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

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main()
{
self.accuracy = 1;
self.animstatedef = "";
self.animtree = "dog.atr";
self.csvinclude = "";
self.demolockonhighlightdistance = 100;
self.demolockonviewheightoffset1 = 8;
self.demolockonviewheightoffset2 = 8;
self.demolockonviewpitchmax1 = 60;
self.demolockonviewpitchmax2 = 60;
self.demolockonviewpitchmin1 = 0;
self.demolockonviewpitchmin2 = 0;
self.footstepfxtable = "";
self.footstepprepend = "";
self.footstepscriptcallback = 0;
self.grenadeammo = 0;
self.grenadeweapon = "";
self.health = 200;
self.precachescript = "";
self.secondaryweapon = "";
self.sidearm = "";
self.subclass = "regular";
self.team = "axis";
self.type = "dog";
self.weapon = "";
self setengagementmindist( 0, 0 );
self setengagementmaxdist( 100, 300 );
character/character_mp_german_shepherd::main();
self setcharacterindex( 0 );
}
spawner()
{
self setspawnerteam( "axis" );
}
precache( ai_index )
{
character/character_mp_german_shepherd::precache();
}

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main()
{
self setmodel( "german_shepherd" );
self.voice = "american";
self.skeleton = "base";
}
precache()
{
precachemodel( "german_shepherd" );
}

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main()
{
level.tweakfile = 1;
setdvar( "visionstore_glowTweakEnable", "0" );
setdvar( "visionstore_glowTweakRadius0", "5" );
setdvar( "visionstore_glowTweakRadius1", "" );
setdvar( "visionstore_glowTweakBloomCutoff", "0.5" );
setdvar( "visionstore_glowTweakBloomDesaturation", "0" );
setdvar( "visionstore_glowTweakBloomIntensity0", "1" );
setdvar( "visionstore_glowTweakBloomIntensity1", "" );
setdvar( "visionstore_glowTweakSkyBleedIntensity0", "" );
setdvar( "visionstore_glowTweakSkyBleedIntensity1", "" );
visionsetnaked( "mp_meltdown", 1 );
setdvar( "r_lightGridEnableTweaks", 1 );
setdvar( "r_lightGridIntensity", 1 );
setdvar( "r_lightGridContrast", 0 );
}

File diff suppressed because it is too large Load Diff

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#include maps/mp/_compass;
#include maps/mp/_utility;
main()
{
level.levelspawndvars = ::levelspawndvars;
maps/mp/mp_meltdown_fx::main();
maps/mp/_load::main();
maps/mp/mp_meltdown_amb::main();
maps/mp/_compass::setupminimap( "compass_map_mp_meltdown" );
}
levelspawndvars( reset_dvars )
{
ss = level.spawnsystem;
ss.enemy_influencer_radius = set_dvar_float_if_unset( "scr_spawn_enemy_influencer_radius", "2100", reset_dvars );
}

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#include maps/mp/_ambientpackage;
#include maps/mp/_utility;
main()
{
}

