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https://github.com/JezuzLizard/Recompilable-gscs-for-BO2-zombies-and-multiplayer.git
synced 2025-06-29 20:17:52 -05:00
Update scripts to better decompiled scripts.
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61
MP/Maps/Rush/clientscripts/mp/mp_paintball_amb.csc
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61
MP/Maps/Rush/clientscripts/mp/mp_paintball_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( "paintball_outdoor", 1 );
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setambientroomtone( "paintball_outdoor", "amb_wind_exterior_2d", 0.4, 1 );
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setambientroomreverb( "paintball_outdoor", "paintball_outdoor", 1, 1 );
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setambientroomcontext( "paintball_outdoor", "ringoff_plr", "outdoor" );
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declareambientroom( "obstacle_area_room" );
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setambientroomtone( "obstacle_area_room", "amb_wind_interior_2d", 0.4, 1 );
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setambientroomreverb( "obstacle_area_room", "paintball_outdoor", 1, 1 );
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setambientroomcontext( "obstacle_area_room", "ringoff_plr", "indoor" );
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declareambientroom( "obstacle_area_small_room" );
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setambientroomtone( "obstacle_area_small_room", "amb_wind_interior_2d", 0.4, 1 );
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setambientroomreverb( "obstacle_area_small_room", "paintball_wood_small", 1, 1 );
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setambientroomcontext( "obstacle_area_small_room", "ringoff_plr", "indoor" );
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declareambientroom( "obstacle_area_corridor" );
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setambientroomtone( "obstacle_area_corridor", "amb_wind_interior_2d", 0.4, 1 );
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setambientroomreverb( "obstacle_area_corridor", "paintball_hallway", 1, 1 );
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setambientroomcontext( "obstacle_area_corridor", "ringoff_plr", "indoor" );
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declareambientroom( "warehouse_room" );
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setambientroomtone( "warehouse_room", "amb_wind_interior_2d", 0.4, 1 );
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setambientroomreverb( "warehouse_room", "paintball_wherehouse", 1, 1 );
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setambientroomcontext( "warehouse_room", "ringoff_plr", "indoor" );
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declareambientroom( "warehouse_entrance" );
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setambientroomtone( "warehouse_entrance", "amb_wind_exterior_2d_qt", 0.4, 1 );
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setambientroomreverb( "warehouse_entrance", "gen_mediumroom", 1, 1 );
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setambientroomcontext( "warehouse_entrance", "ringoff_plr", "indoor" );
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declareambientroom( "proshop_room" );
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setambientroomtone( "proshop_room", "amb_wind_interior_2d", 0.4, 1 );
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setambientroomreverb( "proshop_room", "paintball_room_medium", 1, 1 );
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setambientroomcontext( "proshop_room", "ringoff_plr", "indoor" );
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declareambientroom( "proshop_room_small" );
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setambientroomtone( "proshop_room_small", "amb_wind_interior_2d", 0.4, 1 );
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setambientroomreverb( "proshop_room_small", "paintball_proshop", 1, 1 );
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setambientroomcontext( "proshop_room_small", "ringoff_plr", "indoor" );
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declareambientroom( "bus_room" );
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setambientroomtone( "bus_room", "amb_wind_exterior_2d_qt", 0.4, 1 );
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setambientroomreverb( "bus_room", "paintball_bus", 1, 1 );
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setambientroomcontext( "bus_room", "ringoff_plr", "indoor" );
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declareambientroom( "obstacle_area_under_room" );
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setambientroomtone( "obstacle_area_under_room", "amb_wind_interior_2d", 0.4, 1 );
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setambientroomreverb( "obstacle_area_under_room", "paintball_wood_small", 1, 1 );
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setambientroomcontext( "obstacle_area_under_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_play_loopers()
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{
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}
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snd_start_autofx_audio()
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{
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}
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