mirror of
https://github.com/InfinityLoader/IL-GSC.git
synced 2025-06-21 15:37:51 -05:00
309 lines
5.5 KiB
Plaintext
309 lines
5.5 KiB
Plaintext
/*******************************************************************
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* Decompiled By: Bog
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* Decompiled File: animscripts\door.gsc
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* Game: Call of Duty: Modern Warfare 3
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* Platform: PC
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* Function Count: 11
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* Decompile Time: 206 ms
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* Timestamp: 10/27/2023 2:18:17 AM
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*******************************************************************/
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//Function Number: 1
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func_1088()
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{
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self endon("killanimscript");
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if(isdefined(self.var_1089))
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{
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return;
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}
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for(;;)
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{
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var_00 = self getdoorpathnode();
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if(isdefined(var_00))
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{
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break;
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}
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wait 0.2;
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}
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var_01 = var_00.type == "Door Interior" || self comparenodedirtopathdir(var_00);
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if(var_01)
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{
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func_10A1(var_00);
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}
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else
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{
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func_10A4(var_00);
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}
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for(;;)
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{
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var_02 = self getdoorpathnode();
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if(!isdefined(var_02) || var_02 != var_00)
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{
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break;
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}
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wait 0.2;
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}
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thread func_1088();
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}
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//Function Number: 2
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func_108A()
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{
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self endon("killanimscript");
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self.teamflashbangimmunity = 1;
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wait 5;
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self.teamflashbangimmunity = undefined;
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}
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//Function Number: 3
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func_108C(param_00)
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{
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thread func_108A();
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if(self.grenadeweapon == "flash_grenade")
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{
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self notify("flashbang_thrown");
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}
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self orientmode("face current");
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param_00.var_108D = gettime() + 5000;
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self.var_108E = gettime() + 100000;
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self notify("move_interrupt");
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self.var_FC9 = undefined;
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self clearanim(%combatrun,0.2);
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self.a.movement = "stop";
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self waittill("done_grenade_throw");
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self orientmode("face default");
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self.var_108E = gettime() + 5000;
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self.grenadeweapon = self.var_108F;
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self.var_108F = undefined;
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animscripts/run::func_FE2();
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thread animscripts/move::func_1090();
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thread animscripts/move::func_1091(1);
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}
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//Function Number: 4
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func_1092(param_00,param_01,param_02,param_03,param_04)
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{
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var_05 = 0;
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var_06 = 3;
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var_07 = undefined;
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var_07 = %cqb_stand_grenade_throw;
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var_08 = anglestoforward(param_00.angles);
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if(param_00.type == "Door Interior" && !self comparenodedirtopathdir(param_00))
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{
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var_08 = -1 * var_08;
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}
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var_09 = (param_00.origin[0],param_00.origin[1],param_00.origin[2] + 64);
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var_0A = var_09;
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if(param_02)
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{
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var_0B = anglestoright(param_00.angles);
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var_0C = param_00.origin - self.origin;
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var_0D = vectordot(var_0B,var_0C);
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if(var_0D > 20)
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{
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var_0D = 20;
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}
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else if(var_0D < -20)
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{
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var_0D = -20;
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}
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var_0A = var_09 + var_0D * var_0B;
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}
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while(var_06 > 0)
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{
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if(isdefined(self.var_73C) || !isdefined(self.enemy))
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{
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return;
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}
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if(func_10A0(param_00,var_08))
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{
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return;
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}
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if(!self seerecently(self.enemy,0.2) && self.a.pose == "stand" && func_109F(self.enemy.origin - param_00.origin,360000,16384))
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{
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if(isdefined(param_00.var_108D) && param_00.var_108D > gettime())
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{
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return;
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}
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if(self canshootenemy())
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{
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return;
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}
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var_0C = param_00.origin - self.origin;
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if(lengthsquared(var_0C) < param_03)
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{
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return;
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}
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if(vectordot(var_0C,var_08) < 0)
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{
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return;
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}
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self.var_108F = self.grenadeweapon;
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self.grenadeweapon = param_01;
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animscripts/combat_utility::func_1093(self.enemy);
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if(!var_05)
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{
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var_0E = var_09 + var_08 * 100;
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if(!self isgrenadepossafe(self.enemy,var_0E,128))
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{
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return;
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}
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}
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var_05 = 1;
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if(animscripts/combat_utility::func_1095(self.enemy,var_0A,var_07,animscripts/combat_utility::func_1094(var_07),1,0,1))
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{
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func_108C(param_00);
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return;
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}
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}
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var_06--;
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wait param_04;
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var_0F = self getdoorpathnode();
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if(!isdefined(var_0F) || var_0F != param_00)
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{
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return;
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}
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}
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}
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//Function Number: 5
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func_1096()
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{
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self endon("killanimscript");
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if(isdefined(self.var_1089))
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{
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return;
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}
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self.var_1097 = 0;
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for(;;)
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{
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if(self isindoor() && !self.var_748)
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{
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func_1098();
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}
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else if(!isdefined(self.var_108E) || self.var_108E < gettime())
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{
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self.var_108E = undefined;
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func_109C();
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}
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wait 0.2;
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}
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}
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//Function Number: 6
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func_1098()
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{
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if(!isdefined(self.neverenablecqb) && !self.var_748)
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{
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self.var_1097 = 1;
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if(!isdefined(self.cqbwalking) || !self.cqbwalking)
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{
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maps\_utility::enable_cqbwalk(1);
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}
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}
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}
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//Function Number: 7
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func_109C()
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{
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if(!isdefined(self.cqbenabled))
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{
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self.var_1097 = 0;
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if(isdefined(self.cqbwalking) && self.cqbwalking)
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{
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maps\_utility::disable_cqbwalk();
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}
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}
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}
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//Function Number: 8
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func_109F(param_00,param_01,param_02)
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{
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return param_00[0] * param_00[0] + param_00[1] * param_00[1] < param_01 && param_00[2] * param_00[2] < param_02;
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}
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//Function Number: 9
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func_10A0(param_00,param_01)
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{
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var_02 = param_00.origin - self.origin;
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var_03 = param_00.origin - self.enemy.origin;
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return vectordot(var_02,param_01) * vectordot(var_03,param_01) > 0;
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}
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//Function Number: 10
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func_10A1(param_00)
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{
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for(;;)
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{
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if(isdefined(self.var_10A2) && self.var_10A2 == 0 || self.var_10A2 < randomfloat(1))
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{
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break;
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}
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if(func_109F(self.origin - param_00.origin,562500,25600))
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{
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func_1092(param_00,"fraggrenade",0,302500,0.3);
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param_00 = self getdoorpathnode();
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if(!isdefined(param_00))
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{
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return;
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}
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break;
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}
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wait 0.1;
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}
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for(;;)
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{
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if(func_109F(self.origin - param_00.origin,-28672,6400))
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{
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func_1098();
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self.var_108E = gettime() + 6000;
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if(isdefined(self.doorflashchance) && self.doorflashchance == 0 || self.doorflashchance < randomfloat(1))
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{
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return;
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}
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func_1092(param_00,"flash_grenade",1,4096,0.2);
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return;
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}
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wait 0.1;
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}
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}
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//Function Number: 11
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func_10A4(param_00)
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{
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for(;;)
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{
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if(!self.var_1097 || distancesquared(self.origin,param_00.origin) < 1024)
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{
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return;
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}
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wait 0.1;
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}
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} |