mirror of
https://github.com/JezuzLizard/Recompilable-gscs-for-BO2-zombies-and-multiplayer.git
synced 2025-07-07 07:57:51 -05:00
Update scripts to better decompiled scripts.
This commit is contained in:
1257
MP/Maps/Studio/maps/mp/createfx/mp_studio_fx.gsc
Normal file
1257
MP/Maps/Studio/maps/mp/createfx/mp_studio_fx.gsc
Normal file
File diff suppressed because it is too large
Load Diff
373
MP/Maps/Studio/maps/mp/mp_studio.gsc
Normal file
373
MP/Maps/Studio/maps/mp/mp_studio.gsc
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@ -0,0 +1,373 @@
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// T6 GSC SOURCE
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// Decompiled by https://github.com/xensik/gsc-tool
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#include maps\mp\_utility;
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#include maps\mp\mp_studio_fx;
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#include maps\mp\_load;
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#include maps\mp\_compass;
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#include maps\mp\mp_studio_amb;
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#include maps\mp\gametypes\_weaponobjects;
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#include maps\mp\_tacticalinsertion;
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main()
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{
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level.levelspawndvars = ::levelspawndvars;
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maps\mp\mp_studio_fx::main();
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maps\mp\_load::main();
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maps\mp\_compass::setupminimap( "compass_map_mp_studio" );
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maps\mp\mp_studio_amb::main();
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setdvar( "compassmaxrange", "2100" );
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game["strings"]["war_callsign_a"] = &"MPUI_CALLSIGN_MAPNAME_A";
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game["strings"]["war_callsign_b"] = &"MPUI_CALLSIGN_MAPNAME_B";
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game["strings"]["war_callsign_c"] = &"MPUI_CALLSIGN_MAPNAME_C";
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game["strings"]["war_callsign_d"] = &"MPUI_CALLSIGN_MAPNAME_D";
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game["strings"]["war_callsign_e"] = &"MPUI_CALLSIGN_MAPNAME_E";
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game["strings_menu"]["war_callsign_a"] = "@MPUI_CALLSIGN_MAPNAME_A";
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game["strings_menu"]["war_callsign_b"] = "@MPUI_CALLSIGN_MAPNAME_B";
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game["strings_menu"]["war_callsign_c"] = "@MPUI_CALLSIGN_MAPNAME_C";
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game["strings_menu"]["war_callsign_d"] = "@MPUI_CALLSIGN_MAPNAME_D";
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game["strings_menu"]["war_callsign_e"] = "@MPUI_CALLSIGN_MAPNAME_E";
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level.destructible_callbacks["remove_streamers"] = ::death_streamer_think;
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alleytrigger = getent( "alleyTrigger", "targetname" );
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windowtrigger = getent( "triggerwindowTarget", "targetname" );
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target7 = getent( "trailerTarget_Window", "targetname" );
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target8 = getent( "alleyTarget_Cover", "targetname" );
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target9 = getent( "alleyTarget_Path", "targetname" );
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targetlight1_off = getent( "steelBuildingTargetLight1_off", "targetname" );
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targetlight1_on = getent( "steelBuildingTargetLight1_on", "targetname" );
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targetlight2_off = getent( "steelBuildingTargetLight2_off", "targetname" );
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targetlight2_on = getent( "steelBuildingTargetLight2_on", "targetname" );
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level.const_fx_exploder_red_light_1 = 1001;
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level.const_fx_exploder_red_light_2 = 1002;
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speaker1 = getent( "loudspeaker1", "targetname" );
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speaker2 = getent( "loudspeaker2", "targetname" );
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targetlight1_on hide();
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targetlight2_on hide();
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target8 setcandamage( 1 );
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target9 setcandamage( 1 );
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target8 thread damagetarget( 2 );
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target9 thread damagetarget( 2 );
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target7 thread movetarget( 7, ( 57, 23, 0 ), 3 );
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target8 thread movetarget( 1, 240, 10 );
