/******************************************************************* * Decompiled By: Bog * Decompiled File: crash_lighting.gsc * Game: Call of Duty: Advanced Warfare * Platform: PC * Function Count: 30 * Decompile Time: 464 ms * Timestamp: 4/22/2024 2:27:17 AM *******************************************************************/ //Function Number: 1 main() { thread crash_dof_presets(); thread setup_crash_flicker_presets(); thread setup_crash_light_motions(); thread crash_set_level_lighting_values(); thread crash_lighting_skyjack_setup(); thread crash_lighting_crash_site(); thread crash_lighting_plane_fire(); thread crash_lighting_crash_site_dof(); thread crash_lighting_entry_dof(); thread crash_lighting_drone_hall(); thread crash_lighting_ice_caves_01(); thread crash_lighting_goliath_dof(); thread crash_lighting_post_goliath_fall(); thread crash_lighting_ice_caves_02(); thread ice_caves_02_trigger(); thread ice_caves_03_trigger(); thread crash_lighting_overlook(); thread crash_overlook_trigger(); thread crash_overlook_sunflare(); thread crash_lighting_underground_lake(); thread crash_lighting_lake_cinema(); } //Function Number: 2 crash_dof_presets() { if(level.nextgen) { maps\_lighting::create_dof_preset("crash_skyjack_01",10,60,0.2,1000,8000,0.8,0.5); maps\_lighting::create_dof_preset("crash_crash_site",10,60,0.2,9000,24000,1,0.5); maps\_lighting::create_dof_preset("crash_site_entry",10,60,0.2,0,712,4.6,0.5); maps\_lighting::create_dof_preset("crash_drone_hall",10,60,0.2,0,480,2,0.5); maps\_lighting::create_dof_preset("crash_ice_caves_01",10,60,0.2,15,1500,2,0.5); maps\_lighting::create_dof_preset("crash_goliath_fight",10,60,0.2,15,800,6.5,0.5); maps\_lighting::create_dof_preset("crash_ice_caves_02",10,60,0.2,15,1800,2.48,0.5); maps\_lighting::create_dof_preset("crash_overlook",10,60,0.2,0,3200,0.9,0.5); maps\_lighting::create_dof_preset("crash_underground_lake",10,60,0.2,4562,28504,1.7,0.5); maps\_lighting::create_dof_preset("crash_avalanche_01",10,60,0.2,0,1024,3,0.5); maps\_lighting::create_dof_preset("crash_avalanche_02",10,60,0.2,9000,24000,1,0.5); } } //Function Number: 3 setup_crash_flicker_presets() { maps\_lighting::create_flickerlight_preset("engine_1",(1,0.85,0.58),(1,0.94,0.58),0.005,0.2,100000); maps\_lighting::create_flickerlight_preset("engine_2",(1,0.85,0.58),(1,0.94,0.58),0.005,0.2,100000); maps\_lighting::create_flickerlight_preset("plane_crash_fire",(1,0.29,0.29),(1,0.59,0.28),0.005,0.2,15000); maps\_lighting::create_flickerlight_preset("plane_crash_fire_main",(1,0.29,0.29),(1,0.8,0.28),0.005,0.2,15000); maps\_lighting::create_flickerlight_preset("big_cave_flare",(0.41,0.81,1),(0.41,1,0.94),0.005,0.15,2000); } //Function Number: 4 setup_crash_light_motions() { maps\_lighting::create_flickerlight_motion_preset("firelight_motion_large_lake",(1,0.15,0),20000,20,0.05,0.22); maps\_lighting::create_flickerlight_motion_preset("firelight_motion_large_lake_02",(1,0.25,0),30000,15,0.05,0.22); maps\_lighting::create_flickerlight_motion_preset("fire_crash_site_plane",(1,0.25,0),300000,25,0.05,0.22); } //Function Number: 5 crash_set_level_lighting_values() { if(isusinghdr()) { setsaveddvar("r_disableLightSets",0); } if(level.nextgen) { setsaveddvar("r_hemiAoEnable",1); } } //Function Number: 6 crash_lighting_skyjack_setup() { common_scripts\utility::flag_wait("start_action"); level.player lightsetforplayer("crash_skyjack"); maps\_utility::vision_set_fog_changes("crash_skyjack",2); level.player setclutforplayer("clut_crash_crash_site",2); setsaveddvar("r_mbEnable","2"); setsaveddvar("r_mbVelocityScalar","3"); setsunflareposition((-2.3,-44.1,0)); level.player