639 lines
14 KiB
Plaintext
639 lines
14 KiB
Plaintext
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#include common_scripts\utility;
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#include maps\_utility;
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ENDING_MOVE_SPEED = 0.45;
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main()
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{
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precacheshellshock( "slowview" );
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precacheshellshock( "aftermath" );
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//precacheshellshock( "aftermath_fall" );
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precacheShader( "overlay_hunted_black" );
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precacheShader( "overlay_hunted_white" );
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flag_init( "force_limp" );
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flag_init( "fall" );
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flag_init( "collapse" );
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flag_init( "collapse_done" );
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flag_init( "aftermath_dont_do_wakeup" );
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flag_init( "start_doing_aftermath_walk" );
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flag_init( "player_heartbeat_sound" );
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flag_init( "player_limping" );
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flag_init( "stop_being_stunned" );
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waittillframeend;
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level.player_heartrate = 0.8;
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level.player.movespeedscale = 1;
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}
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aftermath_style_walking()
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{
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// level.player childthread player_heartbeat();
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waittillframeend; // so flag can get set
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waittillframeend; // for main init
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if ( flag( "stop_aftermath_player" ) )
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return;
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level endon( "stop_aftermath_player" );
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level.ground_ref_ent = spawn( "script_model", ( 0, 0, 0 ) );
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level.player playerSetGroundReferenceEnt( level.ground_ref_ent );
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// level childthread slowview();
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set_vision_set( "aftermath_walking", 0 );
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if ( flag( "aftermath_dont_do_wakeup" ) )
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return;
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player_wakeup();
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// level.player childthread player_jump_punishment();
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}
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slowview()
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{
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while ( true )
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{
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level waittill( "slowview", wait_time );
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if ( isdefined( wait_time ) )
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wait( wait_time );
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childthread restart_slowview();
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//level.player shellshock( "slowview", 15 );
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}
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}
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restart_slowview()
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{
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level endon ( "slowview" );
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wait 10;
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level notify ( "slowview" );
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}
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player_heartbeat()
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{
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// flag_clear( "stop_heart" );
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level notify ( "stop_heart" );
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level endon ( "stop_heart" );
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// wait 3;
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while ( true )
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{
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if ( !flag( "fall" ) )
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{
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if ( isdefined( level.heartbeat_blood_func ) )
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{
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[[ level.heartbeat_blood_func ]]();
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}
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if ( flag( "player_heartbeat_sound" ) )
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{
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level.player thread play_sound_on_entity( "breathing_heartbeat" );
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wait 0.05;
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level.player PlayRumbleOnEntity( "damage_light" );
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}
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wait level.player_heartrate;
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}
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wait( 0 + randomfloat( 0.1 ) );
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if ( randomint( 50 ) > level.player.movespeedscale * 190 )
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wait randomfloat( 1 );
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}
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}
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get_player_speed()
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{
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}
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player_wakeup()
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{
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level.player play_sound_on_entity( "sprint_gasp" );
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flag_wait( "start_doing_aftermath_walk" );
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thread swivel();
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// childthread recover();
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//level.player playerSetGroundReferenceEnt( undefined );
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level.player play_sound_on_entity( "breathing_hurt_start" );
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level.player thread play_sound_on_entity( "breathing_better" );
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level.player childthread player_random_blur();
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}
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adjust_angles_to_player( stumble_angles )
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{
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pa = stumble_angles[ 0 ];
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ra = stumble_angles[ 2 ];
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rv = anglestoright( level.player.angles );
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fv = anglestoforward( level.player.angles );
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rva = ( rv[ 0 ], 0, rv[ 1 ] * - 1 );
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fva = ( fv[ 0 ], 0, fv[ 1 ] * - 1 );
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angles = vector_multiply( rva, pa );
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angles = angles + vector_multiply( fva, ra );
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return angles + ( 0, stumble_angles[ 1 ], 0 );
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}
