Update scripts to better decompiled scripts.

This commit is contained in:
JezuzLizard
2023-10-26 13:13:39 -07:00
parent 26ba037e40
commit d02a9efd43
2879 changed files with 493771 additions and 466190 deletions

File diff suppressed because it is too large Load Diff

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// T6 GSC SOURCE
// Decompiled by https://github.com/xensik/gsc-tool
#include maps\mp\_utility;
#include maps\mp\mp_concert_fx;
#include maps\mp\_load;
#include maps\mp\mp_concert_amb;
#include maps\mp\_compass;
#include maps\mp\gametypes\_spawning;
main()
{
level.levelspawndvars = ::levelspawndvars;
level.overrideplayerdeathwatchtimer = ::leveloverridetime;
level.useintermissionpointsonwavespawn = ::useintermissionpointsonwavespawn;
maps\mp\mp_concert_fx::main();
maps\mp\_load::main();
maps\mp\mp_concert_amb::main();
maps\mp\_compass::setupminimap( "compass_map_mp_concert" );
setdvar( "compassmaxrange", "2100" );
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";
maps\mp\gametypes\_spawning::level_use_unified_spawning( 1 );
level.remotemotarviewup = 18;
level thread water_trigger_init();
}
levelspawndvars( reset_dvars )
{
ss = level.spawnsystem;
ss.enemy_influencer_radius = set_dvar_float_if_unset( "scr_spawn_enemy_influencer_radius", "2300", reset_dvars );
}
water_trigger_init()
{
wait 3;
triggers = getentarray( "trigger_hurt", "classname" );
foreach ( trigger in triggers )
{
if ( trigger.origin[2] > level.mapcenter[2] )
continue;
trigger thread water_trigger_think();
}
triggers = getentarray( "water_killbrush", "targetname" );
foreach ( trigger in triggers )
trigger thread player_splash_think();
}
player_splash_think()
{
for (;;)
{
self waittill( "trigger", entity );
if ( isplayer( entity ) && isalive( entity ) )
self thread trigger_thread( entity, ::player_water_fx );
}
}
player_water_fx( player, endon_condition )
{
maxs = self.origin + self getmaxs();
if ( maxs[2] > 60 )
maxs += vectorscale( ( 0, 0, 1 ), 10.0 );
origin = ( player.origin[0], player.origin[1], maxs[2] );
playfx( level._effect["water_splash_sm"], origin );
}
water_trigger_think()
{
for (;;)
{
self waittill( "trigger", entity );
if ( isplayer( entity ) )
{
entity playsound( "mpl_splash_death" );
playfx( level._effect["water_splash"], entity.origin + vectorscale( ( 0, 0, 1 ), 40.0 ) );
}
}
}
leveloverridetime( defaulttime )
{
if ( self isinwater() )
return 0.4;
return defaulttime;
}
useintermissionpointsonwavespawn()
{
return self isinwater();
}
isinwater()
{
triggers = getentarray( "trigger_hurt", "classname" );
foreach ( trigger in triggers )
{
if ( trigger.origin[2] > level.mapcenter[2] )
continue;
if ( self istouching( trigger ) )
return true;
}
return false;
}

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// T6 GSC SOURCE
// Decompiled by https://github.com/xensik/gsc-tool
#include maps\mp\_utility;
#include maps\mp\_ambientpackage;
#include common_scripts\utility;
main()
{
level thread instruments_init();
}
instruments_init()
{
inst_trigs = getentarray( "snd_instrument", "targetname" );
array_thread( inst_trigs, ::play_instrument );
}
play_instrument()
{
while ( true )
{
self waittill( "damage" );
self playsound( self.script_noteworthy );
wait 0.1;
}
}

