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2023-10-26 13:13:39 -07:00

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// 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 );
#/
}
}