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target9 thread movetarget( 1, 130, 8.6 );
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alleytrigger thread triggercheck( target9 );
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windowtrigger thread triggercheck( target7 );
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}
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levelspawndvars( reset_dvars )
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{
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ss = level.spawnsystem;
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ss.enemy_influencer_radius = set_dvar_float_if_unset( "scr_spawn_enemy_influencer_radius", "1900", reset_dvars );
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}
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triggercheck( target )
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{
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self endon( "game_ended" );
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while ( true )
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{
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self waittill( "trigger", player );
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distance = distance( target.origin, self.origin );
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if ( distance <= 90 )
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{
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target notify( "targetStopMoving" );
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while ( isdefined( player ) && player istouching( self ) && distance <= 90 )
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{
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if ( distancesquared( target.origin, target.railpoints[0] ) < distancesquared( player.origin, target.railpoints[0] ) )
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target.preferrednextpos = 0;
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else
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target.preferrednextpos = 1;
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wait 0.25;
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}
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}
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}
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}
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damagetarget( dir )
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{
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self endon( "game_ended" );
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while ( true )
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{
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self waittill( "damage", damage, attacker, direction );
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switch ( dir )
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{
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case 1:
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self rotateroll( self.angles[1] + 90, 0.1 );
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wait 0.2;
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self rotateroll( self.angles[1] - 90, 0.1 );
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wait 0.2;
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self playsound( "amb_target_flip" );
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break;
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case 2:
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rotation = 1;
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if ( isdefined( attacker ) && isplayer( attacker ) )
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{
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yaw = get2dyaw( attacker.origin, self.origin );
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if ( attacker.angles[1] > yaw )
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rotation = -1;
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}
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self rotateyaw( self.angles[2] + 180 * rotation, 0.3 );
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self playsound( "amb_target_twirl" );
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self waittill( "rotatedone" );
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break;
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case 3:
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self rotatepitch( self.angles[1] + 90, 0.1 );
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wait 0.2;
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self rotatepitch( self.angles[1] - 90, 0.1 );
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wait 0.2;
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self playsound( "amb_target_flip" );
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break;
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case 4:
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self rotateroll( self.angles[1] - 90, 0.1 );
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wait 0.2;
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self rotateroll( self.angles[1] + 90, 0.1 );
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wait 0.2;
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self playsound( "amb_target_flip" );
