mirror of
https://github.com/JezuzLizard/Recompilable-gscs-for-BO2-zombies-and-multiplayer.git
synced 2025-06-23 09:07:52 -05:00
Reorganized the scripts so its easier to search thru.
This commit is contained in:
1730
Multiplayer Maps/mp_dig/maps/mp/createfx/mp_dig_fx.gsc
Normal file
1730
Multiplayer Maps/mp_dig/maps/mp/createfx/mp_dig_fx.gsc
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File diff suppressed because it is too large
Load Diff
52
Multiplayer Maps/mp_dig/maps/mp/mp_dig.gsc
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52
Multiplayer Maps/mp_dig/maps/mp/mp_dig.gsc
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#include maps/mp/gametypes/_spawning;
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#include maps/mp/_compass;
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#include maps/mp/_utility;
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main()
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{
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level.levelspawndvars = ::levelspawndvars;
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maps/mp/mp_dig_fx::main();
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precachemodel( "collision_clip_wall_32x32x10" );
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precachemodel( "p6_dig_brick_03" );
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maps/mp/_load::main();
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maps/mp/mp_dig_amb::main();
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maps/mp/_compass::setupminimap( "compass_map_mp_dig" );
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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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brick1 = spawn( "script_model", ( -5,6285, 604,473, 39,05 ) );
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brick1.angles = ( 359,199, 90,0129, -0,822672 );
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brick2 = spawn( "script_model", ( -12,63, 604,47, 39,05 ) );
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brick2.angles = ( 359,199, 90,0129, -0,822672 );
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brick3 = spawn( "script_model", ( -5,63, 614,97, 39,05 ) );
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brick3.angles = ( 359,199, 90,0129, -0,822672 );
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brick4 = spawn( "script_model", ( -12,63, 614,97, 39,05 ) );
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brick4.angles = ( 359,199, 90,0129, -0,822672 );
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brick5 = spawn( "script_model", ( -5,63, 629,47, 39,55 ) );
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brick5.angles = ( 359,199, 90,0129, -0,822672 );
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brick6 = spawn( "script_model", ( -12,63, 629,47, 39,55 ) );
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brick6.angles = ( 359,199, 90,0129, -0,822672 );
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brick1 setmodel( "p6_dig_brick_03" );
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brick2 setmodel( "p6_dig_brick_03" );
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brick3 setmodel( "p6_dig_brick_03" );
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brick4 setmodel( "p6_dig_brick_03" );
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brick5 setmodel( "p6_dig_brick_03" );
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brick6 setmodel( "p6_dig_brick_03" );
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spawncollision( "collision_clip_wall_32x32x10", "collider", ( -1404, -1126, 46,5 ), vectorScale( ( 0, 1, 0 ), 90 ) );
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maps/mp/gametypes/_spawning::level_use_unified_spawning( 1 );
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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", "2300", reset_dvars );
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ss.hq_objective_influencer_inner_radius = set_dvar_float_if_unset( "scr_spawn_hq_objective_influencer_inner_radius", "1000", reset_dvars );
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}
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6
Multiplayer Maps/mp_dig/maps/mp/mp_dig_amb.gsc
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6
Multiplayer Maps/mp_dig/maps/mp/mp_dig_amb.gsc
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#include maps/mp/_ambientpackage;
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#include maps/mp/_utility;
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main()
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{
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}
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59
Multiplayer Maps/mp_dig/maps/mp/mp_dig_fx.gsc
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59
Multiplayer Maps/mp_dig/maps/mp/mp_dig_fx.gsc
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#include maps/mp/_utility;
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#using_animtree( "fxanim_props" );
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#using_animtree( "fxanim_props_dlc4" );
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main()
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{
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precache_fxanim_props();
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precache_fxanim_props_dlc4();
