/******************************************************************* * Decompiled By: Bog * Decompiled File: maps\mp\mp_mirage.gsc * Game: Call of Duty: Black Ops 2 * Platform: PC * Function Count: 2 * Decompile Time: 0 ms * Timestamp: 10/28/2023 12:11:10 AM *******************************************************************/ #include maps/mp/_compass; #include maps/mp/_load; #include maps/mp/_utility; #include maps/mp/gametypes/_spawning; #include maps/mp/mp_mirage_amb; #include maps/mp/mp_mirage_fx; //Function Number: 1 main() { level.levelspawndvars = ::levelspawndvars; maps/mp/mp_mirage_fx::main(); precachemodel("collision_physics_256x256x10"); precachemodel("collision_physics_cylinder_32x128"); precachemodel("collision_clip_128x128x10"); precachemodel("collision_clip_256x256x10"); maps/mp/_load::main(); maps/mp/mp_mirage_amb::main(); maps/mp/_compass::setupminimap("compass_map_mp_mirage"); setdvar("compassmaxrange","2400"); visionsetnaked("mp_mirage",1); game["strings"]["war_callsign_a"] = &"MPUI_CALLSIGN_MAPNAME_A"; game["strings"]["war_callsign_b"] = &"MPUI_CALLSIGN_MAPNAME_B"; game["strings"]["war_callsign_c"] = &"MPUI_CALLSIGN_MAPNAME_C"; game["strings"]["war_callsign_d"] = &"MPUI_CALLSIGN_MAPNAME_D"; game["strings"]["war_callsign_e"] = &"MPUI_CALLSIGN_MAPNAME_E"; game["strings_menu"]["war_callsign_a"] = "@MPUI_CALLSIGN_MAPNAME_A"; game["strings_menu"]["war_callsign_b"] = "@MPUI_CALLSIGN_MAPNAME_B"; game["strings_menu"]["war_callsign_c"] = "@MPUI_CALLSIGN_MAPNAME_C"; game["strings_menu"]["war_callsign_d"] = "@MPUI_CALLSIGN_MAPNAME_D"; game["strings_menu"]["war_callsign_e"] = "@MPUI_CALLSIGN_MAPNAME_E"; spawncollision("collision_physics_256x256x10","collider",(58.5,3360,53.5),VectorScale((0,1,0))); spawncollision("collision_physics_cylinder_32x128","collider",(3029,1571.5,129.5),VectorScale((0,0,-1))); spawncollision("collision_physics_cylinder_32x128","collider",(-1341,517.5,-35.5),(354.7,0,-0.6)); spawncollision("collision_clip_256x256x10","collider",(1744,482,16),(270,183.902,86.0983)); maps/mp/gametypes/_spawning::level_use_unified_spawning(1); } //Function Number: 2 levelspawndvars(reset_dvars) { ss = level.spawnsystem; ss.enemy_influencer_radius = set_dvar_float_if_unset("scr_spawn_enemy_influencer_radius","2500",reset_dvars); }