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break;
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case 5:
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self rotatepitch( self.angles[1] - 90, 0.1 );
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wait 0.2;
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self rotatepitch( self.angles[1] + 90, 0.1 );
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wait 0.2;
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self playsound( "amb_target_flip" );
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break;
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}
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}
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}
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damagetargetlights( light_on, light_off, speaker, alias, exploderhandle )
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{
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self endon( "game_ended" );
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while ( true )
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{
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self waittill( "damage" );
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speaker playsound( alias );
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exploder( exploderhandle );
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light_off hide();
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light_on show();
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wait 0.5;
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exploder_stop( exploderhandle );
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light_off show();
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light_on hide();
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}
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}
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movetarget( dir, dis, speed )
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{
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self endon( "game_ended" );
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keepmoving = 1;
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self thread movement_process();
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startpos = self.origin;
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farpos = self.origin;
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sound = spawn( "script_origin", self.origin );
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sound linkto( self );
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sound playloopsound( "amb_target_chain" );
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switch ( dir )
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{
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case 1:
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farpos = self.origin + ( 0, dis, 0 );
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break;
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case 2:
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farpos = self.origin - ( 0, dis, 0 );
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break;
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case 3:
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farpos = self.origin + ( dis, 0, 0 );
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break;
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case 4:
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farpos = self.origin - ( dis, 0, 0 );
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break;
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case 5:
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farpos = self.origin + ( 0, 0, dis );
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break;
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case 6:
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farpos = self.origin - ( 0, 0, dis );
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break;
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case 7:
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farpos = self.origin - dis;
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break;
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}
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self.railpoints = [];
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self.railpoints[0] = startpos;
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self.railpoints[1] = farpos;
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self.preferrednextpos = 1;
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self.playertrigger = 0;
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while ( true )
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{
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nextpos = self.railpoints[self.preferrednextpos];
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if ( self.preferrednextpos == 0 )
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self.preferrednextpos = 1;
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else
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self.preferrednextpos = 0;
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self moveto( nextpos, speed );
