mirror of
https://github.com/JezuzLizard/Recompilable-gscs-for-BO2-zombies-and-multiplayer.git
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64 lines
2.9 KiB
Plaintext
64 lines
2.9 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( "outside", 1 );
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setambientroomtone( "outside", "amb_wind_exterior_2d", 0.3, 0.5 );
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setambientroomreverb( "outside", "studio_outdoor", 1, 1 );
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setambientroomcontext( "outside", "ringoff_plr", "outdoor" );
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declareambientroom( "trailer" );
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setambientroomreverb( "trailer", "studio_hallway", 1, 1 );
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setambientroomcontext( "trailer", "ringoff_plr", "indoor" );
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declareambientroom( "med_room" );
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setambientroomreverb( "med_room", "studio_mediumroom", 1, 1 );
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setambientroomcontext( "med_room", "ringoff_plr", "indoor" );
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declareambientroom( "cave" );
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setambientroomreverb( "cave", "studio_cave", 1, 1 );
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setambientroomcontext( "cave", "ringoff_plr", "indoor" );
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declareambientroom( "partial_room" );
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setambientroomtone( "partial_room", "amb_wind_exterior_2d", 0.3, 0.5 );
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setambientroomreverb( "partial_room", "studio_smallroom", 1, 1 );
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setambientroomcontext( "partial_room", "ringoff_plr", "outdoor" );
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declareambientroom( "small_room" );
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setambientroomreverb( "small_room", "studio_smallroom", 1, 1 );
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setambientroomcontext( "small_room", "ringoff_plr", "indoor" );
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declareambientroom( "stone_room" );
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setambientroomreverb( "stone_room", "studio_stoneroom", 1, 1 );
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setambientroomcontext( "stone_room", "ringoff_plr", "indoor" );
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declareambientroom( "wherehouse" );
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setambientroomreverb( "wherehouse", "studio_smallroom", 1, 1 );
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setambientroomtone( "wherehouse", "amb_wind_exterior_2d", 0.3, 0.5 );
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setambientroomcontext( "wherehouse", "ringoff_plr", "outdoor" );
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declareambientroom( "saloon" );
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setambientroomreverb( "saloon", "studio_mediumroom", 1, 1 );
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setambientroomcontext( "saloon", "ringoff_plr", "indoor" );
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declareambientroom( "tall_room" );
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setambientroomreverb( "tall_room", "studio_tall", 1, 1 );
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setambientroomcontext( "tall_room", "ringoff_plr", "indoor" );
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declareambientroom( "shack" );
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setambientroomreverb( "shack", "studio_shack", 1, 1 );
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setambientroomcontext( "shack", "ringoff_plr", "indoor" );
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declareambientroom( "wood_room" );
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setambientroomreverb( "wood_room", "studio_mediumroom", 1, 1 );
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setambientroomcontext( "wood_room", "ringoff_plr", "indoor" );
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thread snd_start_autofx_audio();
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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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snd_play_auto_fx( "fx_mp_studio_fire_md", "amb_fire_med", 0, 0, 0, 0 );
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snd_play_auto_fx( "fx_mp_studio_toy_fire", "amb_fire_sml", 0, 0, 0, 1 );
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snd_play_auto_fx( "fx_insects_swarm_lg_light", "amb_flies", 0, 0, 0, 0 );
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snd_play_auto_fx( "fx_mp_studio_sconce_glare", "amb_lights_buzz_2", 0, 0, 0, 0 );
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snd_play_auto_fx( "fx_mp_studio_sconce_glare2", "amb_lights_buzz_2", 0, 0, 0, 0 );
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}
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