mirror of
https://github.com/JezuzLizard/Recompilable-gscs-for-BO2-zombies-and-multiplayer.git
synced 2025-06-23 17:17:52 -05:00
Reorganized the scripts so its easier to search thru.
This commit is contained in:
1255
Multiplayer Maps/mp_studio/maps/mp/createfx/mp_studio_fx.gsc
Normal file
1255
Multiplayer Maps/mp_studio/maps/mp/createfx/mp_studio_fx.gsc
Normal file
File diff suppressed because it is too large
Load Diff
392
Multiplayer Maps/mp_studio/maps/mp/mp_studio.gsc
Normal file
392
Multiplayer Maps/mp_studio/maps/mp/mp_studio.gsc
Normal file
@ -0,0 +1,392 @@
|
||||
#include maps/mp/_tacticalinsertion;
|
||||
#include maps/mp/gametypes/_weaponobjects;
|
||||
#include maps/mp/_compass;
|
||||
#include maps/mp/_utility;
|
||||
|
||||
main()
|
||||
{
|
||||
level.levelspawndvars = ::levelspawndvars;
|
||||
maps/mp/mp_studio_fx::main();
|
||||
maps/mp/_load::main();
|
||||
maps/mp/_compass::setupminimap( "compass_map_mp_studio" );
|
||||
maps/mp/mp_studio_amb::main();
|
||||
setdvar( "compassmaxrange", "2100" );
|
||||
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.destructible_callbacks[ "remove_streamers" ] = ::death_streamer_think;
|
||||
alleytrigger = getent( "alleyTrigger", "targetname" );
|
||||
windowtrigger = getent( "triggerwindowTarget", "targetname" );
|
||||
target7 = getent( "trailerTarget_Window", "targetname" );
|
||||
target8 = getent( "alleyTarget_Cover", "targetname" );
|
||||
target9 = getent( "alleyTarget_Path", "targetname" );
|
||||
targetlight1_off = getent( "steelBuildingTargetLight1_off", "targetname" );
|
||||
targetlight1_on = getent( "steelBuildingTargetLight1_on", "targetname" );
|
||||
targetlight2_off = getent( "steelBuildingTargetLight2_off", "targetname" );
|
||||
targetlight2_on = getent( "steelBuildingTargetLight2_on", "targetname" );
|
||||
level.const_fx_exploder_red_light_1 = 1001;
|
||||
level.const_fx_exploder_red_light_2 = 1002;
|
||||
speaker1 = getent( "loudspeaker1", "targetname" );
|
||||
speaker2 = getent( "loudspeaker2", "targetname" );
|
||||
targetlight1_on hide();
|
||||
targetlight2_on hide();
|
||||
target8 setcandamage( 1 );
|
||||
target9 setcandamage( 1 );
|
||||
target8 thread damagetarget( 2 );
|
||||
target9 thread damagetarget( 2 );
|
||||
target7 thread movetarget( 7, ( 57, 23, 0 ), 3 );
|
||||
target8 thread movetarget( 1, 240, 10 );
|
||||
target9 thread movetarget( 1, 130, 8,6 );
|
||||
alleytrigger thread triggercheck( target9 );
|
||||
windowtrigger thread triggercheck( target7 );
|
||||
}
|
||||
|
||||
levelspawndvars( reset_dvars )
|
||||
{
|
||||
ss = level.spawnsystem;
|
||||
ss.enemy_influencer_radius = set_dvar_float_if_unset( "scr_spawn_enemy_influencer_radius", "1900", reset_dvars );
|
||||
}
|
||||
|
||||
triggercheck( target )
|
||||
{
|
||||
self endon( "game_ended" );
|
||||
while ( 1 )
|
||||
{
|
||||
self waittill( "trigger", player );
|
||||
distance = distance( target.origin, self.origin );
|
||||
while ( distance <= 90 )
|
||||
{
|
||||
target notify( "targetStopMoving" );
|
||||