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self waittill_either( "movedone", "targetStopMoving" );
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self playsound( "amb_target_stop" );
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}
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}
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rotatetarget( dir, deg, speed, pausetime )
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{
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self endon( "game_ended" );
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while ( true )
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{
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switch ( dir )
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{
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case 1:
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self rotateyaw( self.angles[2] + deg, speed );
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self playsound( "amb_target_rotate" );
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wait( pausetime );
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self rotateyaw( self.angles[2] - deg, speed );
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self playsound( "amb_target_rotate" );
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wait( pausetime );
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break;
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case 2:
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self rotateyaw( self.angles[2] - deg, speed );
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self playsound( "amb_target_rotate" );
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wait( pausetime );
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self rotateyaw( self.angles[2] + deg, speed );
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self playsound( "amb_target_rotate" );
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wait( pausetime );
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break;
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case 3:
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self rotateroll( self.angles[0] + deg, speed );
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self playsound( "amb_target_rotate" );
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wait( pausetime );
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self rotateroll( self.angles[0] - deg, speed );
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self playsound( "amb_target_rotate" );
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wait( pausetime );
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break;
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case 4:
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self rotateroll( self.angles[0] - deg, speed );
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self playsound( "amb_target_rotate" );
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wait( pausetime );
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self rotateroll( self.angles[0] + deg, speed );
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self playsound( "amb_target_rotate" );
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wait( pausetime );
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break;
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case 5:
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self rotateroll( self.angles[1] + deg, speed );
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self playsound( "amb_target_rotate" );
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wait( pausetime );
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self rotateroll( self.angles[1] - deg, speed );
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self playsound( "amb_target_rotate" );
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wait( pausetime );
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break;
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case 6:
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self rotatepitch( self.angles[1] - deg, speed );
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wait( pausetime );
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self rotatepitch( self.angles[1] + deg, speed );
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wait( pausetime );
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break;
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case 7:
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self rotateto( ( self.angles[0] + 90, self.angles[1] - 90, self.angles[2] + 45 ), speed );
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wait( pausetime );
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self rotateto( ( self.angles[0] - 90, self.angles[1] + 90, self.angles[2] - 45 ), speed );
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wait( pausetime );
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}
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}
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}
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movement_process()
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{
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for (;;)
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{
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entities = getdamageableentarray( self.origin, 50 );
