/******************************************************************* * Decompiled By: Bog * Decompiled File: maps\mp\mp_raid.gsc * Game: Call of Duty: Black Ops 2 * Platform: PC * Function Count: 5 * Decompile Time: 1 ms * Timestamp: 10/28/2023 12:11:12 AM *******************************************************************/ #include maps/mp/_compass; #include maps/mp/_load; #include maps/mp/_utility; #include maps/mp/mp_raid_amb; #include maps/mp/mp_raid_fx; //Function Number: 1 main() { level.levelspawndvars = ::levelspawndvars; maps/mp/mp_raid_fx::main(); precachemodel("collision_physics_64x64x64"); precachemodel("collision_physics_128x128x128"); precachemodel("collision_clip_wall_64x64x10"); precachemodel("collision_nosight_wall_64x64x10"); precachemodel("collision_missile_32x32x128"); precachemodel("collision_physics_32x32x32"); precachemodel("collision_clip_wall_256x256x10"); maps/mp/_load::main(); maps/mp/mp_raid_amb::main(); maps/mp/_compass::setupminimap("compass_map_mp_raid"); spawncollision("collision_physics_64x64x64","collider",(2664,3832,24),(0,0,0)); spawncollision("collision_physics_64x64x64","collider",(4127,3741,130),VectorScale((0,1,0))); spawncollision("collision_physics_128x128x128","collider",(3136,3590.89,283.276),VectorScale((0,0,-1))); spawncollision("collision_physics_128x128x128","collider",(2841,3590.89,283.28),VectorScale((0,0,-1))); spawncollision("collision_physics_128x128x128","collider",(2841,3696.89,212.28),VectorScale((0,0,-1))); spawncollision("collision_physics_128x128x128","collider",(2841,3804.89,140.28),VectorScale((0,0,-1))); spawncollision("collision_nosight_wall_64x64x10","collider",(3591,3274,187.5),(0,16.4,90)); spawncollision("collision_nosight_wall_64x64x10","collider",(3600.5,3242,187.5),(0,16.4,90)); spawncollision("collision_nosight_wall_64x64x10","collider",(3645,3318,187.5),(0,16.4,90)); spawncollision("collision_nosight_wall_64x64x10","collider",(3656,3263,187.5),(0,26.3,90)); spawncollision("collision_nosight_wall_64x64x10","collider",(3702.5,3348.5,187.5),(0,16.4,90)); spawncollision("collision_nosight_wall_64x64x10","collider",(3705.5,3292,187.5),(0,39.1,90)); spawncollision("collision_nosight_wall_64x64x10","collider",(3716.5,3389.5,187.5),(0,56.6,90)); spawncollision("collision_nosight_wall_64x64x10","collider",(3750.5,3333,187.5),(0,46.7,90)); spawncollision("collision_nosight_wall_64x64x10","collider",(3748.5,3434.5,187.5),(0,78.5,90)); spawncollision("collision_nosight_wall_64x64x10","collider",(3782.5,3376,187.5),(0,58.9,90)); spawncollision("collision_nosight_wall_64x64x10","collider",(3809,3428.5,187.5),(0,69.1,90)); spawncollision("collision_nosight_wall_64x64x10","collider",(3762.5,3497,187.5),(0,78.3,90)); spawncollision("collision_nosight_wall_64x64x10","collider",(3825.5,3484.5,187.5),(0,78.7,90)); spawncollision("collision_nosight_wall_64x64x10","collider",(3766.5,3542,187.5),(0,88.6,90)); spawncollision("collision_nosight_wall_64x64x10","collider",(3830,3540.5,187.5),(0,88.6,90)); spawncollision("collision_physics_128x128x10","collider",(3562,3271.5,186.5),VectorScale((0,1,0))); spawncollision("collision_missile_32x32x128","collider",(3259.5,2294.5,230),(0,22.8,90)); spawncollision("collision_physics_32x32x32","collider",(1583.5,2900,137.5),(0,0,0)); spawncollision("collision_nosight_wall_64x64x10","collider",(2751,4130.5,214.5),VectorScale((0,1,0))); spawncollision("collision_nosight_wall_64x64x10","collider",(2751,4099,214.5),VectorScale((0,1,0))); spawncollision("collision_clip_wall_64x64x10","collider",(3819,3475,113),VectorScale((0,-1,0))); spawncollision("collision_clip_wall_64x64x10","collider",(3819,3598,113),VectorScale((0,1,0))); spawncollision("collision_clip_wall_64x64x10","collider",(3570,3834,113),VectorScale((0,1,0))); spawncollision("collision_clip_wall_256x256x10","collider",(3352,4688,136),(0,0,0)); level thread water_trigger_init(); } //Function Number: 2 levelspawndvars(reset_dvars) { ss = level.spawnsystem; ss.enemy_influencer_radius = set_dvar_float_if_unset("scr_spawn_enemy_influencer_radius","1870",reset_dvars); } //Function Number: 3 water_trigger_init() { triggers = getentarray("water_killbrush","targetname"); foreach(trigger in triggers) { trigger thread player_splash_think(); } } //Function Number: 4 player_splash_think() { for(;;) { self waittill("trigger",entity); if(isplayer(entity) && isalive(entity)) { self thread trigger_thread(entity,::player_water_fx); } } } //Function Number: 5 player_water_fx(player,endon_condition) { maxs = self.origin + self getmaxs(); if(maxs[2] < 0) { maxs = 5 + VectorScale((0,0,1)); } origin = (player.origin[0],player.origin[1],maxs[2]); playfx(level._effect["water_splash_sm"],origin); }