while ( isDefined( player ) && player istouching( self ) && distance <= 90 )
|
||||
{
|
||||
if ( distancesquared( target.origin, target.railpoints[ 0 ] ) < distancesquared( player.origin, target.railpoints[ 0 ] ) )
|
||||
{
|
||||
target.preferrednextpos = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
target.preferrednextpos = 1;
|
||||
}
|
||||
wait 0,25;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
damagetarget( dir )
|
||||
{
|
||||
self endon( "game_ended" );
|
||||
while ( 1 )
|
||||
{
|
||||
self waittill( "damage", damage, attacker, direction );
|
||||
switch( dir )
|
||||
{
|
||||
case 1:
|
||||
self rotateroll( self.angles[ 1 ] + 90, 0,1 );
|
||||
wait 0,2;
|
||||
self rotateroll( self.angles[ 1 ] - 90, 0,1 );
|
||||
wait 0,2;
|
||||
self playsound( "amb_target_flip" );
|
||||
break;
|
||||
continue;
|
||||
case 2:
|
||||
rotation = 1;
|
||||
if ( isDefined( attacker ) && isplayer( attacker ) )
|
||||
{
|
||||
yaw = get2dyaw( attacker.origin, self.origin );
|
||||
if ( attacker.angles[ 1 ] > yaw )
|
||||
{
|
||||
rotation = -1;
|
||||
}
|
||||
}
|
||||
self rotateyaw( self.angles[ 2 ] + ( 180 * rotation ), 0,3 );
|
||||
self playsound( "amb_target_twirl" );
|
||||
self waittill( "rotatedone" );
|
||||
break;
|
||||
continue;
|
||||
case 3:
|
||||
self rotatepitch( self.angles[ 1 ] + 90, 0,1 );
|
||||
wait 0,2;
|
||||
self rotatepitch( self.angles[ 1 ] - 90, 0,1 );
|
||||
wait 0,2;
|
||||
self playsound( "amb_target_flip" );
|
||||
break;
|
||||
continue;
|
||||
case 4:
|
||||
self rotateroll( self.angles[ 1 ] - 90, 0,1 );
|
||||
wait 0,2;
|
||||
self rotateroll( self.angles[ 1 ] + 90, 0,1 );
|
||||
wait 0,2;
|
||||
self playsound( "amb_target_flip" );
|
||||
break;
|
||||
continue;
|
||||
case 5:
|
||||
self rotatepitch( self.angles[ 1 ] - 90, 0,1 );
|
||||
wait 0,2;
|
||||
self rotatepitch( self.angles[ 1 ] + 90, 0,1 );
|
||||
wait 0,2;
|
||||
self playsound( "amb_target_flip" );
|
||||
break;
|
||||
continue;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
damagetargetlights( light_on, light_off, speaker, alias, exploderhandle )
|
||||
{
|
||||
self endon( "game_ended" );
|
||||
while ( 1 )
|
||||
{
|
||||
self waittill( "damage" );
|
||||
speaker playsound( alias );
|
||||
exploder( exploderhandle );
|
||||
light_off hide();
|
||||
light_on show();
|
||||
wait 0,5;
|
||||
exploder_stop( exploderhandle );
|
||||
light_off show();
|
||||
light_on hide();
|
||||
}
|
||||
}
|
||||
|
||||
movetarget( dir, dis, speed )
|
||||
{
|
||||
self endon( "game_ended" );
|
||||
keepmoving = 1;
|
||||
self thread movement_process();
|
||||
startpos = self.origin;
|
||||
farpos = self.origin;
|
||||
sound = spawn( "script_origin", self.origin );
|
||||
sound linkto( self );
|
||||
sound playloopsound( "amb_target_chain" );
|
||||
switch( dir )
|
||||
{
|
||||
case 1:
|
||||
farpos = self.origin + ( 0, dis, 0 );
|
||||
break;
|
||||
case 2:
|
||||
farpos = self.origin - ( 0, dis, 0 );
|
||||
break;
|
||||
case 3:
|
||||
farpos = self.origin + ( dis, 0, 0 );
|
||||
break;
|
||||
case 4:
|
