mirror of
https://github.com/JezuzLizard/Recompilable-gscs-for-BO2-zombies-and-multiplayer.git
synced 2025-06-10 02:37:59 -05:00
54 lines
1.3 KiB
Plaintext
54 lines
1.3 KiB
Plaintext
// T6 GSC SOURCE
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// Decompiled by https://github.com/xensik/gsc-tool
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#include maps\mp\_utility;
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#include maps\mp\mp_raid_fx;
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#include maps\mp\_load;
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#include maps\mp\mp_raid_amb;
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#include maps\mp\_compass;
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main()
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{
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level.levelspawndvars = ::levelspawndvars;
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maps\mp\mp_raid_fx::main();
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maps\mp\_load::main();
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maps\mp\mp_raid_amb::main();
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maps\mp\_compass::setupminimap( "compass_map_mp_raid" );
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level thread water_trigger_init();
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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", "1870", reset_dvars );
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}
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water_trigger_init()
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{
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triggers = getentarray( "water_killbrush", "targetname" );
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foreach ( trigger in triggers )
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trigger thread player_splash_think();
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}
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player_splash_think()
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{
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for (;;)
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{
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self waittill( "trigger", entity );
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if ( isplayer( entity ) && isalive( entity ) )
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self thread trigger_thread( entity, ::player_water_fx );
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}
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}
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player_water_fx( player, endon_condition )
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{
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maxs = self.origin + self getmaxs();
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if ( maxs[2] < 0 )
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maxs += vectorscale( ( 0, 0, 1 ), 5.0 );
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origin = ( player.origin[0], player.origin[1], maxs[2] );
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playfx( level._effect["water_splash_sm"], origin );
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}
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