTN$ EXEC $0[5]$TeleportToTarget; ECHO $0[5]$TeleportToTarget"
- EVALSET l[2] "$_NEXT$ l[3]; $_PREV$ l[1]; $_ACTN$ VSTR m[0]; ECHO $0[m]$"
- EVALSET l[3] "$_NEXT$ l[0]; $_PREV$ l[2]; $_ACTN$ VSTR 1[5]; ECHO Go Back"
- // Utilities - Config
- EVALSET m[0] "$_NEXT$ m[1]; $_PREV$ m[2]; $_ACTN$ EXEC $0[m]$Graphics_High; ECHO $0[m]$Graphics_High"
- EVALSET m[1] "$_NEXT$ m[2]; $_PREV$ m[0]; $_ACTN$ EXEC $0[m]$Graphics_Low; ECHO $0[m]$Graphics_Low"
- EVALSET m[2] "$_NEXT$ m[0]; $_PREV$ m[1]; $_ACTN$ VSTR l[2]; ECHO Go Back"
- VSTR 1[0]
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