||||
farpos = self.origin - ( dis, 0, 0 );
|
||||
break;
|
||||
case 5:
|
||||
farpos = self.origin + ( 0, 0, dis );
|
||||
break;
|
||||
case 6:
|
||||
farpos = self.origin - ( 0, 0, dis );
|
||||
break;
|
||||
case 7:
|
||||
farpos = self.origin - dis;
|
||||
break;
|
||||
}
|
||||
self.railpoints = [];
|
||||
self.railpoints[ 0 ] = startpos;
|
||||
self.railpoints[ 1 ] = farpos;
|
||||
self.preferrednextpos = 1;
|
||||
self.playertrigger = 0;
|
||||
while ( 1 )
|
||||
{
|
||||
nextpos = self.railpoints[ self.preferrednextpos ];
|
||||
if ( self.preferrednextpos == 0 )
|
||||
{
|
||||
self.preferrednextpos = 1;
|
||||
}
|
||||
else
|
||||
{
|
||||
self.preferrednextpos = 0;
|
||||
}
|
||||
self moveto( nextpos, speed );
|
||||
self waittill_either( "movedone", "targetStopMoving" );
|
||||
self playsound( "amb_target_stop" );
|
||||
}
|
||||
}
|
||||
|
||||
rotatetarget( dir, deg, speed, pausetime )
|
||||
{
|
||||
self endon( "game_ended" );
|
||||
while ( 1 )
|
||||
{
|
||||
switch( dir )
|
||||
{
|
||||
case 1:
|
||||
self rotateyaw( self.angles[ 2 ] + deg, speed );
|
||||
self playsound( "amb_target_rotate" );
|
||||
wait pausetime;
|
||||
self rotateyaw( self.angles[ 2 ] - deg, speed );
|
||||
self playsound( "amb_target_rotate" );
|
||||
wait pausetime;
|
||||
break;
|
||||
continue;
|
||||
case 2:
|
||||
self rotateyaw( self.angles[ 2 ] - deg, speed );
|
||||
self playsound( "amb_target_rotate" );
|
||||
wait pausetime;
|
||||
self rotateyaw( self.angles[ 2 ] + deg, speed );
|
||||
self playsound( "amb_target_rotate" );
|
||||
wait pausetime;
|
||||
break;
|
||||
continue;
|
||||
case 3:
|
||||
self rotateroll( self.angles[ 0 ] + deg, speed );
|
||||
self playsound( "amb_target_rotate" );
|
||||
wait pausetime;
|
||||
self rotateroll( self.angles[ 0 ] - deg, speed );
|
||||
self playsound( "amb_target_rotate" );
|
||||
wait pausetime;
|
||||
break;
|
||||
continue;
|
||||
case 4:
|
||||
self rotateroll( self.angles[ 0 ] - deg, speed );
|
||||
self playsound( "amb_target_rotate" );
|
||||
wait pausetime;
|
||||
self rotateroll( self.angles[ 0 ] + deg, speed );
|
||||
self playsound( "amb_target_rotate" );
|
||||
wait pausetime;
|
||||
break;
|
||||
continue;
|
||||
case 5:
|
||||
self rotateroll( self.angles[ 1 ] + deg, speed );
|
||||
self playsound( "amb_target_rotate" );
|
||||
wait pausetime;
|
||||
self rotateroll( self.angles[ 1 ] - deg, speed );
|
||||
self playsound( "amb_target_rotate" );
|
||||
wait pausetime;
|
||||
break;
|
||||
continue;
|
||||
case 6:
|
||||
self rotatepitch( self.angles[ 1 ] - deg, speed );
|
||||
wait pausetime;
|
||||
self rotatepitch( self.angles[ 1 ] + deg, speed );
|
||||
wait pausetime;
|
||||
break;
|
||||
continue;
|
||||
case 7:
|
||||
self rotateto( ( self.angles[ 0 ] + 90, self.angles[ 1 ] - 90, self.angles[ 2 ] + 45 ), speed );
|
||||
wait pausetime;
|
||||
self rotateto( ( self.angles[ 0 ] - 90, self.angles[ 1 ] + 90, self.angles[ 2 ] - 45 ), speed );
|
||||
wait pausetime;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
movement_process()