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foreach ( entity in entities )
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{
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if ( isdefined( entity.targetname ) && ( entity.targetname == "alleyTarget_Cover" || entity.targetname == "alleyTarget_Path" ) )
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continue;
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if ( isplayer( entity ) )
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continue;
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if ( !entity istouching( self ) )
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continue;
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if ( isdefined( entity.classname ) && entity.classname == "grenade" )
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{
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if ( !isdefined( entity.name ) )
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continue;
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if ( !isdefined( entity.owner ) )
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continue;
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if ( entity.name == "satchel_charge_mp" )
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{
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if ( entity.origin[2] > self.origin[2] + 5 )
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continue;
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}
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watcher = entity.owner getwatcherforweapon( entity.name );
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if ( !isdefined( watcher ) )
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continue;
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watcher thread maps\mp\gametypes\_weaponobjects::waitanddetonate( entity, 0.0, undefined );
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}
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if ( isdefined( entity.targetname ) )
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{
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if ( entity.targetname == "riotshield_mp" )
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{
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entity dodamage( 1, self.origin + ( 0, 0, 1 ), self, self, 0, "MOD_CRUSH" );
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continue;
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}
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}
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if ( isdefined( entity.model ) && entity.model == "t6_wpn_tac_insert_world" )
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entity thread maps\mp\_tacticalinsertion::fizzle();
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}
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wait 0.25;
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}
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}
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getwatcherforweapon( weapname )
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{
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if ( !isdefined( self ) )
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return undefined;
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if ( !isplayer( self ) )
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return undefined;
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for ( i = 0; i < self.weaponobjectwatcherarray.size; i++ )
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{
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if ( self.weaponobjectwatcherarray[i].weapon != weapname )
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continue;
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return self.weaponobjectwatcherarray[i];
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}
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return undefined;
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}
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death_streamer_think( notifytype, attacker )
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{
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streamers = getentarray( "airconditioner_streamer", "targetname" );
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for ( i = 0; i < streamers.size; i++ )
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{
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streamer = streamers[i];
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if ( distancesquared( streamer.origin, self.origin ) < 2500 )
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streamer delete();
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}
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}
|
39
MP/Maps/Studio/maps/mp/mp_studio_amb.gsc
Normal file
39
MP/Maps/Studio/maps/mp/mp_studio_amb.gsc
Normal file
@ -0,0 +1,39 @@
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// T6 GSC SOURCE
|
||||
// Decompiled by https://github.com/xensik/gsc-tool
|
||||
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||||
main()
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{
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destructibles = getentarray( "destructible", "targetname" );