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// T6 GSC SOURCE
// Decompiled by https://github.com/xensik/gsc-tool
#include maps\mp\_utility;
#include maps\mp\createfx\mp_concert_fx;
main()
{
precache_fxanim_props();
precache_fxanim_props_dlc();
precache_scripted_fx();
precache_createfx_fx();
maps\mp\createfx\mp_concert_fx::main();
}
precache_scripted_fx()
{
level._effect["water_splash"] = loadfx( "bio/player/fx_player_water_splash_mp" );
}
precache_createfx_fx()
{
level._effect["fx_lf_mp_concert_sun"] = loadfx( "lens_flares/fx_lf_mp_concert_sun" );
level._effect["fx_pigeon_panic_flight_med"] = loadfx( "bio/animals/fx_pigeon_panic_flight_med" );
level._effect["fx_leaves_ground_wind"] = loadfx( "foliage/fx_leaves_ground_wind" );
level._effect["fx_sand_gust_ground_sm"] = loadfx( "dirt/fx_sand_gust_ground_sm" );
level._effect["fx_sand_gust_ground_md_xslw"] = loadfx( "dirt/fx_sand_gust_ground_md_xslw" );
level._effect["fx_concert_leaves_falling_red"] = loadfx( "foliage/fx_concert_leaves_falling_red" );
level._effect["fx_concert_leaves_falling_orange"] = loadfx( "foliage/fx_concert_leaves_falling_orange" );
level._effect["fx_leaves_ground_windy"] = loadfx( "foliage/fx_leaves_ground_windy" );
level._effect["fx_patio_flame_lamp_heat"] = loadfx( "props/fx_patio_flame_lamp_heat" );
level._effect["fx_water_sprinkler_drip_physics"] = loadfx( "water/fx_water_sprinkler_drip_physics" );
level._effect["fx_fire_fireplace_md2"] = loadfx( "fire/fx_fire_fireplace_md2" );
level._effect["fx_smk_linger_lit"] = loadfx( "smoke/fx_concert_smk_linger_lit" );
level._effect["fx_concert_smk_field_md"] = loadfx( "smoke/fx_concert_smk_field_md" );
level._effect["fx_light_floodlight_sqr_cool_xlg"] = loadfx( "light/fx_light_floodlight_sqr_cool_xlg" );
level._effect["fx_light_buoy_red_blink"] = loadfx( "light/fx_light_buoy_red_blink" );
level._effect["fx_light_floodlight_stadium_lg"] = loadfx( "light/fx_light_floodlight_stadium_lg" );
level._effect["fx_light_stagelight_wht"] = loadfx( "light/fx_light_stagelight_wht" );
level._effect["fx_concert_can_light_blue"] = loadfx( "light/fx_concert_can_light_blue" );
level._effect["fx_concert_can_light_blue_static"] = loadfx( "light/fx_concert_can_light_blue_static" );
level._effect["fx_concert_can_light_purple"] = loadfx( "light/fx_concert_can_light_purple" );
level._effect["fx_concert_can_light_red"] = loadfx( "light/fx_concert_can_light_red" );
level._effect["fx_concert_can_light_red_static"] = loadfx( "light/fx_concert_can_light_red_static" );
level._effect["fx_light_spotlight_md_cool"] = loadfx( "light/fx_light_spotlight_md_cool" );
level._effect["fx_light_baracade_yellow"] = loadfx( "light/fx_light_baracade_yellow" );
level._effect["fx_light_fluorescent_overhead_bright"] = loadfx( "light/fx_light_fluorescent_overhead_bright" );
level._effect["fx_light_flourescent_ceiling_panel_2"] = loadfx( "light/fx_light_flourescent_ceiling_panel_2" );
level._effect["fx_track_light"] = loadfx( "light/fx_track_light" );
level._effect["fx_light_button_yellow_on"] = loadfx( "light/fx_light_button_yellow_on" );
level._effect["fx_light_vend_machine_sm_orange"] = loadfx( "light/fx_light_vend_machine_sm_orange" );
level._effect["fx_light_vend_machine_sm_blue"] = loadfx( "light/fx_light_vend_machine_sm_blue" );
level._effect["fx_concert_bathroom_monitor_glow"] = loadfx( "light/fx_concert_bathroom_monitor_glow" );