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#include maps/mp/_utility;
main()
{
precache_fxanim_props();
precache_scripted_fx();
precache_createfx_fx();
maps/mp/createfx/mp_meltdown_fx::main();
maps/mp/createart/mp_meltdown_art::main();
}
precache_scripted_fx()
{
}
precache_createfx_fx()
{
level._effect[ "fx_mp_fumes_vent_xsm_int" ] = loadfx( "maps/mp_maps/fx_mp_fumes_vent_xsm_int" );
level._effect[ "fx_mp_steam_pipe_md" ] = loadfx( "maps/mp_maps/fx_mp_steam_pipe_md" );
level._effect[ "fx_mp_vent_heat_distort" ] = loadfx( "maps/mp_maps/fx_mp_vent_heat_distort" );
level._effect[ "fx_mp_vent_steam_line" ] = loadfx( "maps/mp_maps/fx_mp_vent_steam_line" );
level._effect[ "fx_mp_vent_steam_windy" ] = loadfx( "maps/mp_maps/fx_mp_vent_steam_windy" );
level._effect[ "fx_mp_vent_steam_windy_lg" ] = loadfx( "maps/mp_maps/fx_mp_vent_steam_windy_lg" );
level._effect[ "fx_mp_steam_smoke" ] = loadfx( "maps/mp_maps/fx_mp_steam_smoke" );
level._effect[ "fx_mp_water_rain_cooling_tower" ] = loadfx( "maps/mp_maps/fx_mp_water_rain_cooling_tower" );
level._effect[ "fx_mp_water_rain_cooling_tower_splsh_200" ] = loadfx( "maps/mp_maps/fx_mp_water_rain_cooling_tower_splsh_200" );
level._effect[ "fx_mp_water_drip_light_long" ] = loadfx( "maps/mp_maps/fx_mp_water_drip_light_long" );
level._effect[ "fx_mp_steam_cooling_tower" ] = loadfx( "maps/mp_maps/fx_mp_steam_cooling_tower" );
level._effect[ "fx_mp_steam_cooling_tower_blocker" ] = loadfx( "maps/mp_maps/fx_mp_steam_cooling_tower_blocker" );
level._effect[ "fx_mp_steam_cooling_tower_door" ] = loadfx( "maps/mp_maps/fx_mp_steam_cooling_tower_door" );
level._effect[ "fx_mp_steam_cooling_tower_int_top" ] = loadfx( "maps/mp_maps/fx_mp_steam_cooling_tower_int_top" );
level._effect[ "fx_mp_steam_cooling_tower_thck_sm" ] = loadfx( "maps/mp_maps/fx_mp_steam_cooling_tower_thck_sm" );
level._effect[ "fx_mp_steam_cooling_tower_thck_md" ] = loadfx( "maps/mp_maps/fx_mp_steam_cooling_tower_thck_md" );
level._effect[ "fx_mp_steam_cooling_tower_thck_xsm" ] = loadfx( "maps/mp_maps/fx_mp_steam_cooling_tower_thck_xsm" );
level._effect[ "fx_water_pipe_spill_ocean" ] = loadfx( "water/fx_water_pipe_spill_ocean" );
level._effect[ "fx_water_surface_heat_lg" ] = loadfx( "water/fx_water_surface_heat_lg" );
level._effect[ "fx_water_surface_heat_md" ] = loadfx( "water/fx_water_surface_heat_md" );
level._effect[ "fx_mp_steam_tunnel" ] = loadfx( "maps/mp_maps/fx_mp_steam_tunnel" );
level._effect[ "fx_mp_steam_tunnel_lng" ] = loadfx( "maps/mp_maps/fx_mp_steam_tunnel_lng" );
level._effect[ "fx_water_wave_break_md" ] = loadfx( "water/fx_water_wave_break_md" );
level._effect[ "fx_water_wave_break_lg" ] = loadfx( "water/fx_water_wave_break_lg" );
level._effect[ "fx_insects_swarm_lg_light" ] = loadfx( "bio/insects/fx_insects_swarm_lg_light" );
level._effect[ "fx_paper_interior_short" ] = loadfx( "debris/fx_paper_interior_short" );
level._effect[ "fx_mp_light_dust_motes_md" ] = loadfx( "maps/mp_maps/fx_mp_light_dust_motes_md" );
level._effect[ "fx_light_gray_white_ribbon_sm" ] = loadfx( "light/fx_light_gray_white_ribbon_sm" );
level._effect[ "fx_light_flourescent_ceiling_panel_2" ] = loadfx( "light/fx_light_flourescent_ceiling_panel_2" );
level._effect[ "fx_light_reactor_glw_blue" ] = loadfx( "light/fx_light_reactor_glw_blue" );
level._effect[ "fx_light_beacon_red_blink_fst_sm" ] = loadfx( "light/fx_light_beacon_red_blink_fst_sm" );
level._effect[ "fx_light_garage_parking_red" ] = loadfx( "light/fx_light_emergency_red" );
level._effect[ "fx_light_m_p6_ext_wall_sml" ] = loadfx( "light/fx_light_m_p6_ext_wall_sml" );
level._effect[ "fx_light_outdoor_wall03_white" ] = loadfx( "light/fx_light_outdoor_wall03_white" );
level._effect[ "fx_light_flourescent_ceiling_panel" ] = loadfx( "light/fx_light_flourescent_ceiling_panel_soft" );
level._effect[ "fx_light_recessed_cool_sm" ] = loadfx( "light/fx_light_recessed_cool_sm_soft" );
level._effect[ "fx_light_floodlight_sqr_wrm_sm" ] = loadfx( "light/fx_light_floodlight_sqr_wrm_sm" );
level._effect[ "fx_light_flour_glow_cool_dbl_md" ] = loadfx( "light/fx_light_flour_glow_cool_dbl_md" );
level._effect[ "fx_lf_mp_meltdown_sun1" ] = loadfx( "lens_flares/fx_lf_mp_meltdown_sun1" );
level._effect[ "fx_sand_gust_ground_sm" ] = loadfx( "dirt/fx_sand_gust_ground_sm_slw" );
level._effect[ "fx_sand_gust_ground_md" ] = loadfx( "dirt/fx_sand_gust_ground_md_slw" );
level._effect[ "fx_sand_gust_door" ] = loadfx( "dirt/fx_sand_gust_door_slw" );
level._effect[ "fx_sand_blowing_lg_vista" ] = loadfx( "dirt/fx_sand_blowing_lg_vista" );
level._effect[ "fx_dust_gray_street_low" ] = loadfx( "dirt/fx_dust_gray_street_low" );
level._effect[ "fx_dust_swirl_sm_gray_runner" ] = loadfx( "dirt/fx_dust_swirl_sm_gray_runner" );
level._effect[ "fx_pak_tower_fire_flareup" ] = loadfx( "maps/mp_maps/fx_mp_fire_tower_flareup" );
level._effect[ "fx_mp_fire_tower_flareup_amb" ] = loadfx( "maps/mp_maps/fx_mp_fire_tower_flareup_amb" );
}
precache_fxanim_props()
{
}