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foreach ( dest in destructibles )
|
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{
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if ( dest.destructibledef == "veh_t6_dlc_electric_cart_destructible" )
|
||||
{
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dest thread cart_fire_think();
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dest thread cart_death_think();
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}
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}
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}
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cart_fire_think()
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{
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self endon( "car_dead" );
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||||
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for (;;)
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{
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self waittill( "broken", event );
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if ( event == "destructible_car_fire" )
|
||||
{
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self playloopsound( "amb_fire_med" );
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return;
|
||||
}
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||||
}
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}
|
||||
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||||
cart_death_think()
|
||||
{
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||||
self waittill( "car_dead" );
|
||||
|
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self playsound( "exp_barrel" );
|
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}
|
113
MP/Maps/Studio/maps/mp/mp_studio_fx.gsc
Normal file
113
MP/Maps/Studio/maps/mp/mp_studio_fx.gsc
Normal file
@ -0,0 +1,113 @@
|
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// T6 GSC SOURCE
|
||||
// Decompiled by https://github.com/xensik/gsc-tool
|
||||
#include maps\mp\_utility;
|
||||
#include maps\mp\createfx\mp_studio_fx;
|
||||
|
||||
main()
|
||||
{
|
||||
precache_fxanim_props();
|
||||
precache_fxanim_props_dlc();
|
||||
precache_scripted_fx();
|
||||
precache_createfx_fx();
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||||
maps\mp\createfx\mp_studio_fx::main();
|
||||
}
|
||||
|
||||
precache_scripted_fx()
|
||||
{
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||||
|
||||
}
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||||
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precache_createfx_fx()
|
||||
{
|
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level._effect["fx_mp_express_train_blow_dust"] = loadfx( "maps/mp_maps/fx_mp_express_train_blow_dust" );
|
||||
level._effect["fx_mp_village_grass"] = loadfx( "maps/mp_maps/fx_mp_village_grass" );
|
||||
level._effect["fx_insects_swarm_lg_light"] = loadfx( "bio/insects/fx_insects_swarm_lg_light" );
|
||||
level._effect["fx_mp_debris_papers"] = loadfx( "maps/mp_maps/fx_mp_debris_papers" );
|
||||
level._effect["fx_mp_studio_dust_ledge_runner"] = loadfx( "maps/mp_maps/fx_mp_studio_dust_ledge_runner" );
|
||||
level._effect["fx_sand_moving_in_air_pcloud"] = loadfx( "dirt/fx_sand_moving_in_air_pcloud" );
|
||||
level._effect["fx_mp_light_dust_motes_md"] = loadfx( "maps/mp_maps/fx_mp_light_dust_motes_md" );
|
||||
level._effect["fx_mp_studio_fog"] = loadfx( "maps/mp_maps/fx_mp_studio_fog" );
|
||||
level._effect["fx_mp_studio_fog_ground"] = loadfx( "maps/mp_maps/fx_mp_studio_fog_ground" );
|
||||
level._effect["fx_mp_studio_fog_background"] = loadfx( "maps/mp_maps/fx_mp_studio_fog_background" );
|
||||
level._effect["fx_mp_studio_rolling_fog"] = loadfx( "maps/mp_maps/fx_mp_studio_rolling_fog" );
|
||||
level._effect["fx_mp_studio_fog_machine"] = loadfx( "maps/mp_maps/fx_mp_studio_fog_machine" );
|
||||
level._effect["fx_mp_studio_fog_sm"] = loadfx( "maps/mp_maps/fx_mp_studio_fog_sm" );
|
||||
level._effect["fx_mp_slums_dark_smoke_sm"] = loadfx( "maps/mp_maps/fx_mp_slums_dark_smoke_sm" );
|
||||
level._effect["fx_smk_smolder_gray_slow_shrt"] = loadfx( "smoke/fx_smk_smolder_gray_slow_shrt" );
|
||||
level._effect["fx_smk_smolder_gray_slow_dark"] = loadfx( "smoke/fx_smk_smolder_gray_slow_dark" );
|
||||
level._effect["fx_mp_studio_ufo_fire"] = loadfx( "maps/mp_maps/fx_mp_studio_ufo_fire" );
|
||||
level._effect["fx_mp_studio_ufo_smoke"] = loadfx( "maps/mp_maps/fx_mp_studio_ufo_smoke" );
|
||||
level._effect["fx_mp_studio_fire_md"] = loadfx( "maps/mp_maps/fx_mp_studio_fire_md" );
|
||||
level._effect["fx_mp_studio_smoke_vista"] = loadfx( "maps/mp_maps/fx_mp_studio_smoke_vista" );
|
||||
level._effect["fx_mp_studio_smoke_ground"] = loadfx( "maps/mp_maps/fx_mp_studio_smoke_ground" );
|
||||
level._effect["fx_mp_studio_smoke_area"] = loadfx( "maps/mp_maps/fx_mp_studio_smoke_area" );
|
||||
level._effect["fx_mp_studio_smoke_area_sm"] = loadfx( "maps/mp_maps/fx_mp_studio_smoke_area_sm" );
|
||||
level._effect["fx_mp_studio_toy_fire"] = loadfx( "maps/mp_maps/fx_mp_studio_toy_fire" );
|
||||
level._effect["fx_mp_studio_torch"] = loadfx( "maps/mp_maps/fx_mp_studio_torch" );
|
||||
level._effect["fx_mp_studio_sci_fire_burst_runner"] = loadfx( "maps/mp_maps/fx_mp_studio_sci_fire_burst_runner" );
|
||||
level._effect["fx_mp_studio_muzzle_tank_sm"] = loadfx( "maps/mp_maps/fx_mp_studio_muzzle_tank_sm" );
|
||||
