mirror of
https://github.com/JezuzLizard/Recompilable-gscs-for-BO2-zombies-and-multiplayer.git
synced 2025-06-26 02:27:52 -05:00
Reorganized the scripts so its easier to search thru.
This commit is contained in:
@ -0,0 +1,41 @@
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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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start_dist = 1866,79;
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half_dist = 3885,26;
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half_height = 678,638;
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base_height = 701,862;
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fog_r = 0,52549;
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fog_g = 0,258824;
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fog_b = 0,117647;
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fog_scale = 5,56828;
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sun_col_r = 1;
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sun_col_g = 1;
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sun_col_b = 1;
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sun_dir_x = -0,252383;
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sun_dir_y = 0,230826;
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sun_dir_z = 0,939693;
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sun_start_ang = 0;
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sun_stop_ang = 104,831;
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time = 0;
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max_fog_opacity = 0,921463;
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setvolfog( start_dist, half_dist, half_height, base_height, fog_r, fog_g, fog_b, fog_scale, sun_col_r, sun_col_g, sun_col_b, sun_dir_x, sun_dir_y, sun_dir_z, sun_start_ang, sun_stop_ang, time, max_fog_opacity );
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visionsetnaked( "mp_turbine", 0 );
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}
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1150
Multiplayer Maps/mp_turbine/maps/mp/createfx/mp_turbine_fx.gsc
Normal file
1150
Multiplayer Maps/mp_turbine/maps/mp/createfx/mp_turbine_fx.gsc
Normal file
File diff suppressed because it is too large
Load Diff
51
Multiplayer Maps/mp_turbine/maps/mp/mp_turbine.gsc
Normal file
51
Multiplayer Maps/mp_turbine/maps/mp/mp_turbine.gsc
Normal file
@ -0,0 +1,51 @@
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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_turbine_fx::main();
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maps/mp/_load::main();
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maps/mp/_compass::setupminimap( "compass_map_mp_turbine" );
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maps/mp/mp_turbine_amb::main();
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if ( !level.console )
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{
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precachemodel( "collision_clip_32x32x32" );
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spawncollision( "collision_clip_32x32x32", "collider", ( -1400, 550, 360 ), ( 0, 0, 0 ) );
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}
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level.remotemotarviewleft = 50;
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level.remotemotarviewright = 50;
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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", "2600", reset_dvars );
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ss.koth_objective_influencer_inner_radius = 2400;
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}
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turbine_spin_init()
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{
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level endon( "game_ended" );
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turbine1 = getent( "turbine_blades", "targetname" );
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turbine1 thread rotate_blades( 4 );
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turbine2 = getent( "turbine_blades2", "targetname" );
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turbine2 thread rotate_blades( 3 );
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turbine3 = getent( "turbine_blades3", "targetname" );
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turbine3 thread rotate_blades( 6 );
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turbine4 = getent( "turbine_blades4", "targetname" );
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turbine4 thread rotate_blades( 3 );
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turbine6 = getent( "turbine_blades6", "targetname" );
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turbine6 thread rotate_blades( 4 );
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}
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rotate_blades( time )
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{
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self endon( "game_ended" );
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revolutions = 1000;
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while ( 1 )
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{
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self rotateroll( 360 * revolutions, time * revolutions );
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self waittill( "rotatedone" );
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}
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}
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6
Multiplayer Maps/mp_turbine/maps/mp/mp_turbine_amb.gsc
Normal file
6
Multiplayer Maps/mp_turbine/maps/mp/mp_turbine_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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50
Multiplayer Maps/mp_turbine/maps/mp/mp_turbine_fx.gsc
Normal file
50
Multiplayer Maps/mp_turbine/maps/mp/mp_turbine_fx.gsc
Normal file
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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_turbine_fx::main();
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maps/mp/createart/mp_turbine_art::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_sand_blowing_lg" ] = loadfx( "dirt/fx_sand_blowing_lg" );
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level._effect[ "fx_sand_blowing_md" ] = loadfx( "dirt/fx_sand_blowing_md" );
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level._effect[ "fx_sand_blowing_sm" ] = loadfx( "dirt/fx_sand_blowing_sm" );
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level._effect[ "fx_sand_gust_ground_lg" ] = loadfx( "dirt/fx_sand_gust_ground_lg" );
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level._effect[ "fx_sand_gust_ground_sm" ] = loadfx( "dirt/fx_sand_gust_ground_sm" );
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level._effect[ "fx_sand_gust_ground_md" ] = loadfx( "dirt/fx_sand_gust_ground_md" );
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level._effect[ "fx_sand_gust_door" ] = loadfx( "dirt/fx_sand_gust_door" );
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level._effect[ "fx_sand_blowing_lg_vista" ] = loadfx( "dirt/fx_sand_blowing_lg_vista" );
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level._effect[ "fx_sand_blowing_lg_vista_shrt" ] = loadfx( "dirt/fx_sand_blowing_lg_vista_shrt" );
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level._effect[ "fx_sand_gust_cliff_fall" ] = loadfx( "dirt/fx_sand_gust_cliff_fall" );
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level._effect[ "fx_sand_gust_cliff_fall_md" ] = loadfx( "dirt/fx_sand_gust_cliff_fall_md" );
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level._effect[ "fx_sand_gust_cliff_fall_md_lng" ] = loadfx( "dirt/fx_sand_gust_cliff_fall_md_lng" );
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level._effect[ "fx_sand_gust_cliff_edge_md" ] = loadfx( "dirt/fx_sand_gust_cliff_edge_md" );
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level._effect[ "fx_sand_swirl_lg_pipe" ] = loadfx( "dirt/fx_sand_swirl_lg_pipe" );
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level._effect[ "fx_sand_swirl_sm_pipe" ] = loadfx( "dirt/fx_sand_swirl_sm_pipe" );
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level._effect[ "fx_sand_swirl_debris_pipe" ] = loadfx( "dirt/fx_sand_swirl_debris_pipe" );
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level._effect[ "fx_mp_light_wind_turbine" ] = loadfx( "maps/mp_maps/fx_mp_light_wind_turbine" );
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level._effect[ "fx_light_floodlight_sqr_cool" ] = loadfx( "light/fx_light_floodlight_sqr_cool" );
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level._effect[ "fx_light_flour_glow_cool_dbl_shrt" ] = loadfx( "light/fx_light_flour_glow_cool_dbl_shrt" );
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level._effect[ "fx_mp_sun_flare_turbine_streak" ] = loadfx( "maps/mp_maps/fx_mp_sun_flare_turbine_streak" );
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level._effect[ "fx_mp_sun_flare_turbine" ] = loadfx( "maps/mp_maps/fx_mp_sun_flare_turbine" );
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level._effect[ "fx_lf_mp_turbine_sun1" ] = loadfx( "lens_flares/fx_lf_mp_turbine_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" ][ "wires_01" ] = %fxanim_mp_turbine_wires_01_anim;
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level.scr_anim[ "fxanim_props" ][ "wires_02" ] = %fxanim_mp_turbine_wires_02_anim;
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level.scr_anim[ "fxanim_props" ][ "wires_03" ] = %fxanim_mp_turbine_wires_03_anim;
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level.scr_anim[ "fxanim_props" ][ "bridge_cables" ] = %fxanim_mp_turbine_bridge_cables_anim;
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}
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