do return end local maps = { rp_eastcoast_v4c = { ['de_tides/tides_grass_a'] = {'de_tides/tides_grass_a_fall'}, ['decals/ivy01'] = {'decals/ivy01_fall'}, ['nature/dirtfloor006a'] = {'nature/dirtfloor006a_fall'}, ['nature/blendgrassgravel001c'] = {'nature/dirtfloor006a_fall', true}, ['models/props_foliage/tree_springers_01a_lod'] = {'models/props_foliage/tree_springers_01a_lod-leaves'}, ['models/props_foliage/tree_springers_01a'] = {'models/props_foliage/tree_springers_01a_leaves'}, }, rp_evocity_dbg_210308 = { ['nature/blendgrassgravel02'] = {'nature/forest_grass_01_fall'}, ['nature/forest_grass_01'] = {'nature/forest_grass_01_fall'}, ['maps/rp_evocity_dbg_210308/nature/blendgrassgravel02_wvt_patch'] = {'nature/forest_grass_01_fall'}, ['nature/blendgrassgravel_noprop_02'] = {'nature/forest_dirt_04_fall'}, ['nature/blendgrassgravel_noprop_01'] = {'nature/forest_grass_01_fall'}, ['nature/blendgrassdirt01_noprop'] = {'nature/forest_grass_01_fall'}, ['models/props_foliage/arbre01'] = {'models/props_foliage/arbre01_fall'}, ['models/props_park/pine_branches'] = {'models/props_park/pine_branches_fall'}, ['models/props_foliage/mall_trees_branches01'] = {'models/props_foliage/mall_trees_branches01_fall'}, ['models/msc/e_bigbush'] = {'models/msc/e_bigbush_fall'}, ['models/msc/e_bigbush3'] = {'models/msc/e_bigbush3_fall'}, ['nature/blendgrassdirt02_noprop'] = {'nature/forest_grass_01_fall', true}, ['nature/blendgrassdirt02_noprop'] = {'nature/forest_dirt_04_fall'}, ['nature/cliff03b'] = {'nature/cliff03b_fall'}, ['nature/clifftrees_cardboard02a'] = {'nature/clifftrees_cardboard02a_fall'}, ['maps/rp_evocity_dbg_210308/nature/blendgrassdirt01_noprop_wvt_patch'] = {'nature/forest_grass_01_fall'}, ['models/fork/tree_pine04_lowdetail_cluster_card'] = {'fork/tree_pine04_card_fall'}, ['de_cbble/grassdirt_blend'] = {'de_cbble/grassfloor01_fall'}, ['de_cbble/grassfloor01'] = {'de_cbble/grassfloor01_fall'}, ['maps/rp_evocity_dbg_210308/de_cbble/grassdirt_blend_wvt_patch'] = {'de_cbble/grassfloor01_fall'}, }, } hook.Add('PlayerFinishedLoading', 'halloween', function() local toReplace = maps[game.GetMap()] if toReplace then for matPath, data in pairs(toReplace) do local tex, second = unpack(data) local mat = Material(matPath) if second then mat:SetTexture('$basetexture2', tex) else mat:SetTexture('$basetexture', tex) end end end end)