// T6 GSC SOURCE // Decompiled by https://github.com/xensik/gsc-tool #include clientscripts\mp\_utility; #include clientscripts\mp\createfx\mp_studio_fx; #include clientscripts\mp\_fx; #include clientscripts\mp\_fxanim_dlc; precache_scripted_fx() { level._effect["fx_mp_studio_robot_laser"] = loadfx( "maps/mp_maps/fx_mp_studio_robot_laser" ); } precache_createfx_fx() { } main() { clientscripts\mp\createfx\mp_studio_fx::main(); clientscripts\mp\_fx::reportnumeffects(); precache_createfx_fx(); precache_fxanim_props(); precache_fxanim_props_dlc(); disablefx = getdvarint( _hash_C9B177D6 ); if ( !isdefined( disablefx ) || disablefx <= 0 ) precache_scripted_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" ); } #using_animtree("fxanim_props"); 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; level.fx_anim_level_init = ::fxanim_init; } precache_fxanim_props_dlc() { } fxanim_init( localclientnum ) { level thread clientscripts\mp\_fxanim_dlc::fxanim_init_dlc( localclientnum ); if ( getgametypesetting( "allowMapScripting" ) == 0 ) return; for (;;) { level waittill( "snap_processed", snapshotlocalclientnum ); if ( localclientnum != snapshotlocalclientnum ) continue; level thread pirate_animate_fx( localclientnum, "pirate_captain_1", "boat_01_jnt", level.scr_anim["fxanim_props"]["captain_01"] ); level thread pirate_animate_fx( localclientnum, "pirate_captain_2", "boat_02_jnt", level.scr_anim["fxanim_props"]["captain_02"] ); level thread pirate_animate_fx( localclientnum, "pirate_oarsman_1", "boat_01_jnt", level.scr_anim["fxanim_props"]["oarsmen_01"] ); level thread pirate_animate_fx( localclientnum, "pirate_oarsman_2", "boat_02_jnt", level.scr_anim["fxanim_props"]["oarsmen_02"] ); trex_fence_ribs = getent( localclientnum, "trex_fence_ribs", "targetname" ); t_rex_stand = getent( localclientnum, "t_rex_stand", "targetname" ); t_rex_head = getent( localclientnum, "t_rex_fence", "targetname" ); level thread t_rex_animate_fx( localclientnum, t_rex_head, t_rex_stand ); trex_fence_ribs waittill_dobj( localclientnum ); t_rex_head waittill_dobj( localclientnum ); trex_fence_ribs.origin = t_rex_head gettagorigin( "body_base_jnt" ); trex_fence_ribs.angles = t_rex_head gettagangles( "body_base_jnt" ); trex_fence_ribs linkto( t_rex_head, "body_base_jnt" ); brontosaurus = getent( localclientnum, "brontosaurus_head", "targetname" ); brontosaurus thread brontosaurus_animate_fx( localclientnum ); break; } } pirate_animate_fx( localclientnum, enttargetname, boatjoint, pirateanimation ) { pirateent = getent( localclientnum, enttargetname, "targetname" ); pirateent waittill_dobj( localclientnum ); pirate_boats_link = getent( localclientnum, "pirate_boats_link", "targetname" ); pirateent.origin = pirate_boats_link gettagorigin( boatjoint ); pirateent.angles = pirate_boats_link gettagangles( boatjoint ); pirateent linkto( pirate_boats_link, boatjoint ); pirateent useanimtree( #animtree ); pirateent setanimrestart( pirateanimation, 1.0, 0.0, 1.0 ); } t_rex_animate_fx( localclientnum, t_rex_head, t_rex_stand ) { t_rex_head waittill_dobj( localclientnum ); t_rex_stand waittill_dobj( localclientnum ); t_rex_head useanimtree( #animtree ); t_rex_stand useanimtree( #animtree ); currentanim = -1; randomanim = -1; mintime = 10; maxtime = 15; trexanims = []; trexanims[0] = level.scr_anim["fxanim_props"]["t_rex_fence_01"]; trexanims[1] = level.scr_anim["fxanim_props"]["t_rex_fence_02"]; trexanims[2] = level.scr_anim["fxanim_props"]["t_rex_fence_03"]; trexanimssize = trexanims.size; trexbaseanims = []; trexbaseanims[0] = level.scr_anim["fxanim_props"]["t_rex_stand_01"]; trexbaseanims[1] = level.scr_anim["fxanim_props"]["t_rex_stand_02"]; trexbaseanims[2] = level.scr_anim["fxanim_props"]["t_rex_stand_03"]; trexbaseanimssize = trexbaseanims.size; assert( trexbaseanimssize == trexanimssize ); for (;;) { timer = randomfloatrange( mintime, maxtime ); wait( timer ); if ( currentanim != -1 ) { t_rex_head clearanim( trexanims[currentanim], 0.05 ); t_rex_stand clearanim( trexbaseanims[currentanim], 0.05 ); } for ( randomanim = randomint( trexanimssize ); randomanim == currentanim; randomanim = randomint( trexanimssize ) ) { } currentanim = randomanim; t_rex_head setanimrestart( trexanims[currentanim], 1.0, 0.0, 1.0 ); t_rex_stand setanimrestart( trexbaseanims[currentanim], 1.0, 0.0, 1.0 ); /# mintime = getdvarfloatdefault( "mp_studio_trex_min_wait", mintime ); maxtime = getdvarfloatdefault( "mp_studio_trex_max_wait", maxtime ); #/ } } brontosaurus_animate_fx( localclientnum ) { self waittill_dobj( localclientnum ); self useanimtree( #animtree ); mintime = 15; maxtime = 20; self animscripted( level.scr_anim["fxanim_props"]["brontosaurus_chew_anim"], 1.0, 0.0, 1.0 ); for (;;) { timer = randomfloatrange( mintime, maxtime ); wait( timer ); self clearanim( level.scr_anim["fxanim_props"]["brontosaurus_chew_anim"], 0.5 ); self animscripted( level.scr_anim["fxanim_props"]["brontosaurus_look_around"], 1.0, 0.5, 1.0 ); anim_length = getanimlength( level.scr_anim["fxanim_props"]["brontosaurus_look_around"] ); wait( anim_length ); self clearanim( level.scr_anim["fxanim_props"]["brontosaurus_look_around"], 0.5 ); self animscripted( level.scr_anim["fxanim_props"]["brontosaurus_chew_anim"], 1.0, 0.5, 1.0 ); /# mintime = getdvarfloatdefault( "mp_studio_trex_min_wait", mintime ); maxtime = getdvarfloatdefault( "mp_studio_trex_max_wait", maxtime ); #/ } }