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#include maps/mp/killstreaks/_supplydrop;
#include maps/mp/_tacticalinsertion;
#include maps/mp/gametypes/_weaponobjects;
#include common_scripts/utility;
#include maps/mp/_utility;
init()
{
precachestring( &"MP_LIFT_OPERATE" );
precachestring( &"MP_LIFT_COOLDOWN" );
trigger = getent( "lift_trigger", "targetname" );
platform = getent( "lift_platform", "targetname" );
if ( !isDefined( trigger ) || !isDefined( platform ) )
{
return;
}
trigger enablelinkto();
trigger linkto( platform );
part = getent( "lift_part", "targetname" );
if ( isDefined( part ) )
{
part linkto( platform );
}
level thread lift_think( trigger, platform );
}
lift_think( trigger, platform )
{
level waittill( "prematch_over" );
location = 0;
for ( ;; )
{
trigger sethintstring( &"MP_LIFT_OPERATE" );
trigger waittill( "trigger" );
trigger sethintstring( &"MP_LIFT_COOLDOWN" );
if ( location == 0 )
{
goal = platform.origin + vectorScale( ( 0, 0, 1 ), 128 );
location = 1;
}
else
{
goal = platform.origin - vectorScale( ( 0, 0, 1 ), 128 );
location = 0;
}
platform thread lift_move_think( goal );
platform waittill( "movedone" );
if ( location == 1 )
{
trigger thread lift_auto_lower_think();
}
wait 10;
}
}
lift_move_think( goal )
{
self endon( "movedone" );
timer = 5;
self moveto( goal, 5 );
while ( timer >= 0 )
{
self destroy_equipment();
self destroy_tactical_insertions();
self destroy_supply_crates();
self destroy_corpses();
self destroy_stuck_weapons();
wait 0,5;
timer -= 0,5;
}
}
lift_auto_lower_think()
{
self endon( "trigger" );
wait 30;
self notify( "trigger" );
}
destroy_equipment()
{
grenades = getentarray( "grenade", "classname" );
i = 0;
while ( i < grenades.size )
{
item = grenades[ i ];
if ( !isDefined( item.name ) )
{
i++;
continue;
}
else if ( !isDefined( item.owner ) )
{
i++;
continue;
}
else if ( !isweaponequipment( item.name ) )
{
i++;
continue;
}
else if ( !item istouching( self ) )
{
i++;
continue;
}
else watcher = item.owner getwatcherforweapon( item.name );
if ( !isDefined( watcher ) )
{
i++;
continue;
}
else
{
watcher thread maps/mp/gametypes/_weaponobjects::waitanddetonate( item, 0, undefined );
}
i++;
}
}
destroy_tactical_insertions()
{
players = get_players();
i = 0;
while ( i < players.size )
{
player = players[ i ];
if ( !isDefined( player.tacticalinsertion ) )
{
i++;
continue;
}
else
{
if ( player.tacticalinsertion istouching( self ) )
{
player.tacticalinsertion maps/mp/_tacticalinsertion::destroy_tactical_insertion();
}
}
i++;
}
}
destroy_supply_crates()
{
crates = getentarray( "care_package", "script_noteworthy" );
i = 0;
while ( i < crates.size )
{
crate = crates[ i ];
if ( crate istouching( self ) )
{
playfx( level._supply_drop_explosion_fx, crate.origin );
playsoundatposition( "wpn_grenade_explode", crate.origin );
wait 0,1;
crate maps/mp/killstreaks/_supplydrop::cratedelete();
}
i++;
}
}
destroy_corpses()
{
corpses = getcorpsearray();
i = 0;
while ( i < corpses.size )
{
if ( distance2dsquared( corpses[ i ].origin, self.origin ) < 1048576 )
{
corpses[ i ] delete();
}
i++;
}
}
destroy_stuck_weapons()
{
weapons = getentarray( "sticky_weapon", "targetname" );
origin = self getpointinbounds( 0, 0, -0,6 );
z_cutoff = origin[ 2 ];
i = 0;
while ( i < weapons.size )
{
weapon = weapons[ i ];
if ( weapon istouching( self ) && weapon.origin[ 2 ] > z_cutoff )
{
weapon delete();
}
i++;
}
}
getwatcherforweapon( weapname )
{
if ( !isDefined( self ) )
{
return undefined;
}
if ( !isplayer( self ) )
{
return undefined;
}
i = 0;
while ( i < self.weaponobjectwatcherarray.size )
{
if ( self.weaponobjectwatcherarray[ i ].weapon != weapname )
{
i++;
continue;
}
else
{
return self.weaponobjectwatcherarray[ i ];
}
i++;
}
return undefined;
}