mirror of
https://github.com/JezuzLizard/Recompilable-gscs-for-BO2-zombies-and-multiplayer.git
synced 2025-06-26 18:47:52 -05:00
Reorganized the scripts so its easier to search thru.
This commit is contained in:
18
Multiplayer Maps/mp_slums/maps/mp/createart/mp_slums_art.gsc
Normal file
18
Multiplayer Maps/mp_slums/maps/mp/createart/mp_slums_art.gsc
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@ -0,0 +1,18 @@
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main()
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{
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level.tweakfile = 1;
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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_slums", 0 );
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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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1030
Multiplayer Maps/mp_slums/maps/mp/createfx/mp_slums_fx.gsc
Normal file
1030
Multiplayer Maps/mp_slums/maps/mp/createfx/mp_slums_fx.gsc
Normal file
File diff suppressed because it is too large
Load Diff
32
Multiplayer Maps/mp_slums/maps/mp/mp_slums.gsc
Normal file
32
Multiplayer Maps/mp_slums/maps/mp/mp_slums.gsc
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@ -0,0 +1,32 @@
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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_slums_fx::main();
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maps/mp/_load::main();
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maps/mp/_compass::setupminimap( "compass_map_mp_slums" );
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maps/mp/mp_slums_amb::main();
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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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level.remotemotarviewleft = 30;
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level.remotemotarviewright = 30;
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level.remotemotarviewup = 10;
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level.remotemotarviewdown = 25;
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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", "2500", reset_dvars );
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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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}
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6
Multiplayer Maps/mp_slums/maps/mp/mp_slums_amb.gsc
Normal file
6
Multiplayer Maps/mp_slums/maps/mp/mp_slums_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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56
Multiplayer Maps/mp_slums/maps/mp/mp_slums_fx.gsc
Normal file
56
Multiplayer Maps/mp_slums/maps/mp/mp_slums_fx.gsc
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@ -0,0 +1,56 @@
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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_slums_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_mp_debris_papers" ] = loadfx( "maps/mp_maps/fx_mp_debris_papers" );
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level._effect[ "fx_mp_debris_papers_narrow" ] = loadfx( "maps/mp_maps/fx_mp_debris_papers_narrow" );
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level._effect[ "fx_mp_express_train_blow_dust" ] = loadfx( "maps/mp_maps/fx_mp_express_train_blow_dust" );
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level._effect[ "fx_insects_swarm_dark_lg" ] = loadfx( "bio/insects/fx_insects_swarm_dark_lg" );
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level._effect[ "fx_mp_slums_leaves" ] = loadfx( "maps/mp_maps/fx_mp_slums_leaves" );
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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_mp_elec_spark_burst_md_runner" ] = loadfx( "maps/mp_maps/fx_mp_elec_spark_burst_md_runner" );
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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_light_dust_motes_md" ] = loadfx( "maps/mp_maps/fx_mp_light_dust_motes_md" );
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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_fire_distant" ] = loadfx( "maps/mp_maps/fx_mp_slums_fire_distant" );
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level._effect[ "fx_mp_slums_embers" ] = loadfx( "maps/mp_maps/fx_mp_slums_embers" );
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level._effect[ "fx_hvac_steam_md" ] = loadfx( "smoke/fx_hvac_steam_md" );
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level._effect[ "fx_smk_smolder_gray_slow_shrt" ] = loadfx( "smoke/fx_smk_smolder_gray_slow_shrt" );
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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_smk_tin_hat_sm" ] = loadfx( "smoke/fx_smk_tin_hat_sm" );
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level._effect[ "fx_mp_slums_vista_smoke" ] = loadfx( "maps/mp_maps/fx_mp_slums_vista_smoke" );
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level._effect[ "fx_mp_slums_vista_smoke_low" ] = loadfx( "maps/mp_maps/fx_mp_slums_vista_smoke_low" );
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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_window_god_ray_sm" ] = loadfx( "light/fx_window_god_ray_sm" );
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level._effect[ "fx_window_god_ray" ] = loadfx( "light/fx_window_god_ray" );
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level._effect[ "fx_village_tube_light" ] = loadfx( "light/fx_village_tube_light" );
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level._effect[ "fx_mp_slums_sprinkle_water" ] = loadfx( "maps/mp_maps/fx_mp_slums_sprinkle_water" );
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level._effect[ "fx_wall_water_bottom" ] = loadfx( "water/fx_wall_water_bottom" );
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level._effect[ "fx_water_splash_detail" ] = loadfx( "water/fx_water_splash_detail" );
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level._effect[ "fx_pipe_water_ground" ] = loadfx( "water/fx_pipe_water_ground" );
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level._effect[ "fx_water_fire_sprinkler_gush_splash_sm" ] = loadfx( "water/fx_water_fire_sprinkler_gush_splash_sm" );
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level._effect[ "fx_lf_mp_slums_sun1" ] = loadfx( "lens_flares/fx_lf_mp_slums_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" ][ "control_wire_sm" ] = %fxanim_gp_control_wire_sm_anim;
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level.scr_anim[ "fxanim_props" ][ "roofvent" ] = %fxanim_gp_roofvent_anim;
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level.scr_anim[ "fxanim_props" ][ "rope_coil" ] = %fxanim_gp_rope_coil_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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