|
||||
{
|
||||
for ( ;; )
|
||||
{
|
||||
entities = getdamageableentarray( self.origin, 50 );
|
||||
_a352 = entities;
|
||||
_k352 = getFirstArrayKey( _a352 );
|
||||
while ( isDefined( _k352 ) )
|
||||
{
|
||||
entity = _a352[ _k352 ];
|
||||
if ( isDefined( entity.targetname ) || entity.targetname == "alleyTarget_Cover" && entity.targetname == "alleyTarget_Path" )
|
||||
{
|
||||
}
|
||||
else
|
||||
{
|
||||
if ( isplayer( entity ) )
|
||||
{
|
||||
break;
|
||||
}
|
||||
else if ( !entity istouching( self ) )
|
||||
{
|
||||
break;
|
||||
}
|
||||
else if ( isDefined( entity.classname ) && entity.classname == "grenade" )
|
||||
{
|
||||
if ( !isDefined( entity.name ) )
|
||||
{
|
||||
break;
|
||||
}
|
||||
else if ( !isDefined( entity.owner ) )
|
||||
{
|
||||
break;
|
||||
}
|
||||
else if ( entity.name == "satchel_charge_mp" )
|
||||
{
|
||||
if ( entity.origin[ 2 ] > ( self.origin[ 2 ] + 5 ) )
|
||||
{
|
||||
break;
|
||||
}
|
||||
}
|
||||
else watcher = entity.owner getwatcherforweapon( entity.name );
|
||||
if ( !isDefined( watcher ) )
|
||||
{
|
||||
break;
|
||||
}
|
||||
else watcher thread maps/mp/gametypes/_weaponobjects::waitanddetonate( entity, 0, undefined );
|
||||
}
|
||||
if ( isDefined( entity.targetname ) )
|
||||
{
|
||||
if ( entity.targetname == "riotshield_mp" )
|
||||
{
|
||||
entity dodamage( 1, self.origin + ( 0, 0, 1 ), self, self, 0, "MOD_CRUSH" );
|
||||
break;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if ( isDefined( entity.model ) && entity.model == "t6_wpn_tac_insert_world" )
|
||||
{
|
||||
entity thread maps/mp/_tacticalinsertion::fizzle();
|
||||
}
|
||||
}
|
||||
}
|
||||
_k352 = getNextArrayKey( _a352, _k352 );
|
||||
}
|
||||
wait 0,25;
|
||||
}
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
death_streamer_think( notifytype, attacker )
|
||||
{
|
||||
streamers = getentarray( "airconditioner_streamer", "targetname" );
|
||||
i = 0;
|
||||
while ( i < streamers.size )
|
||||
{
|
||||
streamer = streamers[ i ];
|
||||
if ( distancesquared( streamer.origin, self.origin ) < 2500 )
|
||||
{
|
||||
streamer delete();
|
||||
}
|
||||
i++;
|
||||
}
|
||||
}
|
37
Multiplayer Maps/mp_studio/maps/mp/mp_studio_amb.gsc
Normal file
37
Multiplayer Maps/mp_studio/maps/mp/mp_studio_amb.gsc
Normal file
@ -0,0 +1,37 @@
|
||||
|
||||
main()
|
||||
{
|
||||
destructibles = getentarray( "destructible", "targetname" );
|
||||
_a5 = destructibles;
|
||||
_k5 = getFirstArrayKey( _a5 );
|
||||
while ( isDefined( _k5 ) )
|
||||
{
|
||||
dest = _a5[ _k5 ];
|
||||
if ( dest.destructibledef == "veh_t6_dlc_electric_cart_destructible" )
|
||||
{
|
||||
dest thread cart_fire_think();
|
||||
dest thread cart_death_think();
|
||||
}
|
||||
_k5 = getNextArrayKey( _a5, _k5 );
|
||||
}
|
||||
}
|
||||
|
||||
cart_fire_think()
|
||||
{
|
||||
self endon( "car_dead" );
|
||||
for ( ;; )
|
||||
{
|
||||
self waittill( "broken", event );
|
||||
if ( event == "destructible_car_fire" )
|
||||
{
|
||||
self playloopsound( "amb_fire_med" );
