Reorganized the scripts so its easier to search thru.

This commit is contained in:
JezuzLizard
2021-08-07 11:41:57 -07:00
parent 98bfc67831
commit fe45c69381
1573 changed files with 152 additions and 4458 deletions

File diff suppressed because it is too large Load Diff

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#include maps/mp/gametypes/_spawning;
#include maps/mp/_compass;
#include maps/mp/_utility;
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" );
_a61 = triggers;
_k61 = getFirstArrayKey( _a61 );
while ( isDefined( _k61 ) )
{
trigger = _a61[ _k61 ];
if ( trigger.origin[ 2 ] > level.mapcenter[ 2 ] )
{
}
else
{
trigger thread water_trigger_think();
}
_k61 = getNextArrayKey( _a61, _k61 );
}
triggers = getentarray( "water_killbrush", "targetname" );
_a73 = triggers;
_k73 = getFirstArrayKey( _a73 );
while ( isDefined( _k73 ) )
{
trigger = _a73[ _k73 ];
trigger thread player_splash_think();
_k73 = getNextArrayKey( _a73, _k73 );
}
}
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 );
}
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 ) );
}
}
}
leveloverridetime( defaulttime )
{
if ( self isinwater() )
{
return 0,4;
}
return defaulttime;
}
useintermissionpointsonwavespawn()
{
return self isinwater();
}
isinwater()
{
triggers = getentarray( "trigger_hurt", "classname" );
_a138 = triggers;
_k138 = getFirstArrayKey( _a138 );
while ( isDefined( _k138 ) )
{
trigger = _a138[ _k138 ];
if ( trigger.origin[ 2 ] > level.mapcenter[ 2 ] )
{
}
else
{
if ( self istouching( trigger ) )
{
return 1;
}
}
_k138 = getNextArrayKey( _a138, _k138 );
}
return 0;
}

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#include common_scripts/utility;
#include maps/mp/_ambientpackage;
#include maps/mp/_utility;
main()
{
level thread instruments_init();
}
instruments_init()
{
inst_trigs = getentarray( "snd_instrument", "targetname" );
array_thread( inst_trigs, ::play_instrument );
}
play_instrument()
{
while ( 1 )
{
self waittill( "damage" );
self playsound( self.script_noteworthy );
wait 0,1;
}
}

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#include maps/mp/_utility;
#using_animtree( "fxanim_props" );
#using_animtree( "fxanim_props_dlc" );
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" );
}
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;
}
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;
}