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Recompilable-gscs-for-BO2-z…/mp_raid/maps/mp/mp_raid.gsc

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#include maps/mp/_compass;
#include maps/mp/_utility;
main()
{
level.levelspawndvars = ::levelspawndvars;
maps/mp/mp_raid_fx::main();
maps/mp/_load::main();
maps/mp/mp_raid_amb::main();
maps/mp/_compass::setupminimap( "compass_map_mp_raid" );
level thread water_trigger_init();
}
levelspawndvars( reset_dvars )
{
ss = level.spawnsystem;
ss.enemy_influencer_radius = set_dvar_float_if_unset( "scr_spawn_enemy_influencer_radius", "1870", reset_dvars );
}
water_trigger_init()
{
triggers = getentarray( "water_killbrush", "targetname" );
_a31 = triggers;
_k31 = getFirstArrayKey( _a31 );
while ( isDefined( _k31 ) )
{
trigger = _a31[ _k31 ];
trigger thread player_splash_think();
_k31 = getNextArrayKey( _a31, _k31 );
}
}
player_splash_think()
{
for ( ;; )
{
self waittill( "trigger", entity );
if ( isplayer( entity ) && isalive( entity ) )
{
self thread trigger_thread( entity, ::player_water_fx );
}
}
}
player_water_fx( player, endon_condition )
{
maxs = self.origin + self getmaxs();
if ( maxs[ 2 ] < 0 )
{
maxs += vectorScale( ( 0, 0, 1 ), 5 );
}
origin = ( player.origin[ 0 ], player.origin[ 1 ], maxs[ 2 ] );
playfx( level._effect[ "water_splash_sm" ], origin );
}