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

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// T6 GSC SOURCE
// Decompiled by https://github.com/xensik/gsc-tool
#include maps\mp\_utility;
#include maps\mp\mp_studio_fx;
#include maps\mp\_load;
#include maps\mp\_compass;
#include maps\mp\mp_studio_amb;
#include maps\mp\gametypes\_weaponobjects;
#include maps\mp\_tacticalinsertion;
main()
{
level.levelspawndvars = ::levelspawndvars;
maps\mp\mp_studio_fx::main();
maps\mp\_load::main();
maps\mp\_compass::setupminimap( "compass_map_mp_studio" );
maps\mp\mp_studio_amb::main();
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";
level.destructible_callbacks["remove_streamers"] = ::death_streamer_think;
alleytrigger = getent( "alleyTrigger", "targetname" );
windowtrigger = getent( "triggerwindowTarget", "targetname" );
target7 = getent( "trailerTarget_Window", "targetname" );
target8 = getent( "alleyTarget_Cover", "targetname" );
target9 = getent( "alleyTarget_Path", "targetname" );
targetlight1_off = getent( "steelBuildingTargetLight1_off", "targetname" );
targetlight1_on = getent( "steelBuildingTargetLight1_on", "targetname" );
targetlight2_off = getent( "steelBuildingTargetLight2_off", "targetname" );
targetlight2_on = getent( "steelBuildingTargetLight2_on", "targetname" );
level.const_fx_exploder_red_light_1 = 1001;
level.const_fx_exploder_red_light_2 = 1002;
speaker1 = getent( "loudspeaker1", "targetname" );
speaker2 = getent( "loudspeaker2", "targetname" );
targetlight1_on hide();
targetlight2_on hide();
target8 setcandamage( 1 );
target9 setcandamage( 1 );
target8 thread damagetarget( 2 );
target9 thread damagetarget( 2 );
target7 thread movetarget( 7, ( 57, 23, 0 ), 3 );
target8 thread movetarget( 1, 240, 10 );
target9 thread movetarget( 1, 130, 8.6 );
alleytrigger thread triggercheck( target9 );
windowtrigger thread triggercheck( target7 );
}
levelspawndvars( reset_dvars )
{
ss = level.spawnsystem;
ss.enemy_influencer_radius = set_dvar_float_if_unset( "scr_spawn_enemy_influencer_radius", "1900", reset_dvars );
}
triggercheck( target )
{
self endon( "game_ended" );
while ( true )
{
self waittill( "trigger", player );
distance = distance( target.origin, self.origin );
if ( distance <= 90 )
{
target notify( "targetStopMoving" );
while ( isdefined( player ) && player istouching( self ) && distance <= 90 )
{
if ( distancesquared( target.origin, target.railpoints[0] ) < distancesquared( player.origin, target.railpoints[0] ) )
target.preferrednextpos = 0;
else
target.preferrednextpos = 1;
wait 0.25;
}
}
}
}
damagetarget( dir )
{
self endon( "game_ended" );
while ( true )
{
self waittill( "damage", damage, attacker, direction );
switch ( dir )
{
case 1:
self rotateroll( self.angles[1] + 90, 0.1 );
wait 0.2;
self rotateroll( self.angles[1] - 90, 0.1 );
wait 0.2;
self playsound( "amb_target_flip" );
break;
case 2:
rotation = 1;
if ( isdefined( attacker ) && isplayer( attacker ) )
{
yaw = get2dyaw( attacker.origin, self.origin );
if ( attacker.angles[1] > yaw )
rotation = -1;
}
self rotateyaw( self.angles[2] + 180 * rotation, 0.3 );
self playsound( "amb_target_twirl" );
self waittill( "rotatedone" );
break;
case 3:
self rotatepitch( self.angles[1] + 90, 0.1 );
wait 0.2;
self rotatepitch( self.angles[1] - 90, 0.1 );
wait 0.2;
self playsound( "amb_target_flip" );
break;
case 4:
self rotateroll( self.angles[1] - 90, 0.1 );
wait 0.2;
self rotateroll( self.angles[1] + 90, 0.1 );
wait 0.2;
self playsound( "amb_target_flip" );
break;
case 5:
self rotatepitch( self.angles[1] - 90, 0.1 );
wait 0.2;
self rotatepitch( self.angles[1] + 90, 0.1 );
wait 0.2;
self playsound( "amb_target_flip" );
break;
}
}
}
damagetargetlights( light_on, light_off, speaker, alias, exploderhandle )
{
self endon( "game_ended" );
while ( true )
{
self waittill( "damage" );
speaker playsound( alias );
exploder( exploderhandle );
light_off hide();
light_on show();
wait 0.5;
exploder_stop( exploderhandle );
light_off show();
light_on hide();
}
}
movetarget( dir, dis, speed )
{
self endon( "game_ended" );
keepmoving = 1;
self thread movement_process();
startpos = self.origin;
farpos = self.origin;
sound = spawn( "script_origin", self.origin );
sound linkto( self );
sound playloopsound( "amb_target_chain" );
switch ( dir )
{
case 1:
farpos = self.origin + ( 0, dis, 0 );
break;
case 2:
farpos = self.origin - ( 0, dis, 0 );
break;
case 3:
farpos = self.origin + ( dis, 0, 0 );
break;
case 4:
farpos = self.origin - ( dis, 0, 0 );
break;
case 5:
farpos = self.origin + ( 0, 0, dis );
break;
case 6:
farpos = self.origin - ( 0, 0, dis );
break;
case 7:
farpos = self.origin - dis;
break;
}
