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()
{
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_slums", 0 );
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_slums_fx::main();
maps/mp/_load::main();
maps/mp/_compass::setupminimap( "compass_map_mp_slums" );
maps/mp/mp_slums_amb::main();
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";
level.remotemotarviewleft = 30;
level.remotemotarviewright = 30;
level.remotemotarviewup = 10;
level.remotemotarviewdown = 25;
}
levelspawndvars( reset_dvars )
{
ss = level.spawnsystem;
ss.enemy_influencer_radius = set_dvar_float_if_unset( "scr_spawn_enemy_influencer_radius", "2500", reset_dvars );
ss.hq_objective_influencer_inner_radius = set_dvar_float_if_unset( "scr_spawn_hq_objective_influencer_inner_radius", "1400", 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_slums_fx::main();
}
precache_scripted_fx()
{
}
precache_createfx_fx()
{
level._effect[ "fx_mp_debris_papers" ] = loadfx( "maps/mp_maps/fx_mp_debris_papers" );
level._effect[ "fx_mp_debris_papers_narrow" ] = loadfx( "maps/mp_maps/fx_mp_debris_papers_narrow" );
level._effect[ "fx_mp_express_train_blow_dust" ] = loadfx( "maps/mp_maps/fx_mp_express_train_blow_dust" );
level._effect[ "fx_insects_swarm_dark_lg" ] = loadfx( "bio/insects/fx_insects_swarm_dark_lg" );
level._effect[ "fx_mp_slums_leaves" ] = loadfx( "maps/mp_maps/fx_mp_slums_leaves" );
level._effect[ "fx_insects_swarm_lg_light" ] = loadfx( "bio/insects/fx_insects_swarm_lg_light" );
level._effect[ "fx_mp_elec_spark_burst_md_runner" ] = loadfx( "maps/mp_maps/fx_mp_elec_spark_burst_md_runner" );
level._effect[ "fx_insects_butterfly_flutter" ] = loadfx( "bio/insects/fx_insects_butterfly_flutter" );
level._effect[ "fx_mp_light_dust_motes_md" ] = loadfx( "maps/mp_maps/fx_mp_light_dust_motes_md" );
level._effect[ "fx_mp_slums_fire_sm" ] = loadfx( "maps/mp_maps/fx_mp_slums_fire_sm" );
level._effect[ "fx_mp_slums_fire_lg" ] = loadfx( "maps/mp_maps/fx_mp_slums_fire_lg" );
level._effect[ "fx_mp_slums_fire_distant" ] = loadfx( "maps/mp_maps/fx_mp_slums_fire_distant" );
level._effect[ "fx_mp_slums_embers" ] = loadfx( "maps/mp_maps/fx_mp_slums_embers" );
level._effect[ "fx_hvac_steam_md" ] = loadfx( "smoke/fx_hvac_steam_md" );
level._effect[ "fx_smk_smolder_gray_slow_shrt" ] = loadfx( "smoke/fx_smk_smolder_gray_slow_shrt" );
level._effect[ "fx_mp_slums_dark_smoke" ] = loadfx( "maps/mp_maps/fx_mp_slums_dark_smoke" );
level._effect[ "fx_smk_tin_hat_sm" ] = loadfx( "smoke/fx_smk_tin_hat_sm" );
level._effect[ "fx_mp_slums_vista_smoke" ] = loadfx( "maps/mp_maps/fx_mp_slums_vista_smoke" );
level._effect[ "fx_mp_slums_vista_smoke_low" ] = loadfx( "maps/mp_maps/fx_mp_slums_vista_smoke_low" );
level._effect[ "fx_mp_slums_dark_smoke_sm" ] = loadfx( "maps/mp_maps/fx_mp_slums_dark_smoke_sm" );
level._effect[ "fx_window_god_ray_sm" ] = loadfx( "light/fx_window_god_ray_sm" );
level._effect[ "fx_window_god_ray" ] = loadfx( "light/fx_window_god_ray" );
level._effect[ "fx_village_tube_light" ] = loadfx( "light/fx_village_tube_light" );
level._effect[ "fx_mp_slums_sprinkle_water" ] = loadfx( "maps/mp_maps/fx_mp_slums_sprinkle_water" );
level._effect[ "fx_wall_water_bottom" ] = loadfx( "water/fx_wall_water_bottom" );
level._effect[ "fx_water_splash_detail" ] = loadfx( "water/fx_water_splash_detail" );
level._effect[ "fx_pipe_water_ground" ] = loadfx( "water/fx_pipe_water_ground" );
level._effect[ "fx_water_fire_sprinkler_gush_splash_sm" ] = loadfx( "water/fx_water_fire_sprinkler_gush_splash_sm" );
level._effect[ "fx_lf_mp_slums_sun1" ] = loadfx( "lens_flares/fx_lf_mp_slums_sun1" );
}
precache_fxanim_props()
{
level.scr_anim[ "fxanim_props" ][ "control_wire_sm" ] = %fxanim_gp_control_wire_sm_anim;
level.scr_anim[ "fxanim_props" ][ "roofvent" ] = %fxanim_gp_roofvent_anim;
level.scr_anim[ "fxanim_props" ][ "rope_coil" ] = %fxanim_gp_rope_coil_anim;
level.scr_anim[ "fxanim_props" ][ "dryer_loop" ] = %fxanim_gp_dryer_loop_anim;
}