enablephysicaldepthoffieldscripting(); if(level.nextgen) { setsaveddvar("r_dof_physical_bokehSharpness",0.2); } common_scripts\utility::flag_wait("crash_lighting_screen_dof"); level.player setphysicaldepthoffield(9,6.5,1,1); wait(6); level.player disablephysicaldepthoffieldscripting(); } //Function Number: 7 crash_lighting_engine_lighting() { level endon("begin_crash_site_lighting"); maps\_lighting::play_flickerlight_preset("engine_1","light_engine_01",900000); maps\_lighting::play_flickerlight_preset("engine_2","light_engine_02",900000); } //Function Number: 8 crash_lighting_crash_site() { common_scripts\utility::flag_wait("begin_crash_site_lighting"); setsunflareposition((-10.08,-87.9,0)); level.player lightsetforplayer("crash_hud"); maps\_utility::vision_set_fog_changes("crash_skyjack",3); if(level.start_point == "crash_site") { level.player setclutforplayer("clut_crash_crash_site",2); maps\_utility::vision_set_fog_changes("crash_crash_site_cinematic",2); level.player lightsetforplayer("crash_crash_site"); } setsaveddvar("r_mbEnable","2"); setsaveddvar("r_mbVelocityScalar","2"); level.player enablephysicaldepthoffieldscripting(); if(level.nextgen) { setsaveddvar("r_dof_physical_bokehSharpness",0.2); } level.player setphysicaldepthoffield(6,50,1,1); common_scripts\utility::flag_wait("crash_dof_fly_in"); wait(9); level.player setphysicaldepthoffield(3.7,45,6,6); wait(11); maps\_lighting::lerp_spot_intensity("crash_crash_site_rim_1",2,0); wait(1); level.player setphysicaldepthoffield(2.26,80,1,1); common_scripts\utility::flag_wait("crash_lighting_cinema_end"); level.player disablephysicaldepthoffieldscripting(); setsaveddvar("r_dof_physical_bokehenable",0); maps\_lighting::lerp_spot_intensity("crash_crash_site_key_1",1,0); maps\_lighting::lerp_spot_intensity("crash_crash_site_fill_1",1,0); setsaveddvar("r_mbEnable","0"); maps\_utility::vision_set_fog_changes("crash_crash_site",4); } //Function Number: 9 crash_lighting_plane_fire() { common_scripts\utility::flag_wait("crash_dof_fly_in"); wait(7); maps\_lighting::play_flickerlight_motion_preset("fire_crash_site_plane","fire_plane_crash"); } //Function Number: 10 crash_lighting_crash_site_dof() { common_scripts\utility::flag_wait("lighting_loading_cargo"); setsaveddvar("r_mbEnable","2"); setsaveddvar("r_mbVelocityScalar","2"); setsaveddvar("r_dof_physical_bokehenable",1); level.player enablephysicaldepthoffieldscripting(); if(level.nextgen) { setsaveddvar("r_dof_physical_bokehSharpness",0.2); } level.player setphysicaldepthoffield(5.6,25.8,1,1); common_scripts\utility::flag_wait("lighting_razorback_loaded"); wait(2); setsaveddvar("r_mbEnable","0"); level.player disablephysicaldepthoffieldscripting(); setsaveddvar("r_dof_physical_bokehenable",0); } //Function Number: 11 crash_lighting_entry() { common_scripts\utility::flag_wait("csh_lighting_entry_debug"); setsunflareposition((-10.08,-87.9,0)); level.player lightsetforplayer("crash_crash_site"); maps\_utility::vision_set_fog_changes("crash_crash_site",0); level.player setclutforplayer("clut_crash_crash_site",0); setsaveddvar("r_dof_physical_bokehenable",0); } //Function Number: 12 crash_lighting_entry_dof() { common_scripts\utility::flag_wait("cave_entry_anim_start"); wait(0.25); setsaveddvar("r_mbEnable","2"); setsaveddvar("r_mbVelocityScalar","5"); maps\_lighting::stop_flickerlight("fire_crash_site_plane","fire_plane_crash",0); setsaveddvar("r_dof_physical_bokehenable",1); level.player enablephysicaldepthoffieldscripting(); if(level.nextgen) { setsaveddvar("r_dof_physical_bokehSharpness",0.2); } level.player setphysicaldepthoffield(0.75,51,2,2); wait(3); level.player setphysicaldepthoffield(0.3,20,2,2); } //Function Number: 13 crash_lighting_drone_hall() { common_scripts\utility::flag_wait("csh_lighting_ice_caves_transition"); level.player