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
cart_death_think()
|
||||
{
|
||||
self waittill( "car_dead" );
|
||||
self playsound( "exp_barrel" );
|
||||
}
|
109
Multiplayer Maps/mp_studio/maps/mp/mp_studio_fx.gsc
Normal file
109
Multiplayer Maps/mp_studio/maps/mp/mp_studio_fx.gsc
Normal file
@ -0,0 +1,109 @@
|
||||
#include maps/mp/_utility;
|
||||
|
||||
#using_animtree( "fxanim_props" );
|
||||
#using_animtree( "fxanim_props_dlc" );
|
||||
|
||||
main()
|
||||
{
|
||||
precache_fxanim_props();
|
||||
precache_fxanim_props_dlc();
|
||||
precache_scripted_fx();
|
||||
precache_createfx_fx();
|
||||
maps/mp/createfx/mp_studio_fx::main();
|
||||
}
|
||||
|
||||
precache_scripted_fx()
|
||||
{
|
||||
}
|
||||
|
||||
precache_createfx_fx()
|
||||
{
|
||||
level._effect[ "fx_mp_express_train_blow_dust" ] = loadfx( "maps/mp_maps/fx_mp_express_train_blow_dust" );
|
||||
level._effect[ "fx_mp_village_grass" ] = loadfx( "maps/mp_maps/fx_mp_village_grass" );
|
||||
level._effect[ "fx_insects_swarm_lg_light" ] = loadfx( "bio/insects/fx_insects_swarm_lg_light" );
|
||||
level._effect[ "fx_mp_debris_papers" ] = loadfx( "maps/mp_maps/fx_mp_debris_papers" );
|
||||
level._effect[ "fx_mp_studio_dust_ledge_runner" ] = loadfx( "maps/mp_maps/fx_mp_studio_dust_ledge_runner" );
|
||||
level._effect[ "fx_sand_moving_in_air_pcloud" ] = loadfx( "dirt/fx_sand_moving_in_air_pcloud" );
|
||||
level._effect[ "fx_mp_light_dust_motes_md" ] = loadfx( "maps/mp_maps/fx_mp_light_dust_motes_md" );
|
||||
level._effect[ "fx_mp_studio_fog" ] = loadfx( "maps/mp_maps/fx_mp_studio_fog" );
|
||||
level._effect[ "fx_mp_studio_fog_ground" ] = loadfx( "maps/mp_maps/fx_mp_studio_fog_ground" );
|
||||
level._effect[ "fx_mp_studio_fog_background" ] = loadfx( "maps/mp_maps/fx_mp_studio_fog_background" );
|
||||
level._effect[ "fx_mp_studio_rolling_fog" ] = loadfx( "maps/mp_maps/fx_mp_studio_rolling_fog" );
|
||||
level._effect[ "fx_mp_studio_fog_machine" ] = loadfx( "maps/mp_maps/fx_mp_studio_fog_machine" );
|
||||
level._effect[ "fx_mp_studio_fog_sm" ] = loadfx( "maps/mp_maps/fx_mp_studio_fog_sm" );
|
||||
level._effect[ "fx_mp_slums_dark_smoke_sm" ] = loadfx( "maps/mp_maps/fx_mp_slums_dark_smoke_sm" );
|
||||
level._effect[ "fx_smk_smolder_gray_slow_shrt" ] = loadfx( "smoke/fx_smk_smolder_gray_slow_shrt" );
|
||||
level._effect[ "fx_smk_smolder_gray_slow_dark" ] = loadfx( "smoke/fx_smk_smolder_gray_slow_dark" );
|
||||
level._effect[ "fx_mp_studio_ufo_fire" ] = loadfx( "maps/mp_maps/fx_mp_studio_ufo_fire" );
|
||||
level._effect[ "fx_mp_studio_ufo_smoke" ] = loadfx( "maps/mp_maps/fx_mp_studio_ufo_smoke" );
|
||||
level._effect[ "fx_mp_studio_fire_md" ] = loadfx( "maps/mp_maps/fx_mp_studio_fire_md" );
|
||||
level._effect[ "fx_mp_studio_smoke_vista" ] = loadfx( "maps/mp_maps/fx_mp_studio_smoke_vista" );
|
||||
level._effect[ "fx_mp_studio_smoke_ground" ] = loadfx( "maps/mp_maps/fx_mp_studio_smoke_ground" );
|
||||
level._effect[ "fx_mp_studio_smoke_area" ] = loadfx( "maps/mp_maps/fx_mp_studio_smoke_area" );
|
||||
