// T6 GSC SOURCE // Decompiled by https://github.com/xensik/gsc-tool #include maps\mp\_utility; #include maps\mp\mp_raid_fx; #include maps\mp\_load; #include maps\mp\mp_raid_amb; #include maps\mp\_compass; main() { level.levelspawndvars = ::levelspawndvars; maps\mp\mp_raid_fx::main(); maps\mp\_load::main(); maps\mp\mp_raid_amb::main(); maps\mp\_compass::setupminimap( "compass_map_mp_raid" ); level thread water_trigger_init(); } levelspawndvars( reset_dvars ) { ss = level.spawnsystem; ss.enemy_influencer_radius = set_dvar_float_if_unset( "scr_spawn_enemy_influencer_radius", "1870", reset_dvars ); } water_trigger_init() { triggers = getentarray( "water_killbrush", "targetname" ); foreach ( trigger in triggers ) trigger thread player_splash_think(); } player_splash_think() { for (;;) { self waittill( "trigger", entity ); if ( isplayer( entity ) && isalive( entity ) ) self thread trigger_thread( entity, ::player_water_fx ); } } player_water_fx( player, endon_condition ) { maxs = self.origin + self getmaxs(); if ( maxs[2] < 0 ) maxs += vectorscale( ( 0, 0, 1 ), 5.0 ); origin = ( player.origin[0], player.origin[1], maxs[2] ); playfx( level._effect["water_splash_sm"], origin ); }