lightsetforplayer("crash_prometheus"); maps\_utility::vision_set_fog_changes("crash_ice_caves_prometheus",2); level.player setclutforplayer("clut_crash_prometheus",2); setsaveddvar("r_mbEnable","2"); setsaveddvar("r_mbVelocityScalar","2"); thread crash_lighting_entry_dof_scripted(); } //Function Number: 14 crash_lighting_entry_dof_scripted() { common_scripts\utility::flag_wait("blur_player_vision"); setsaveddvar("r_dof_physical_bokehenable",1); if(level.nextgen) { level.player enablephysicaldepthoffieldscripting(); setsaveddvar("r_dof_physical_bokehSharpness",0.2); } wait(1); level.player setphysicaldepthoffield(0.41,24,1,1); wait(5); maps\_utility::vision_set_fog_changes("crash_ice_caves_prometheus",5); level.player setphysicaldepthoffield(1.6,47,3,3); wait(1); level.player disablephysicaldepthoffieldscripting(); setsaveddvar("r_dof_physical_bokehenable",0); } //Function Number: 15 crash_lighting_ice_caves_01() { common_scripts\utility::flag_wait("csh_lighting_ice_caves_01"); level.player lightsetforplayer("crash_ice_caves_01"); maps\_utility::vision_set_fog_changes("crash_ice_caves_01",4); level.player setclutforplayer("clut_crash_ice_caves",4); thread crash_lighting_ice_caves_01_flare(); setsaveddvar("r_mbEnable","0"); setsaveddvar("r_dof_physical_bokehenable",0); } //Function Number: 16 crash_lighting_ice_caves_01_flare() { maps\_lighting::play_flickerlight_preset("big_cave_flare","lighting_big_cave_flare",9000); } //Function Number: 17 crash_lighting_goliath_dof() { common_scripts\utility::flag_wait("goliath_change_anim"); setsaveddvar("r_mbEnable","2"); setsaveddvar("r_mbVelocityScalar","2"); setsaveddvar("r_dof_physical_bokehenable",1); level.player enablephysicaldepthoffieldscripting(); if(level.nextgen) { setsaveddvar("r_dof_physical_bokehSharpness",0.2); } level.player setphysicaldepthoffield(10.9,17.15,1,1); wait(7); level.player disablephysicaldepthoffieldscripting(); } //Function Number: 18 crash_lighting_post_goliath_fall() { common_scripts\utility::flag_wait("csh_lighting_post_goliath_fall"); maps\_lighting::stop_flickerlight("big_cave_flare","lighting_big_cave_flare",0); level.player lightsetforplayer("crash_post_goliath"); maps\_utility::vision_set_fog_changes("crash_post_goliath",3); level.player setclutforplayer("clut_crash_ice_caves",4); level.visionset_default = "crash_post_goliath"; setsaveddvar("r_dof_physical_hipenable",0); level.player enablephysicaldepthoffieldscripting(); if(level.nextgen) { setsaveddvar("r_dof_physical_bokehSharpness",0.2); } level.player setphysicaldepthoffield(1.1,68,1,1); common_scripts\utility::flag_wait("crash_lighting_goliath_pit"); level.player disablephysicaldepthoffieldscripting(); if(level.nextgen) { setsaveddvar("r_dof_physical_bokehenable",0); } } //Function Number: 19 crash_lighting_ice_caves_02() { common_scripts\utility::flag_wait("csh_lighting_ice_caves_02"); setsunflareposition((-27,-116,0)); setsaveddvar("r_mbEnable","0"); level.lightset_previous = "crash_ice_caves_02"; level.visionset_default = "crash_ice_caves_02"; maps\_lighting::stop_flickerlight("goliath_flare_flash","goliath_suit_flicker",8000); setsaveddvar("r_dof_physical_bokehenable",1); } //Function Number: 20 ice_caves_02_trigger() { common_scripts\utility::run_thread_on_targetname("ice_caves_02_sets",::ice_caves_02_sets); } //Function Number: 21 ice_caves_02_sets() { for(;;) { self waittill("trigger"); level.player lightsetforplayer("crash_ice_caves_02"); maps\_utility::vision_set_fog_changes("crash_ice_caves_02",2); level.player setclutforplayer("clut_crash_overlook",2); setsaveddvar("r_mbEnable","0"); while(level.player istouching(self)) { wait(0.1); } } } //Function Number: 22 