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https://github.com/JezuzLizard/Recompilable-gscs-for-BO2-zombies-and-multiplayer.git
synced 2025-06-25 10:07:52 -05:00
Update scripts to better decompiled scripts.
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46
MP/Maps/Pod/clientscripts/mp/mp_pod_amb.csc
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46
MP/Maps/Pod/clientscripts/mp/mp_pod_amb.csc
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// T6 GSC SOURCE
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// Decompiled by https://github.com/xensik/gsc-tool
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#include clientscripts\mp\_utility;
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#include clientscripts\mp\_ambientpackage;
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#include clientscripts\mp\_audio;
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main()
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{
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declareambientroom( "pod_outdoor", 1 );
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setambientroomtone( "pod_outdoor", "amb_wind_exterior_2d", 0.55, 1 );
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setambientroomreverb( "pod_outdoor", "pod_outdoor", 1, 1 );
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setambientroomcontext( "pod_outdoor", "ringoff_plr", "outdoor" );
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declareambientroom( "pod_small_int" );
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setambientroomtone( "pod_small_int", "amb_wind_interior_2d", 0.55, 1 );
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setambientroomreverb( "pod_small_int", "pod_mediumroom", 1, 1 );
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setambientroomcontext( "pod_small_int", "ringoff_plr", "indoor" );
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declareambientroom( "pod_stone_int" );
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setambientroomtone( "pod_stone_int", "amb_wind_interior_2d", 0.55, 1 );
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setambientroomreverb( "pod_stone_int", "pod_stoneroom", 1, 1 );
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setambientroomcontext( "pod_stone_int", "ringoff_plr", "indoor" );
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declareambientroom( "room_small" );
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setambientroomtone( "room_small", "amb_wind_interior_2d", 0.55, 1 );
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setambientroomreverb( "room_small", "pod_smallroom", 1, 1 );
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setambientroomcontext( "room_small", "ringoff_plr", "indoor" );
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declareambientroom( "open_room" );
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setambientroomtone( "open_room", "amb_wind_interior_2d", 0.55, 1 );
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setambientroomreverb( "open_room", "pod_partialroom", 1, 1 );
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setambientroomcontext( "open_room", "ringoff_plr", "indoor" );
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declareambientroom( "corridor_room" );
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setambientroomtone( "corridor_room", "amb_wind_interior_2d", 0.55, 1 );
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setambientroomreverb( "corridor_room", "pod_hallroom", 1, 1 );
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setambientroomcontext( "corridor_room", "ringoff_plr", "indoor" );
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thread snd_start_autofx_audio();
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thread snd_play_loopers();
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}
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snd_start_autofx_audio()
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{
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snd_play_auto_fx( "fx_mp_pod_water_drips", "amb_water_drip_loop", 0, 0, 0, 1 );
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snd_play_auto_fx( "fx_mp_water_drip_light_shrt", "amb_water_drip_loop_small", 0, 0, 0, 1 );
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}
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snd_play_loopers()
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{
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}
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