chunk 1: core gameplay scripts scenes runtime assets
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195
Assets/Scripts/Core/GameEvents.cs
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195
Assets/Scripts/Core/GameEvents.cs
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using UnityEngine;
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using System;
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/// <summary>
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/// GameEvents — Static event bus replacing all FindObjectOfType communication.
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/// Zero-allocation pub/sub pattern. All events are static Actions.
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/// Subscribe in OnEnable, unsubscribe in OnDisable.
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/// </summary>
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public static class GameEvents
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{
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// ─── Match Flow ───────────────────────────────────────────
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public static event Action OnMatchStart;
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public static event Action<string> OnMatchEnd; // winning teamTag
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public static event Action<bool> OnMatchResult; // true = player won
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public static event Action<float> OnTimerUpdated; // remaining seconds
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public static event Action<string> OnCountdownTick; // "3", "2", "1", "FIGHT!"
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public static event Action<bool> OnCombatEnabled; // true = enabled
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public static event Action OnOvertimeStart;
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// ─── Cash Bag Events ──────────────────────────────────────
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public static event Action<CashBag> OnBagSpawned;
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public static event Action<CashBag> OnBagCollected; // bag was picked up
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public static event Action<CashBag, CashCarrier> OnBagPickedUp; // who picked it
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public static event Action<CashBag, Vector3> OnBagDropped; // bag + drop position
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public static event Action<CashBag> OnBagDespawned;
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public static event Action<int> OnActiveBagCountChanged; // current active count
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// ─── Scoring Events ──────────────────────────────────────
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public static event Action<string, float, int> OnCashDeposited; // teamTag, value, comboMultiplier
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public static event Action<string, float> OnVaultUpdated; // teamTag, newTotal
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public static event Action<string, float> OnScoreChanged; // teamTag, totalScore
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// ─── Combat Events ───────────────────────────────────────
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public static event Action<GameObject, GameObject> OnKill; // killer, victim
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public static event Action<GameObject, GameObject, float> OnDamageDealt; // attacker, victim, amount
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public static event Action<CashCarrier> OnCarrierKilled; // carrier that was killed
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public static event Action<GameObject, int> OnCarrierKillBonus; // killer, bonus points
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// ─── Vault Events ────────────────────────────────────────
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public static event Action<TeamVault> OnVaultUnderAttack;
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public static event Action<TeamVault> OnVaultDefended;
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public static event Action<TeamVault, float> OnVaultStolen; // vault, amount stolen
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// ─── Extraction Events ───────────────────────────────────
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public static event Action<ExtractionVault> OnExtractionVaultSpawned; // vault appeared in world
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public static event Action<ExtractionVault, GameObject> OnVaultOpened; // vault, opener — $1,000 instant reward
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public static event Action<ExtractionVault, GameObject> OnVaultPickedUp;// vault, carrier — starts encumbrance
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public static event Action<ExtractionVault, Vector3> OnVaultDropped; // vault, drop position
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public static event Action<CashoutStation, string, float> OnCashoutStarted; // station, teamTag, instantPayout (30%)
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public static event Action<CashoutStation, float> OnCashoutProgress; // station, progress 0-1
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public static event Action<CashoutStation, string, float> OnCashoutCompleted;// station, teamTag, totalPayout
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public static event Action<CashoutStation, string> OnCashoutContested; // station, contestingTeamTag
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public static event Action<CashoutStation, string, float> OnCashoutHacked; // station, hackingTeamTag, stolenAmount
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public static event Action<string> OnTeamWipe; // wiped teamTag — triggers -30% penalty
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public static event Action<GameObject, float> OnKillReward; // killer, reward amount ($200)
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public static event Action<GameObject, float> OnRespawnTimerUpdate; // character, remainingSeconds
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// ─── Character Events ────────────────────────────────────
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public static event Action<GameObject> OnCharacterSpawned;
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public static event Action<GameObject> OnCharacterDied;
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public static event Action<GameObject> OnCharacterRespawned;
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public static event Action<GameObject, GameObject> OnCharacterSwitched; // old, new
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// ─── AI Events ───────────────────────────────────────────
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public static event Action<AIBrain, AIAction> OnAIActionChanged;
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public static event Action<string> OnTeamPing; // "Attack!", "Defend!", etc.