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precache_scripted_fx();
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precache_createfx_fx();
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maps/mp/createfx/mp_dig_fx::main();
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}
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precache_scripted_fx()
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{
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}
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precache_createfx_fx()
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{
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level._effect[ "fx_lf_mp_dig_sun1" ] = loadfx( "lens_flares/fx_lf_mp_dig_sun1" );
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level._effect[ "fx_mp_dig_floor_swirl_sm" ] = loadfx( "maps/mp_maps/fx_mp_dig_floor_swirl_sm" );
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level._effect[ "fx_mp_dig_floor_swirl_lg" ] = loadfx( "maps/mp_maps/fx_mp_dig_floor_swirl_lg" );
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level._effect[ "fx_mp_dig_dust" ] = loadfx( "maps/mp_maps/fx_mp_dig_dust" );
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level._effect[ "fx_mp_dig_dust_fall" ] = loadfx( "maps/mp_maps/fx_mp_dig_dust_fall" );
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level._effect[ "fx_mp_dig_dust_fall_2" ] = loadfx( "maps/mp_maps/fx_mp_dig_dust_fall_2" );
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level._effect[ "fx_mp_dig_dust_fall_3" ] = loadfx( "maps/mp_maps/fx_mp_dig_dust_fall_3" );
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level._effect[ "fx_mp_dig_dust_floor" ] = loadfx( "maps/mp_maps/fx_mp_dig_dust_floor" );
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level._effect[ "fx_mp_dig_dust_floor_fall" ] = loadfx( "maps/mp_maps/fx_mp_dig_dust_floor_fall" );
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level._effect[ "fx_mp_dig_dust_fall_pill" ] = loadfx( "maps/mp_maps/fx_mp_dig_dust_fall_pill" );
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level._effect[ "fx_mp_dig_vista_dust" ] = loadfx( "maps/mp_maps/fx_mp_dig_vista_dust" );
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level._effect[ "fx_mp_dig_vista_dust_sm" ] = loadfx( "maps/mp_maps/fx_mp_dig_vista_dust_sm" );
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level._effect[ "fx_mp_dig_vista_dust_close" ] = loadfx( "maps/mp_maps/fx_mp_dig_vista_dust_close" );
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level._effect[ "fx_mp_dig_heat_distort" ] = loadfx( "maps/mp_maps/fx_mp_dig_heat_distort" );
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level._effect[ "fx_mp_dig_dust_lg" ] = loadfx( "maps/mp_maps/fx_mp_dig_dust_lg" );
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level._effect[ "fx_mp_dig_vista_birds" ] = loadfx( "maps/mp_maps/fx_mp_dig_vista_birds" );
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level._effect[ "fx_mp_dig_godray" ] = loadfx( "maps/mp_maps/fx_mp_dig_godray" );
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level._effect[ "fx_mp_dig_godray_wide" ] = loadfx( "maps/mp_maps/fx_mp_dig_godray_wide" );
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level._effect[ "fx_mp_dig_flood_light" ] = loadfx( "maps/mp_maps/fx_mp_dig_flood_light" );
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level._effect[ "fx_mp_dig_dust_mote" ] = loadfx( "maps/mp_maps/fx_mp_dig_dust_mote" );
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level._effect[ "fx_mp_dig_gas_drip" ] = loadfx( "maps/mp_maps/fx_mp_dig_gas_drip" );
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}
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precache_fxanim_props()
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{
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level.scr_anim[ "fxanim_props" ][ "roaches" ] = %fxanim_gp_roaches_anim;
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}
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precache_fxanim_props_dlc4()
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{
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level.scr_anim[ "fxanim_props_dlc4" ][ "wires_yellow_01" ] = %fxanim_mp_dig_wires_yellow_01_anim;
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level.scr_anim[ "fxanim_props_dlc4" ][ "wires_yellow_02" ] = %fxanim_mp_dig_wires_yellow_02_anim;
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level.scr_anim[ "fxanim_props_dlc4" ][ "wires_yellow_03" ] = %fxanim_mp_dig_wires_yellow_03_anim;
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level.scr_anim[ "fxanim_props_dlc4" ][ "ropes_01" ] = %fxanim_mp_dig_ropes_01_anim;
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level.scr_anim[ "fxanim_props_dlc4" ][ "fuel_pipe" ] = %fxanim_mp_dig_fuel_pipe_anim;
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level.scr_anim[ "fxanim_props_dlc4" ][ "wires_yellow_04" ] = %fxanim_mp_dig_wires_yellow_04_anim;
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level.scr_anim[ "fxanim_props_dlc4" ][ "wires_yellow_05" ] = %fxanim_mp_dig_wires_yellow_05_anim;
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level.scr_anim[ "fxanim_props_dlc4" ][ "wires_yellow_06" ] = %fxanim_mp_dig_wires_yellow_06_anim;
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}
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