// T6 GSC SOURCE // Decompiled by https://github.com/xensik/gsc-tool #include clientscripts\mp\_utility; #include clientscripts\mp\_ambientpackage; #include clientscripts\mp\_audio; main() { declareambientroom( "outside", 1 ); setambientroomtone( "outside", "amb_wind_exterior_2d", 0.3, 0.5 ); setambientroomreverb( "outside", "studio_outdoor", 1, 1 ); setambientroomcontext( "outside", "ringoff_plr", "outdoor" ); declareambientroom( "trailer" ); setambientroomreverb( "trailer", "studio_hallway", 1, 1 ); setambientroomcontext( "trailer", "ringoff_plr", "indoor" ); declareambientroom( "med_room" ); setambientroomreverb( "med_room", "studio_mediumroom", 1, 1 ); setambientroomcontext( "med_room", "ringoff_plr", "indoor" ); declareambientroom( "cave" ); setambientroomreverb( "cave", "studio_cave", 1, 1 ); setambientroomcontext( "cave", "ringoff_plr", "indoor" ); declareambientroom( "partial_room" ); setambientroomtone( "partial_room", "amb_wind_exterior_2d", 0.3, 0.5 ); setambientroomreverb( "partial_room", "studio_smallroom", 1, 1 ); setambientroomcontext( "partial_room", "ringoff_plr", "outdoor" ); declareambientroom( "small_room" ); setambientroomreverb( "small_room", "studio_smallroom", 1, 1 ); setambientroomcontext( "small_room", "ringoff_plr", "indoor" ); declareambientroom( "stone_room" ); setambientroomreverb( "stone_room", "studio_stoneroom", 1, 1 ); setambientroomcontext( "stone_room", "ringoff_plr", "indoor" ); declareambientroom( "wherehouse" ); setambientroomreverb( "wherehouse", "studio_smallroom", 1, 1 ); setambientroomtone( "wherehouse", "amb_wind_exterior_2d", 0.3, 0.5 ); setambientroomcontext( "wherehouse", "ringoff_plr", "outdoor" ); declareambientroom( "saloon" ); setambientroomreverb( "saloon", "studio_mediumroom", 1, 1 ); setambientroomcontext( "saloon", "ringoff_plr", "indoor" ); declareambientroom( "tall_room" ); setambientroomreverb( "tall_room", "studio_tall", 1, 1 ); setambientroomcontext( "tall_room", "ringoff_plr", "indoor" ); declareambientroom( "shack" ); setambientroomreverb( "shack", "studio_shack", 1, 1 ); setambientroomcontext( "shack", "ringoff_plr", "indoor" ); declareambientroom( "wood_room" ); setambientroomreverb( "wood_room", "studio_mediumroom", 1, 1 ); setambientroomcontext( "wood_room", "ringoff_plr", "indoor" ); thread snd_start_autofx_audio(); } snd_play_loopers() { } snd_start_autofx_audio() { snd_play_auto_fx( "fx_mp_studio_fire_md", "amb_fire_med", 0, 0, 0, 0 ); snd_play_auto_fx( "fx_mp_studio_toy_fire", "amb_fire_sml", 0, 0, 0, 1 ); snd_play_auto_fx( "fx_insects_swarm_lg_light", "amb_flies", 0, 0, 0, 0 ); snd_play_auto_fx( "fx_mp_studio_sconce_glare", "amb_lights_buzz_2", 0, 0, 0, 0 ); snd_play_auto_fx( "fx_mp_studio_sconce_glare2", "amb_lights_buzz_2", 0, 0, 0, 0 ); }