level._effect["fx_mp_studio_sci_fire"] = loadfx( "maps/mp_maps/fx_mp_studio_sci_fire" );
|
||||
level._effect["fx_mp_studio_ufo_electric_runner"] = loadfx( "maps/mp_maps/fx_mp_studio_ufo_electric_runner" );
|
||||
level._effect["fx_mp_studio_electric_fence"] = loadfx( "maps/mp_maps/fx_mp_studio_electric_fence" );
|
||||
level._effect["fx_mp_studio_spark_sm_runner"] = loadfx( "maps/mp_maps/fx_mp_studio_spark_sm_runner" );
|
||||
level._effect["fx_mp_studio_water_dock_splash"] = loadfx( "maps/mp_maps/fx_mp_studio_water_dock_splash" );
|
||||
level._effect["fx_mp_studio_water_splash_runner"] = loadfx( "maps/mp_maps/fx_mp_studio_water_splash_runner" );
|
||||
level._effect["fx_mp_studio_cannon_splash_runner"] = loadfx( "maps/mp_maps/fx_mp_studio_cannon_splash_runner" );
|
||||
level._effect["fx_mp_studio_robot_laser"] = loadfx( "maps/mp_maps/fx_mp_studio_robot_laser" );
|
||||
level._effect["fx_light_god_ray_mp_studio"] = loadfx( "env/light/fx_light_god_ray_mp_studio" );
|
||||
level._effect["fx_mp_studio_ufo_light_flash"] = loadfx( "maps/mp_maps/fx_mp_studio_ufo_light_flash" );
|
||||
level._effect["fx_mp_studio_ufo_light_flash_lg"] = loadfx( "maps/mp_maps/fx_mp_studio_ufo_light_flash_lg" );
|
||||
level._effect["fx_mp_studio_fence_god_ray"] = loadfx( "maps/mp_maps/fx_mp_studio_fence_god_ray" );
|
||||
level._effect["fx_mp_studio_sconce_glare"] = loadfx( "maps/mp_maps/fx_mp_studio_sconce_glare" );
|
||||
level._effect["fx_mp_studio_sconce_glare2"] = loadfx( "maps/mp_maps/fx_mp_studio_sconce_glare2" );
|
||||
level._effect["fx_mp_studio_lamp_glare"] = loadfx( "maps/mp_maps/fx_mp_studio_lamp_glare" );
|
||||
level._effect["fx_mp_studio_flood_light"] = loadfx( "maps/mp_maps/fx_mp_studio_flood_light" );
|
||||
level._effect["fx_mp_studio_tube_glare"] = loadfx( "maps/mp_maps/fx_mp_studio_tube_glare" );
|
||||
level._effect["fx_mp_studio_lantern_cave"] = loadfx( "maps/mp_maps/fx_mp_studio_lantern_cave" );
|
||||
level._effect["fx_mp_studio_red_blink"] = loadfx( "maps/mp_maps/fx_mp_studio_red_blink" );
|
||||
level._effect["fx_studio_sq_glare"] = loadfx( "light/fx_studio_sq_glare" );
|
||||
level._effect["fx_mp_village_single_glare"] = loadfx( "maps/mp_maps/fx_mp_village_single_glare" );
|
||||
level._effect["fx_mp_studio_gold_sparkle_runner"] = loadfx( "maps/mp_maps/fx_mp_studio_gold_sparkle_runner" );
|
||||
level._effect["fx_mp_studio_gold_glow"] = loadfx( "maps/mp_maps/fx_mp_studio_gold_glow" );
|
||||
level._effect["fx_mp_studio_ufo_engine_runner"] = loadfx( "maps/mp_maps/fx_mp_studio_ufo_engine_runner" );
|
||||
level._effect["fx_mp_studio_ufo_forcefield"] = loadfx( "maps/mp_maps/fx_mp_studio_ufo_forcefield" );
|
||||
level._effect["fx_mp_studio_saloon_glare"] = loadfx( "maps/mp_maps/fx_mp_studio_saloon_glare" );
|
||||
level._effect["fx_mp_studio_saloon_glare_sq"] = loadfx( "maps/mp_maps/fx_mp_studio_saloon_glare_sq" );
|
||||
level._effect["fx_lf_mp_studio_sun1"] = loadfx( "lens_flares/fx_lf_mp_studio_sun1" );
|
||||
}
|
||||
|
||||
#using_animtree("fxanim_props");
|
||||
|
||||
precache_fxanim_props()
|
||||
{
|
||||
level.scr_anim["fxanim_props"]["roofvent"] = %fxanim_gp_roofvent_anim;
|
||||
level.scr_anim["fxanim_props"]["roofvent_slow"] = %fxanim_gp_roofvent_slow_anim;
|
||||
level.scr_anim["fxanim_props"]["dino_eggs"] = %fxanim_mp_stu_dino_eggs_anim;
|
||||
level.scr_anim["fxanim_props"]["noose"] = %fxanim_mp_stu_noose_anim;
|
||||
level.scr_anim["fxanim_props"]["t_rex_barn"] = %fxanim_mp_stu_t_rex_barn_anim;
|
||||
level.scr_anim["fxanim_props"]["t_rex_fence_01"] = %fxanim_mp_stu_t_rex_fence_01_anim;
|
||||
level.scr_anim["fxanim_props"]["t_rex_fence_02"] = %fxanim_mp_stu_t_rex_fence_02_anim;
|
||||
level.scr_anim["fxanim_props"]["t_rex_fence_03"] = %fxanim_mp_stu_t_rex_fence_03_anim;
|
||||
level.scr_anim["fxanim_props"]["robot_spider_01"] = %fxanim_mp_stu_robot_01_anim;
|
||||
level.scr_anim["fxanim_props"]["robot_spider_02"] = %fxanim_mp_stu_robot_02_anim;
|
||||
level.scr_anim["fxanim_props"]["robot_spider_03"] = %fxanim_mp_stu_robot_03_anim;
|
||||
level.scr_anim["fxanim_props"]["shark_fins"] = %fxanim_mp_stu_shark_fins_anim;
|
||||
level.scr_anim["fxanim_props"]["pirate_boats"] = %fxanim_mp_stu_pirate_boats_anim;
|
||||
level.scr_anim["fxanim_props"]["brontosaurus_chew_anim"] = %fxanim_mp_stu_brontosaurus_chew_anim;
|
||||
level.scr_anim["fxanim_props"]["brontosaurus_look_around"] = %fxanim_mp_stu_brontosaurus_look_around_anim;
|
||||
level.scr_anim["fxanim_props"]["robot_scanning"] = %fxanim_mp_stu_robot_scanning;
|
||||
level.scr_anim["fxanim_props"]["t_rex_stand_01"] = %fxanim_mp_stu_t_rex_stand_01_anim;
|
||||
level.scr_anim["fxanim_props"]["t_rex_stand_02"] = %fxanim_mp_stu_t_rex_stand_02_anim;
|
||||
level.scr_anim["fxanim_props"]["t_rex_stand_03"] = %fxanim_mp_stu_t_rex_stand_03_anim;
|
||||
level.scr_anim["fxanim_props"]["captain_01"] = %fxanim_mp_stu_pirate_captain_01_anim;
|
||||
level.scr_anim["fxanim_props"]["captain_02"] = %fxanim_mp_stu_pirate_captain_02_anim;
|
||||
level.scr_anim["fxanim_props"]["oarsmen_01"] = %fxanim_mp_stu_pirate_oarsmen_01_anim;
|
||||
level.scr_anim["fxanim_props"]["oarsmen_02"] = %fxanim_mp_stu_pirate_oarsmen_02_anim;
|
||||
level.scr_anim["fxanim_props"]["captain_jailed"] = %fxanim_mp_stu_pirate_jailed_captain_anim;
|
||||
level.scr_anim["fxanim_props"]["oarsmen_jailed"] = %fxanim_mp_stu_pirate_jailed_oarsmen_anim;
|
||||
}
|
||||
|
||||
precache_fxanim_props_dlc()
|
||||
{
|
||||
|
||||
}
|
Reference in New Issue
Block a user