level._effect["fx_concert_bath_hygiene_box_glow"] = loadfx( "light/fx_concert_bath_hygiene_box_glow" );
level._effect["fx_concert_hand_dryer_glow"] = loadfx( "light/fx_concert_hand_dryer_glow" );
level._effect["fx_light_com_utility_cool"] = loadfx( "light/fx_light_com_utility_cool" );
level._effect["fx_light_exit_sign_glow"] = loadfx( "light/fx_light_exit_sign_glow" );
level._effect["fx_light_recessed_cool"] = loadfx( "light/fx_light_recessed_cool" );
level._effect["fx_light_recessed_wrm"] = loadfx( "light/fx_light_recessed_wrm" );
level._effect["fx_light_hanging_modern"] = loadfx( "light/fx_light_hanging_modern" );
level._effect["fx_light_neon_open_sign"] = loadfx( "light/fx_light_neon_open_sign" );
level._effect["fx_concert_light_ceiling_recessed_short"] = loadfx( "light/fx_concert_light_ceiling_recessed_short" );
level._effect["fx_concert_light_ceiling_recessed"] = loadfx( "light/fx_concert_light_ceiling_recessed" );
level._effect["fx_light_exit_sign_glow_yellowish"] = loadfx( "light/fx_light_exit_sign_glow_yellowish" );
level._effect["fx_light_flour_glow_v_shape_cool"] = loadfx( "light/fx_light_flour_glow_v_shape_cool" );
level._effect["fx_light_flour_glow_v_shape_cool_sm"] = loadfx( "light/fx_light_flour_glow_v_shape_cool_sm" );
level._effect["fx_concert_light_ray_sun_lg_spread_1s"] = loadfx( "light/fx_concert_light_ray_sun_lg_spread_1s" );
level._effect["fx_concert_light_ray_sun_md_1s"] = loadfx( "light/fx_concert_light_ray_sun_md_1s" );
level._effect["fx_concert_light_ray_sun_md_short_1s"] = loadfx( "light/fx_concert_light_ray_sun_md_short_1s" );
level._effect["fx_concert_light_ray_sun_md_spread_1s"] = loadfx( "light/fx_concert_light_ray_sun_md_spread_1s" );
level._effect["fx_concert_light_ray_sun_md_wide_1s"] = loadfx( "light/fx_concert_light_ray_sun_md_wide_1s" );
level._effect["fx_concert_light_ray_sun_window_1s"] = loadfx( "light/fx_concert_light_ray_sun_window_1s" );
level._effect["fx_light_dust_motes_xsm_short"] = loadfx( "light/fx_concert_dust_motes_xsm_short" );
level._effect["fx_light_dust_motes_sm"] = loadfx( "light/fx_light_dust_motes_sm" );
level._effect["fx_dust_motes_blowing_sm"] = loadfx( "debris/fx_dust_motes_blowing_sm" );
level._effect["fx_concert_fountain_sides"] = loadfx( "water/fx_concert_fountain_sides" );
level._effect["fx_concert_fountain_middle"] = loadfx( "water/fx_concert_fountain_middle" );
level._effect["fx_insects_butterfly_flutter_radial2"] = loadfx( "bio/insects/fx_insects_butterfly_flutter_radial2" );
}
#using_animtree("fxanim_props");
precache_fxanim_props()
{
level.scr_anim["fxanim_props"]["seagull_circle_01"] = %fxanim_gp_seagull_circle_01_anim;
level.scr_anim["fxanim_props"]["seagull_circle_02"] = %fxanim_gp_seagull_circle_02_anim;
level.scr_anim["fxanim_props"]["seagull_circle_03"] = %fxanim_gp_seagull_circle_03_anim;
level.scr_anim["fxanim_props"]["london_eye"] = %fxanim_mp_con_london_eye_anim;
}
#using_animtree("fxanim_props_dlc");
precache_fxanim_props_dlc()
{
level.scr_anim["fxanim_props_dlc"]["wires_stage_rear"] = %fxanim_mp_con_wires_stage_rear_anim;
level.scr_anim["fxanim_props_dlc"]["wires_stage_scaffold"] = %fxanim_mp_con_wires_stage_scaffold_anim;
level.scr_anim["fxanim_props_dlc"]["wires_seats_scaffold"] = %fxanim_mp_con_wires_seats_scaffold_anim;
level.scr_anim["fxanim_props_dlc"]["river_boats"] = %fxanim_mp_con_boat_link_anim;
level.scr_anim["fxanim_props_dlc"]["wires_stage_right"] = %fxanim_mp_con_wires_stage_right_anim;
}