mirror of
https://github.com/JezuzLizard/Recompilable-gscs-for-BO2-zombies-and-multiplayer.git
synced 2025-06-22 08:37:51 -05:00
Reorganized the scripts so its easier to search thru.
This commit is contained in:
25
Multiplayer Maps/mp_raid/maps/mp/createart/mp_raid_art.gsc
Normal file
25
Multiplayer Maps/mp_raid/maps/mp/createart/mp_raid_art.gsc
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@ -0,0 +1,25 @@
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main()
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{
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level.tweakfile = 1;
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setdvar( "scr_fog_exp_halfplane", "3759.28" );
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setdvar( "scr_fog_exp_halfheight", "243.735" );
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setdvar( "scr_fog_nearplane", "601.593" );
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setdvar( "scr_fog_red", "0.806694" );
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setdvar( "scr_fog_green", "0.962521" );
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setdvar( "scr_fog_blue", "0.9624" );
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setdvar( "scr_fog_baseheight", "-475.268" );
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setdvar( "visionstore_glowTweakEnable", "0" );
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setdvar( "visionstore_glowTweakRadius0", "5" );
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setdvar( "visionstore_glowTweakRadius1", "" );
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setdvar( "visionstore_glowTweakBloomCutoff", "0.5" );
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setdvar( "visionstore_glowTweakBloomDesaturation", "0" );
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setdvar( "visionstore_glowTweakBloomIntensity0", "1" );
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setdvar( "visionstore_glowTweakBloomIntensity1", "" );
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setdvar( "visionstore_glowTweakSkyBleedIntensity0", "" );
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setdvar( "visionstore_glowTweakSkyBleedIntensity1", "" );
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visionsetnaked( "mp_raid", 1 );
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setdvar( "r_lightGridEnableTweaks", 1 );
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setdvar( "r_lightGridIntensity", 1 );
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setdvar( "r_lightGridContrast", 0 );
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}
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1305
Multiplayer Maps/mp_raid/maps/mp/createfx/mp_raid_fx.gsc
Normal file
1305
Multiplayer Maps/mp_raid/maps/mp/createfx/mp_raid_fx.gsc
Normal file
File diff suppressed because it is too large
Load Diff
54
Multiplayer Maps/mp_raid/maps/mp/mp_raid.gsc
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54
Multiplayer Maps/mp_raid/maps/mp/mp_raid.gsc
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@ -0,0 +1,54 @@
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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_raid_fx::main();
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maps/mp/_load::main();
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maps/mp/mp_raid_amb::main();
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maps/mp/_compass::setupminimap( "compass_map_mp_raid" );
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level thread water_trigger_init();
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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", "1870", reset_dvars );
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}
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water_trigger_init()
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{
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triggers = getentarray( "water_killbrush", "targetname" );
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_a31 = triggers;
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_k31 = getFirstArrayKey( _a31 );
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while ( isDefined( _k31 ) )
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{
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trigger = _a31[ _k31 ];
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trigger thread player_splash_think();
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_k31 = getNextArrayKey( _a31, _k31 );
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}
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}
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player_splash_think()
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{
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for ( ;; )
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{
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self waittill( "trigger", entity );
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if ( isplayer( entity ) && isalive( entity ) )
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{
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self thread trigger_thread( entity, ::player_water_fx );
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}
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}
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}
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player_water_fx( player, endon_condition )
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{
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maxs = self.origin + self getmaxs();
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if ( maxs[ 2 ] < 0 )
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{
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maxs += vectorScale( ( 0, 0, 1 ), 5 );
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}