level._effect[ "fx_mp_studio_smoke_area_sm" ] = loadfx( "maps/mp_maps/fx_mp_studio_smoke_area_sm" );
|
||||
level._effect[ "fx_mp_studio_toy_fire" ] = loadfx( "maps/mp_maps/fx_mp_studio_toy_fire" );
|
||||
level._effect[ "fx_mp_studio_torch" ] = loadfx( "maps/mp_maps/fx_mp_studio_torch" );
|
||||
level._effect[ "fx_mp_studio_sci_fire_burst_runner" ] = loadfx( "maps/mp_maps/fx_mp_studio_sci_fire_burst_runner" );
|
||||
level._effect[ "fx_mp_studio_muzzle_tank_sm" ] = loadfx( "maps/mp_maps/fx_mp_studio_muzzle_tank_sm" );
|
||||
level._effect[ "fx_mp_studio_sci_fire" ] = loadfx( "maps/mp_maps/fx_mp_studio_sci_fire" );
|
||||
level._effect[ "fx_mp_studio_ufo_electric_runner" ] = loadfx( "maps/mp_maps/fx_mp_studio_ufo_electric_runner" );
|
||||
level._effect[ "fx_mp_studio_electric_fence" ] = loadfx( "maps/mp_maps/fx_mp_studio_electric_fence" );
|
||||
level._effect[ "fx_mp_studio_spark_sm_runner" ] = loadfx( "maps/mp_maps/fx_mp_studio_spark_sm_runner" );
|
||||
level._effect[ "fx_mp_studio_water_dock_splash" ] = loadfx( "maps/mp_maps/fx_mp_studio_water_dock_splash" );
|
||||
level._effect[ "fx_mp_studio_water_splash_runner" ] = loadfx( "maps/mp_maps/fx_mp_studio_water_splash_runner" );
|
||||
level._effect[ "fx_mp_studio_cannon_splash_runner" ] = loadfx( "maps/mp_maps/fx_mp_studio_cannon_splash_runner" );
|
||||
level._effect[ "fx_mp_studio_robot_laser" ] = loadfx( "maps/mp_maps/fx_mp_studio_robot_laser" );
|
||||
level._effect[ "fx_light_god_ray_mp_studio" ] = loadfx( "env/light/fx_light_god_ray_mp_studio" );
|
||||
level._effect[ "fx_mp_studio_ufo_light_flash" ] = loadfx( "maps/mp_maps/fx_mp_studio_ufo_light_flash" );
|
||||
level._effect[ "fx_mp_studio_ufo_light_flash_lg" ] = loadfx( "maps/mp_maps/fx_mp_studio_ufo_light_flash_lg" );
|
||||
level._effect[ "fx_mp_studio_fence_god_ray" ] = loadfx( "maps/mp_maps/fx_mp_studio_fence_god_ray" );
|
||||
level._effect[ "fx_mp_studio_sconce_glare" ] = loadfx( "maps/mp_maps/fx_mp_studio_sconce_glare" );
|
||||
level._effect[ "fx_mp_studio_sconce_glare2" ] = loadfx( "maps/mp_maps/fx_mp_studio_sconce_glare2" );
|
||||
level._effect[ "fx_mp_studio_lamp_glare" ] = loadfx( "maps/mp_maps/fx_mp_studio_lamp_glare" );
|
||||
level._effect[ "fx_mp_studio_flood_light" ] = loadfx( "maps/mp_maps/fx_mp_studio_flood_light" );
|
||||
level._effect[ "fx_mp_studio_tube_glare" ] = loadfx( "maps/mp_maps/fx_mp_studio_tube_glare" );
|
||||
level._effect[ "fx_mp_studio_lantern_cave" ] = loadfx( "maps/mp_maps/fx_mp_studio_lantern_cave" );
|
||||
level._effect[ "fx_mp_studio_red_blink" ] = loadfx( "maps/mp_maps/fx_mp_studio_red_blink" );
|
||||
level._effect[ "fx_studio_sq_glare" ] = loadfx( "light/fx_studio_sq_glare" );
|
||||
level._effect[ "fx_mp_village_single_glare" ] = loadfx( "maps/mp_maps/fx_mp_village_single_glare" );
|
||||
level._effect[ "fx_mp_studio_gold_sparkle_runner" ] = loadfx( "maps/mp_maps/fx_mp_studio_gold_sparkle_runner" );
|
||||
level._effect[ "fx_mp_studio_gold_glow" ] = loadfx( "maps/mp_maps/fx_mp_studio_gold_glow" );
|
||||