ice_caves_03_trigger() { common_scripts\utility::run_thread_on_targetname("ice_caves_03_sets",::ice_caves_03_sets); } //Function Number: 23 ice_caves_03_sets() { for(;;) { self waittill("trigger"); level.player lightsetforplayer("crash_ice_caves_03"); maps\_utility::vision_set_fog_changes("crash_ice_caves_02_ground_fog",2); level.player setclutforplayer("clut_crash_overlook",2); setsaveddvar("r_mbEnable","0"); while(level.player istouching(self)) { wait(0.1); } } } //Function Number: 24 crash_lighting_overlook() { common_scripts\utility::flag_wait("csh_lighting_overlook"); level.player lightsetforplayer("crash_overlook"); maps\_utility::vision_set_fog_changes("crash_overlook",2); level.player setclutforplayer("clut_crash_overlook",2); setsaveddvar("r_mbEnable","2"); setsaveddvar("r_mbVelocityScalar","1"); setsaveddvar("r_dof_physical_bokehenable",0); } //Function Number: 25 crash_overlook_trigger() { common_scripts\utility::run_thread_on_targetname("ice_overlook_sets",::ice_overlook_sets); } //Function Number: 26 ice_overlook_sets() { for(;;) { self waittill("trigger"); level.player lightsetforplayer("crash_overlook"); maps\_utility::vision_set_fog_changes("crash_overlook",2); level.player setclutforplayer("clut_crash_overlook",2); setsaveddvar("r_mbEnable","2"); setsaveddvar("r_mbVelocityScalar","1"); while(level.player istouching(self)) { wait(0.1); } } } //Function Number: 27 crash_overlook_sunflare() { common_scripts\utility::run_thread_on_targetname("crash_overlook_sunflare",::crash_overlook_trigger_sunflare); } //Function Number: 28 crash_overlook_trigger_sunflare() { for(;;) { self waittill("trigger"); setsunflareposition((-13.9,-125.7,0)); while(level.player istouching(self)) { wait(0.1); } } } //Function Number: 29 crash_lighting_underground_lake() { common_scripts\utility::flag_wait("csh_lighting_overlook_exit"); level.player lightsetforplayer("crash_avalanche"); maps\_utility::vision_set_fog_changes("crash_avalanche",2); level.player setclutforplayer("clut_crash_overlook",2); setsaveddvar("r_mbEnable","0"); setsunflareposition((-10.39,-112.7,0)); maps\_lighting::play_flickerlight_motion_preset("firelight_motion_large_lake","fire_razorback_lake"); maps\_lighting::play_flickerlight_motion_preset("firelight_motion_large_lake_02","fire_razorback_lake_02"); setsaveddvar("r_dof_physical_bokehenable",0); } //Function Number: 30 crash_lighting_lake_cinema() { common_scripts\utility::flag_wait("lake_underwater_lighting"); wait(2); level.player maps\_utility::vision_set_fog_changes("crash_lake_underwater",2); level.player setclutforplayer("clut_crash_underwater",2); level.player lightsetforplayer("crash_lake_fallin_02"); setsunflareposition((-31,-169,0)); level.player enablephysicaldepthoffieldscripting(); if(level.nextgen) { setsaveddvar("r_dof_physical_bokehSharpness",0.2); } level.player setphysicaldepthoffield(4.32,40.9,1,1); common_scripts\utility::flag_wait("go_lighting_gideon"); level.player lightsetforplayer("crash_avalanche"); maps\_utility::vision_set_fog_changes("crash_avalanche_cinematic",2); setsunflareposition((-10.39,-112.7,0)); level.player setclutforplayer("clut_crash_overlook",2); setsaveddvar("r_mbEnable","0"); wait(2); setsaveddvar("r_dof_physical_bokehenable",1); level.player enablephysicaldepthoffieldscripting(); if(level.nextgen) { setsaveddvar("r_dof_physical_bokehSharpness",0.2); } wait(3.5); level.player setphysicaldepthoffield(2,86,1,1); common_scripts\utility::flag_wait("gideon_lighting_unlock"); level.player disablephysicaldepthoffieldscripting(); wait(15); maps\_lighting::lerp_spot_intensity("crash_lake_cinema_cormack_rim",3,0); wait(16); maps\_lighting::lerp_spot_intensity("crash_lake_cinema_cormack_key",3,0); maps\_utility::vision_set_fog_changes("crash_avalanche",4); }