self.railpoints = [];
self.railpoints[0] = startpos;
self.railpoints[1] = farpos;
self.preferrednextpos = 1;
self.playertrigger = 0;
while ( true )
{
nextpos = self.railpoints[self.preferrednextpos];
if ( self.preferrednextpos == 0 )
self.preferrednextpos = 1;
else
self.preferrednextpos = 0;
self moveto( nextpos, speed );
self waittill_either( "movedone", "targetStopMoving" );
self playsound( "amb_target_stop" );
}
}
rotatetarget( dir, deg, speed, pausetime )
{
self endon( "game_ended" );
while ( true )
{
switch ( dir )
{
case 1:
self rotateyaw( self.angles[2] + deg, speed );
self playsound( "amb_target_rotate" );
wait( pausetime );
self rotateyaw( self.angles[2] - deg, speed );
self playsound( "amb_target_rotate" );
wait( pausetime );
break;
case 2:
self rotateyaw( self.angles[2] - deg, speed );
self playsound( "amb_target_rotate" );
wait( pausetime );
self rotateyaw( self.angles[2] + deg, speed );
self playsound( "amb_target_rotate" );
wait( pausetime );
break;
case 3:
self rotateroll( self.angles[0] + deg, speed );
self playsound( "amb_target_rotate" );
wait( pausetime );
self rotateroll( self.angles[0] - deg, speed );
self playsound( "amb_target_rotate" );
wait( pausetime );
break;
case 4:
self rotateroll( self.angles[0] - deg, speed );
self playsound( "amb_target_rotate" );
wait( pausetime );
self rotateroll( self.angles[0] + deg, speed );
self playsound( "amb_target_rotate" );
wait( pausetime );
break;
case 5:
self rotateroll( self.angles[1] + deg, speed );
self playsound( "amb_target_rotate" );
wait( pausetime );
self rotateroll( self.angles[1] - deg, speed );
self playsound( "amb_target_rotate" );
wait( pausetime );
break;
case 6:
self rotatepitch( self.angles[1] - deg, speed );
wait( pausetime );
self rotatepitch( self.angles[1] + deg, speed );
wait( pausetime );
break;
case 7:
self rotateto( ( self.angles[0] + 90, self.angles[1] - 90, self.angles[2] + 45 ), speed );
wait( pausetime );
self rotateto( ( self.angles[0] - 90, self.angles[1] + 90, self.angles[2] - 45 ), speed );
wait( pausetime );
}
}
}
movement_process()
{
for (;;)
{
entities = getdamageableentarray( self.origin, 50 );
foreach ( entity in entities )
{
if ( isdefined( entity.targetname ) && ( entity.targetname == "alleyTarget_Cover" || entity.targetname == "alleyTarget_Path" ) )
continue;
if ( isplayer( entity ) )
continue;
if ( !entity istouching( self ) )
continue;
if ( isdefined( entity.classname ) && entity.classname == "grenade" )
{
if ( !isdefined( entity.name ) )
continue;
if ( !isdefined( entity.owner ) )
continue;
if ( entity.name == "satchel_charge_mp" )
{
if ( entity.origin[2] > self.origin[2] + 5 )
continue;
}
watcher = entity.owner getwatcherforweapon( entity.name );
if ( !isdefined( watcher ) )
continue;
watcher thread maps\mp\gametypes\_weaponobjects::waitanddetonate( entity, 0.0, undefined );
}
if ( isdefined( entity.targetname ) )
{
if ( entity.targetname == "riotshield_mp" )
{
entity dodamage( 1, self.origin + ( 0, 0, 1 ), self, self, 0, "MOD_CRUSH" );
continue;
}
}
if ( isdefined( entity.model ) && entity.model == "t6_wpn_tac_insert_world" )
entity thread maps\mp\_tacticalinsertion::fizzle();
}
wait 0.25;
}
}
getwatcherforweapon( weapname )
{
if ( !isdefined( self ) )
return undefined;
if ( !isplayer( self ) )
return undefined;
for ( i = 0; i < self.weaponobjectwatcherarray.size; i++ )
{
if ( self.weaponobjectwatcherarray[i].weapon != weapname )
continue;
return self.weaponobjectwatcherarray[i];
}
return undefined;
}
death_streamer_think( notifytype, attacker )
{
streamers = getentarray( "airconditioner_streamer", "targetname" );
for ( i = 0; i < streamers.size; i++ )
{
streamer = streamers[i];
if ( distancesquared( streamer.origin, self.origin ) < 2500 )
streamer delete();
}
}

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// T6 GSC SOURCE
// Decompiled by https://github.com/xensik/gsc-tool
main()
{
destructibles = getentarray( "destructible", "targetname" );
foreach ( dest in destructibles )
{
if ( dest.destructibledef == "veh_t6_dlc_electric_cart_destructible" )
{
dest thread cart_fire_think();
dest thread cart_death_think();
}
}
}
cart_fire_think()
{
self endon( "car_dead" );
for (;;)
{
self waittill( "broken", event );
if ( event == "destructible_car_fire" )
{
self playloopsound( "amb_fire_med" );
return;
}
}
}
cart_death_think()
{
self waittill( "car_dead" );
self playsound( "exp_barrel" );
}

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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();
maps\mp\createfx\mp_studio_fx::main();
}
precache_scripted_fx()
{
}
precache_createfx_fx()
{
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()
{
}