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// ─── UI Events ───────────────────────────────────────────
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public static event Action<string, string, string> OnKillFeedEntry; // killer, action, victim
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public static event Action<string, float> OnPopupMessage; // message, duration
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public static event Action<int> OnComboMultiplier; // multiplier value
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// ─── Fire Methods (static, no allocation) ────────────────
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// Match Flow
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public static void FireMatchStart() => OnMatchStart?.Invoke();
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public static void FireMatchEnd(string winnerTag) => OnMatchEnd?.Invoke(winnerTag);
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public static void FireMatchResult(bool playerWon) => OnMatchResult?.Invoke(playerWon);
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public static void FireTimerUpdated(float remaining) => OnTimerUpdated?.Invoke(remaining);
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public static void FireCountdownTick(string text) => OnCountdownTick?.Invoke(text);
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public static void FireCombatEnabled(bool enabled) => OnCombatEnabled?.Invoke(enabled);
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public static void FireOvertimeStart() => OnOvertimeStart?.Invoke();
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// Cash Bags
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public static void FireBagSpawned(CashBag bag) => OnBagSpawned?.Invoke(bag);
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public static void FireBagCollected(CashBag bag) => OnBagCollected?.Invoke(bag);
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public static void FireBagPickedUp(CashBag bag, CashCarrier carrier) => OnBagPickedUp?.Invoke(bag, carrier);
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public static void FireBagDropped(CashBag bag, Vector3 pos) => OnBagDropped?.Invoke(bag, pos);
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public static void FireBagDespawned(CashBag bag) => OnBagDespawned?.Invoke(bag);
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public static void FireActiveBagCountChanged(int count) => OnActiveBagCountChanged?.Invoke(count);
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// Scoring
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public static void FireCashDeposited(string teamTag, float value, int combo) => OnCashDeposited?.Invoke(teamTag, value, combo);
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public static void FireVaultUpdated(string teamTag, float total) => OnVaultUpdated?.Invoke(teamTag, total);
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public static void FireScoreChanged(string teamTag, float total) => OnScoreChanged?.Invoke(teamTag, total);
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// Combat
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public static void FireKill(GameObject killer, GameObject victim) => OnKill?.Invoke(killer, victim);
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public static void FireDamageDealt(GameObject attacker, GameObject victim, float amount) => OnDamageDealt?.Invoke(attacker, victim, amount);
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public static void FireCarrierKilled(CashCarrier carrier) => OnCarrierKilled?.Invoke(carrier);
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public static void FireCarrierKillBonus(GameObject killer, int bonus) => OnCarrierKillBonus?.Invoke(killer, bonus);
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// Vault
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public static void FireVaultUnderAttack(TeamVault vault) => OnVaultUnderAttack?.Invoke(vault);
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public static void FireVaultDefended(TeamVault vault) => OnVaultDefended?.Invoke(vault);
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public static void FireVaultStolen(TeamVault vault, float amount) => OnVaultStolen?.Invoke(vault, amount);
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// Extraction
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public static void FireExtractionVaultSpawned(ExtractionVault vault) => OnExtractionVaultSpawned?.Invoke(vault);
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public static void FireVaultOpened(ExtractionVault vault, GameObject opener) => OnVaultOpened?.Invoke(vault, opener);
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public static void FireVaultPickedUp(ExtractionVault vault, GameObject carrier) => OnVaultPickedUp?.Invoke(vault, carrier);
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public static void FireVaultDropped(ExtractionVault vault, Vector3 pos) => OnVaultDropped?.Invoke(vault, pos);
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public static void FireCashoutStarted(CashoutStation station, string teamTag, float payout) => OnCashoutStarted?.Invoke(station, teamTag, payout);
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public static void FireCashoutProgress(CashoutStation station, float progress) => OnCashoutProgress?.Invoke(station, progress);
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public static void FireCashoutCompleted(CashoutStation station, string teamTag, float total) => OnCashoutCompleted?.Invoke(station, teamTag, total);
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public static void FireCashoutContested(CashoutStation station, string teamTag) => OnCashoutContested?.Invoke(station, teamTag);
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public static void FireCashoutHacked(CashoutStation station, string teamTag, float amount) => OnCashoutHacked?.Invoke(station, teamTag, amount);
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public static void FireTeamWipe(string teamTag) => OnTeamWipe?.Invoke(teamTag);
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public static void FireKillReward(GameObject killer, float reward) => OnKillReward?.Invoke(killer, reward);
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public static void FireRespawnTimerUpdate(GameObject character, float remaining) => OnRespawnTimerUpdate?.Invoke(character, remaining);
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// Characters
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public static void FireCharacterSpawned(GameObject character) => OnCharacterSpawned?.Invoke(character);
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public static void FireCharacterDied(GameObject character) => OnCharacterDied?.Invoke(character);
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public static void FireCharacterRespawned(GameObject character) => OnCharacterRespawned?.Invoke(character);
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public static void FireCharacterSwitched(GameObject oldChar, GameObject newChar) => OnCharacterSwitched?.Invoke(oldChar, newChar);
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// AI
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public static void FireAIActionChanged(AIBrain brain, AIAction action) => OnAIActionChanged?.Invoke(brain, action);
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public static void FireTeamPing(string message) => OnTeamPing?.Invoke(message);
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// UI
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public static void FireKillFeedEntry(string killer, string action, string victim) => OnKillFeedEntry?.Invoke(killer, action, victim);
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public static void FirePopupMessage(string message, float duration) => OnPopupMessage?.Invoke(message, duration);
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public static void FireComboMultiplier(int multiplier) => OnComboMultiplier?.Invoke(multiplier);
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/// <summary>
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/// Call on scene unload to prevent stale references.
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/// </summary>
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public static void ClearAll()
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{
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OnMatchStart = null;
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OnMatchEnd = null;
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OnMatchResult = null;
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OnTimerUpdated = null;
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OnCountdownTick = null;
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OnCombatEnabled = null;
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OnOvertimeStart = null;
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OnBagSpawned = null;
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OnBagCollected = null;
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OnBagPickedUp = null;
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OnBagDropped = null;
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OnBagDespawned = null;
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OnActiveBagCountChanged = null;
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OnCashDeposited = null;
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OnVaultUpdated = null;
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OnScoreChanged = null;
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OnKill = null;
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OnDamageDealt = null;
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OnCarrierKilled = null;
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OnCarrierKillBonus = null;
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OnVaultUnderAttack = null;
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OnVaultDefended = null;
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OnVaultStolen = null;
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OnExtractionVaultSpawned = null;
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OnVaultOpened = null;
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OnVaultPickedUp = null;
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OnVaultDropped = null;
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OnCashoutStarted = null;
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OnCashoutProgress = null;
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OnCashoutCompleted = null;
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OnCashoutContested = null;
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OnCashoutHacked = null;
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OnTeamWipe = null;
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OnKillReward = null;
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OnRespawnTimerUpdate = null;
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OnCharacterSpawned = null;
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OnCharacterDied = null;
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OnCharacterRespawned = null;
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OnCharacterSwitched = null;
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OnAIActionChanged = null;
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OnTeamPing = null;
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OnKillFeedEntry = null;
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OnPopupMessage = null;
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OnComboMultiplier = null;
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}
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}
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