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origin = ( player.origin[ 0 ], player.origin[ 1 ], maxs[ 2 ] );
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playfx( level._effect[ "water_splash_sm" ], origin );
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}
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6
Multiplayer Maps/mp_raid/maps/mp/mp_raid_amb.gsc
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6
Multiplayer Maps/mp_raid/maps/mp/mp_raid_amb.gsc
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@ -0,0 +1,6 @@
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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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50
Multiplayer Maps/mp_raid/maps/mp/mp_raid_fx.gsc
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50
Multiplayer Maps/mp_raid/maps/mp/mp_raid_fx.gsc
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@ -0,0 +1,50 @@
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#include maps/mp/_utility;
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#using_animtree( "fxanim_props" );
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main()
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{
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precache_fxanim_props();
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precache_scripted_fx();
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precache_createfx_fx();
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maps/mp/createfx/mp_raid_fx::main();
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maps/mp/createart/mp_raid_art::main();
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}
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precache_scripted_fx()
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{
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level._effect[ "water_splash_sm" ] = loadfx( "bio/player/fx_player_water_splash_mp_sm" );
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}
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precache_createfx_fx()
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{
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level._effect[ "fx_mp_light_dust_motes_md" ] = loadfx( "maps/mp_maps/fx_mp_light_dust_motes_md" );
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level._effect[ "fx_mp_raid_mist" ] = loadfx( "maps/mp_maps/fx_mp_raid_mist" );
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level._effect[ "fx_insects_swarm_lg_light" ] = loadfx( "bio/insects/fx_insects_swarm_lg_light" );
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level._effect[ "fx_insects_butterfly_flutter" ] = loadfx( "bio/insects/fx_insects_butterfly_flutter" );
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level._effect[ "fx_mp_fumes_vent_xsm_int" ] = loadfx( "maps/mp_maps/fx_mp_fumes_vent_xsm_int" );
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level._effect[ "fx_mp_raid_mist_water" ] = loadfx( "maps/mp_maps/fx_mp_raid_mist_water" );
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level._effect[ "fx_paper_interior_short" ] = loadfx( "debris/fx_paper_interior_short" );
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level._effect[ "fx_mp_raid_vista_smoke01" ] = loadfx( "maps/mp_maps/fx_mp_raid_vista_smoke01" );
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level._effect[ "fx_mp_raid_vista_fire01" ] = loadfx( "maps/mp_maps/fx_mp_raid_vista_fire01" );
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level._effect[ "fx_mp_slums_dark_smoke_sm" ] = loadfx( "maps/mp_maps/fx_mp_slums_dark_smoke_sm" );
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level._effect[ "fx_mp_slums_fire_sm" ] = loadfx( "maps/mp_maps/fx_mp_slums_fire_sm" );
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level._effect[ "fx_mp_slums_fire_lg" ] = loadfx( "maps/mp_maps/fx_mp_slums_fire_lg" );
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level._effect[ "fx_mp_slums_dark_smoke" ] = loadfx( "maps/mp_maps/fx_mp_slums_dark_smoke" );
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level._effect[ "fx_mp_village_car_smoke" ] = loadfx( "maps/mp_maps/fx_mp_village_car_smoke" );
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level._effect[ "fx_raid_hot_tub_sm" ] = loadfx( "water/fx_raid_hot_tub_sm" );
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level._effect[ "fx_raid_hot_tub_lg" ] = loadfx( "water/fx_raid_hot_tub_lg" );
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level._effect[ "fx_light_beacon_red_blink_fst" ] = loadfx( "light/fx_light_beacon_red_blink_fst" );
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level._effect[ "fx_light_god_ray_mp_raid" ] = loadfx( "env/light/fx_light_god_ray_mp_raid" );
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level._effect[ "fx_raid_spot_light" ] = loadfx( "light/fx_raid_spot_light" );
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level._effect[ "fx_mp_nightclub_flr_glare" ] = loadfx( "maps/mp_maps/fx_mp_nightclub_flr_glare" );
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level._effect[ "fx_raid_spot_light_picture" ] = loadfx( "light/fx_raid_spot_light_picture" );
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level._effect[ "fx_light_recessed_cool_sm_soft" ] = loadfx( "light/fx_light_recessed_cool_sm_soft" );
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level._effect[ "fx_lf_mp_raid_sun1" ] = loadfx( "lens_flares/fx_lf_mp_raid_sun1" );
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}
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precache_fxanim_props()
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{
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level.scr_anim[ "fxanim_props" ][ "umbrella" ] = %fxanim_gp_umbrella_01_anim;
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level.scr_anim[ "fxanim_props" ][ "dryer_loop" ] = %fxanim_gp_dryer_loop_anim;
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}
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