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;
maps/mp/mp_mirage_fx::main();
precachemodel( "collision_physics_256x256x10" );
precachemodel( "collision_physics_cylinder_32x128" );
precachemodel( "collision_clip_128x128x10" );
precachemodel( "collision_clip_256x256x10" );
maps/mp/_load::main();
maps/mp/mp_mirage_amb::main();
maps/mp/_compass::setupminimap( "compass_map_mp_mirage" );
setdvar( "compassmaxrange", "2400" );
visionsetnaked( "mp_mirage", 1 );
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";
spawncollision( "collision_physics_256x256x10", "collider", ( 58,5, 3360, 53,5 ), vectorScale( ( 0, 0, -1 ), 352,9 ) );
spawncollision( "collision_physics_cylinder_32x128", "collider", ( 3029, 1571,5, 129,5 ), vectorScale( ( 0, 0, -1 ), 8,3 ) );
spawncollision( "collision_physics_cylinder_32x128", "collider", ( -1341, 517,5, -35,5 ), ( 354,7, 0, -0,6 ) );
spawncollision( "collision_clip_256x256x10", "collider", ( 1744, 482, 16 ), ( 270, 183,902, 86,0983 ) );
maps/mp/gametypes/_spawning::level_use_unified_spawning( 1 );
}
levelspawndvars( reset_dvars )
{
ss = level.spawnsystem;
ss.enemy_influencer_radius = set_dvar_float_if_unset( "scr_spawn_enemy_influencer_radius", "2500", reset_dvars );
}

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

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#include maps/mp/_utility;
#using_animtree( "fxanim_props" );
main()
{
precache_fxanim_props();
precache_scripted_fx();
precache_createfx_fx();
maps/mp/createfx/mp_mirage_fx::main();
}
precache_scripted_fx()
{
}
precache_createfx_fx()
{
level._effect[ "fx_mp_distortion_md" ] = loadfx( "maps/mp_maps/fx_mp_mirage_distortion_md" );
level._effect[ "fx_mp_distortion_lg" ] = loadfx( "maps/mp_maps/fx_mp_mirage_distortion_lg" );
level._effect[ "fx_mp_sand_gust_int_sm" ] = loadfx( "maps/mp_maps/fx_mp_mirage_sand_gust_int_sm" );
level._effect[ "fx_mp_dust_lg" ] = loadfx( "maps/mp_maps/fx_mp_mirage_dust_lg" );
level._effect[ "fx_mp_dust_xlg" ] = loadfx( "maps/mp_maps/fx_mp_mirage_dust_xlg" );
level._effect[ "fx_mp_dust_xlg_fast" ] = loadfx( "maps/mp_maps/fx_mp_mirage_dust_xlg_fast" );
level._effect[ "fx_mp_foliage_gust" ] = loadfx( "maps/mp_maps/fx_mp_mirage_foliage_gust" );
level._effect[ "fx_mp_sand_dist_md" ] = loadfx( "maps/mp_maps/fx_mp_mirage_sand_dist_md" );
level._effect[ "fx_mp_sand_fall_md" ] = loadfx( "maps/mp_maps/fx_mp_mirage_sand_fall_md" );
level._effect[ "fx_mp_sand_fall_md_dist" ] = loadfx( "maps/mp_maps/fx_mp_mirage_sand_fall_md_dist" );
level._effect[ "fx_mp_sand_fall_sm" ] = loadfx( "maps/mp_maps/fx_mp_mirage_sand_fall_sm" );
level._effect[ "fx_mp_sand_gust_md" ] = loadfx( "maps/mp_maps/fx_mp_mirage_sand_gust_md" );
level._effect[ "fx_mp_sand_gust_sm" ] = loadfx( "maps/mp_maps/fx_mp_mirage_sand_gust_sm" );
level._effect[ "fx_mp_sand_gust_sm_far" ] = loadfx( "maps/mp_maps/fx_mp_mirage_sand_gust_sm_far" );
level._effect[ "fx_mp_godray_md" ] = loadfx( "maps/mp_maps/fx_mp_mirage_godray_md" );
level._effect[ "fx_mp_godray_lg" ] = loadfx( "maps/mp_maps/fx_mp_mirage_godray_lg" );
level._effect[ "fx_mp_godray_sm" ] = loadfx( "maps/mp_maps/fx_mp_mirage_godray_sm" );
level._effect[ "fx_mp_sand_wind" ] = loadfx( "maps/mp_maps/fx_mp_mirage_sand_wind" );
level._effect[ "fx_mp_light_sm" ] = loadfx( "maps/mp_maps/fx_mp_mirage_light_sm" );
level._effect[ "fx_mp_sun" ] = loadfx( "lens_flares/fx_lf_mp_mirage_sun1" );
level._effect[ "fx_water_shower_dribble_splsh" ] = loadfx( "water/fx_water_shower_dribble_sm_splsh" );
level._effect[ "fx_water_shower_dribble" ] = loadfx( "water/fx_water_shower_dribble_sm" );
}
precache_fxanim_props()
{
level.scr_anim[ "fxanim_props" ][ "lantern_lrg" ] = %fxanim_mp_mirage_lantern_lrg_anim;
level.scr_anim[ "fxanim_props" ][ "lantern_sm" ] = %fxanim_mp_mirage_lantern_sm_anim;
level.scr_anim[ "fxanim_props" ][ "lamp" ] = %fxanim_mp_mirage_lamp_anim;
level.scr_anim[ "fxanim_props" ][ "ruined_lanterns" ] = %fxanim_mp_mirage_lanterns_ruined_anim;
level.scr_anim[ "fxanim_props" ][ "lanterns_string" ] = %fxanim_mp_mirage_lanterns_string_anim;
level.scr_anim[ "fxanim_props" ][ "lantern_lrg_02" ] = %fxanim_mp_mirage_lantern_lrg_02_anim;
}