level._effect[ "fx_mp_studio_ufo_engine_runner" ] = loadfx( "maps/mp_maps/fx_mp_studio_ufo_engine_runner" );
|
||||
level._effect[ "fx_mp_studio_ufo_forcefield" ] = loadfx( "maps/mp_maps/fx_mp_studio_ufo_forcefield" );
|
||||
level._effect[ "fx_mp_studio_saloon_glare" ] = loadfx( "maps/mp_maps/fx_mp_studio_saloon_glare" );
|
||||
level._effect[ "fx_mp_studio_saloon_glare_sq" ] = loadfx( "maps/mp_maps/fx_mp_studio_saloon_glare_sq" );
|
||||
level._effect[ "fx_lf_mp_studio_sun1" ] = loadfx( "lens_flares/fx_lf_mp_studio_sun1" );
|
||||
}
|
||||
|
||||
precache_fxanim_props()
|
||||
{
|
||||
level.scr_anim[ "fxanim_props" ][ "roofvent" ] = %fxanim_gp_roofvent_anim;
|
||||
level.scr_anim[ "fxanim_props" ][ "roofvent_slow" ] = %fxanim_gp_roofvent_slow_anim;
|
||||
level.scr_anim[ "fxanim_props" ][ "dino_eggs" ] = %fxanim_mp_stu_dino_eggs_anim;
|
||||
level.scr_anim[ "fxanim_props" ][ "noose" ] = %fxanim_mp_stu_noose_anim;
|
||||
level.scr_anim[ "fxanim_props" ][ "t_rex_barn" ] = %fxanim_mp_stu_t_rex_barn_anim;
|
||||
level.scr_anim[ "fxanim_props" ][ "t_rex_fence_01" ] = %fxanim_mp_stu_t_rex_fence_01_anim;
|
||||
level.scr_anim[ "fxanim_props" ][ "t_rex_fence_02" ] = %fxanim_mp_stu_t_rex_fence_02_anim;
|
||||
level.scr_anim[ "fxanim_props" ][ "t_rex_fence_03" ] = %fxanim_mp_stu_t_rex_fence_03_anim;
|
||||
level.scr_anim[ "fxanim_props" ][ "robot_spider_01" ] = %fxanim_mp_stu_robot_01_anim;
|
||||
level.scr_anim[ "fxanim_props" ][ "robot_spider_02" ] = %fxanim_mp_stu_robot_02_anim;
|
||||
level.scr_anim[ "fxanim_props" ][ "robot_spider_03" ] = %fxanim_mp_stu_robot_03_anim;
|
||||
level.scr_anim[ "fxanim_props" ][ "shark_fins" ] = %fxanim_mp_stu_shark_fins_anim;
|
||||
level.scr_anim[ "fxanim_props" ][ "pirate_boats" ] = %fxanim_mp_stu_pirate_boats_anim;
|
||||
level.scr_anim[ "fxanim_props" ][ "brontosaurus_chew_anim" ] = %fxanim_mp_stu_brontosaurus_chew_anim;
|
||||
level.scr_anim[ "fxanim_props" ][ "brontosaurus_look_around" ] = %fxanim_mp_stu_brontosaurus_look_around_anim;
|
||||
level.scr_anim[ "fxanim_props" ][ "robot_scanning" ] = %fxanim_mp_stu_robot_scanning;
|
||||
level.scr_anim[ "fxanim_props" ][ "t_rex_stand_01" ] = %fxanim_mp_stu_t_rex_stand_01_anim;
|
||||
level.scr_anim[ "fxanim_props" ][ "t_rex_stand_02" ] = %fxanim_mp_stu_t_rex_stand_02_anim;
|
||||
level.scr_anim[ "fxanim_props" ][ "t_rex_stand_03" ] = %fxanim_mp_stu_t_rex_stand_03_anim;
|
||||
level.scr_anim[ "fxanim_props" ][ "captain_01" ] = %fxanim_mp_stu_pirate_captain_01_anim;
|
||||
level.scr_anim[ "fxanim_props" ][ "captain_02" ] = %fxanim_mp_stu_pirate_captain_02_anim;
|
||||
level.scr_anim[ "fxanim_props" ][ "oarsmen_01" ] = %fxanim_mp_stu_pirate_oarsmen_01_anim;
|
||||
level.scr_anim[ "fxanim_props" ][ "oarsmen_02" ] = %fxanim_mp_stu_pirate_oarsmen_02_anim;
|
||||
level.scr_anim[ "fxanim_props" ][ "captain_jailed" ] = %fxanim_mp_stu_pirate_jailed_captain_anim;
|
||||
level.scr_anim[ "fxanim_props" ][ "oarsmen_jailed" ] = %fxanim_mp_stu_pirate_jailed_oarsmen_anim;
|
||||
}
|
||||
|
||||
precache_fxanim_props_dlc()
|
||||
{
|
||||
}
|
Reference in New Issue
Block a user