mirror of
https://github.com/JezuzLizard/Recompilable-gscs-for-BO2-zombies-and-multiplayer.git
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70 lines
3.5 KiB
Plaintext
70 lines
3.5 KiB
Plaintext
// T6 GSC SOURCE
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// Decompiled by https://github.com/xensik/gsc-tool
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#include clientscripts\mp\_utility;
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#include clientscripts\mp\_ambientpackage;
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#include clientscripts\mp\_audio;
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main()
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{
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declareambientroom( "skate_outdoor", 1 );
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setambientroomtone( "skate_outdoor", "amb_wind_exterior_2d", 0.7, 1 );
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setambientroomreverb( "skate_outdoor", "skate_outdoor", 1, 1 );
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setambientroomcontext( "skate_outdoor", "ringoff_plr", "outdoor" );
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declareambientroom( "med_stone_room" );
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setambientroomtone( "med_stone_room", "amb_wind_interior_2d", 0.7, 1 );
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setambientroomreverb( "med_stone_room", "skate_stoneroom", 1, 1 );
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setambientroomcontext( "med_stone_room", "ringoff_plr", "indoor" );
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declareambientroom( "indoor_skate_room" );
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setambientroomtone( "indoor_skate_room", "amb_wind_interior_2d", 0.7, 1 );
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setambientroomreverb( "indoor_skate_room", "skate_mediumroom", 1, 1 );
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setambientroomcontext( "indoor_skate_room", "ringoff_plr", "indoor" );
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declareambientroom( "indoor_store_room" );
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setambientroomtone( "indoor_store_room", "amb_wind_interior_2d", 0.7, 1 );
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setambientroomreverb( "indoor_store_room", "skate_smallroom", 1, 1 );
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setambientroomcontext( "indoor_store_room", "ringoff_plr", "indoor" );
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declareambientroom( "locker_room" );
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setambientroomtone( "locker_room", "amb_wind_interior_2d", 0.7, 1 );
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setambientroomreverb( "locker_room", "skate_locker", 1, 1 );
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setambientroomcontext( "locker_room", "ringoff_plr", "indoor" );
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declareambientroom( "mtl_corridor_room" );
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setambientroomtone( "mtl_corridor_room", "amb_wind_interior_2d", 0.7, 1 );
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setambientroomreverb( "mtl_corridor_room", "skate_corridor", 1, 1 );
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setambientroomcontext( "mtl_corridor_room", "ringoff_plr", "indoor" );
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declareambientroom( "partial_stone_room" );
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setambientroomtone( "partial_stone_room", "amb_wind_exterior_2d_qt", 0.7, 1 );
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setambientroomreverb( "partial_stone_room", "skate_stoneroom", 1, 1 );
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setambientroomcontext( "partial_stone_room", "ringoff_plr", "outdoor" );
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declareambientroom( "full_pipe_room" );
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setambientroomtone( "full_pipe_room", "amb_wind_interior_2d", 0.7, 1 );
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setambientroomreverb( "full_pipe_room", "skate_pipe", 1, 1 );
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setambientroomcontext( "full_pipe_room", "ringoff_plr", "outdoor" );
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declareambientroom( "underground_room" );
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setambientroomtone( "underground_room", "amb_wind_interior_2d", 0.7, 1 );
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setambientroomreverb( "underground_room", "skate_stoneroom_sml", 1, 1 );
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setambientroomcontext( "underground_room", "ringoff_plr", "indoor" );
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declareambientroom( "open_halfpipe_room" );
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setambientroomtone( "open_halfpipe_room", "amb_wind_exterior_2d_qt", 0.7, 1 );
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setambientroomreverb( "open_halfpipe_room", "skate_pipe", 1, 1 );
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setambientroomcontext( "open_halfpipe_room", "ringoff_plr", "outdoor" );
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declareambientroom( "restroom_room" );
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setambientroomtone( "restroom_room", "amb_wind_interior_2d", 0.7, 1 );
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setambientroomreverb( "restroom_room", "skate_tile_room", 1, 1 );
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setambientroomcontext( "restroom_room", "ringoff_plr", "indoor" );
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declareambientroom( "covered_platform_room" );
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setambientroomtone( "covered_platform_room", "amb_wind_interior_2d", 0.7, 1 );
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setambientroomreverb( "covered_platform_room", "skate_platform", 1, 1 );
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setambientroomcontext( "covered_platform_room", "ringoff_plr", "outdoor" );
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thread snd_start_autofx_audio();
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thread snd_play_loopers();
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}
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snd_play_loopers()
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{
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}
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snd_start_autofx_audio()
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{
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}
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