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limp()
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{
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thread limp_thread();
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// thread limp_old();
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}
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adjust_swivel_over_time( ent )
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{
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level endon( "stop_drunk_walk" );
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next_switch = 1;
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original_range = 7; // 25;
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for ( ;; )
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{
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range = original_range * level.unsteady_scale;
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yaw = randomfloatrange( range * 0.5, range );
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next_switch--;
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if ( next_switch <= 0 )
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{
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next_switch = randomint( 3 );
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yaw *= -1;
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}
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dif = yaw - ent.origin[0];
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dif = abs( dif );
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time = dif * 0.05;
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if ( time < 0.05 )
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time = 0.05;
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start_time = gettime();
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ent moveto( ( yaw, 0, 0 ), time, time * 0.5, time * 0.5 );
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wait time;
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wait_for_buffer_time_to_pass( start_time, 0.6 );
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for ( ;; )
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{
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player_speed = distance( (0,0,0), level.player getvelocity() );
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if ( player_speed >= 80 )
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break;
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wait 0.05;
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}
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}
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}
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swivel_ends()
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{
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level waittill( "stop_drunk_walk" );
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time = 0.8;
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level.ground_ref_ent rotateto( (0,0,0), time, time * 0.5, time * 0.5 );
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wait time;
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level.ground_ref_ent delete();
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level.player playerSetGroundReferenceEnt( undefined );
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SetSlowMotion( 0.95, 1, 0.5 );
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}
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swivel()
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{
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thread swivel_ends();
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level endon( "stop_drunk_walk" );
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level.unsteady_scale = 4.1;
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thread SetSlowMotion_overtime();
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ent = spawn_tag_origin();
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roll_ent = spawn_tag_origin();
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thread adjust_swivel_over_time( ent );
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thread adjust_roll_ent( roll_ent );
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pitch_sin = 0;
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last_stun = gettime();
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stuns = 3;
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stun_interval = 3500;
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time = 0.1;
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last_angles = level.player getplayerangles()[1];
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for ( ;; )
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{
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new_angles = level.player getplayerangles()[1];
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dif = new_angles - last_angles;
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//angles = level.player getplayerangles();
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//yaw = angles[1];
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//yaw += ent.origin[0];
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yaw = ent.origin[0] + dif;
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last_angles = new_angles;
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// roll = roll_ent.origin[0];
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player_speed = distance( (0,0,0), level.player getvelocity() );
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pitch_sin += player_speed * 0.06;
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if ( player_speed > 80 )
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{
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new_sin = sin( gettime() * -0.1 );
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pitch_sin += new_sin * 10;
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if ( gettime() > last_stun + stun_interval && !flag( "stop_being_stunned" ) && stuns )
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{
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stuns--;
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last_stun = gettime();
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stuntime = randomfloatrange( 1, 2.5 );
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axis = getaiarray( "axis" );
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closest = getClosest( level.player.origin, axis );
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too_close = isalive( closest ) && distance( level.player.origin, closest.origin ) < 400;
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if ( !too_close )
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{
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assert( stuntime * 1000 < stun_interval ); // avoiding overlap of allowcrouch delay calls. could get messy.
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childthread swivel_stunplayer( stuntime );
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level.player StunPlayer( stuntime );
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// level.player thread play_sound_on_entity( "breathing_hurt" );
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}
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}
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// if ( randomint( 100 ) > 1 )
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// Earthquake( 0.1, 1, level.player.origin, 9000 );
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}
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pitch = sin( pitch_sin ) * 4 * level.unsteady_scale; // 12;
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if ( !flag( "player_limping" ) )
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level.ground_ref_ent rotateto( ( pitch * 0.15, yaw * -1, pitch * 0.85 ), time, time * 0.5, time * 0.5 );
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// level.ground_ref_ent rotateto( ( roll, yaw, roll ), time, time * 0.5, time * 0.5 );
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wait 0.05;
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}
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}
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swivel_stunplayer( stuntime )
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{
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level notify ( "swivel_stunplayer" );
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level endon ( "swivel_stunplayer" );
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level.player allowcrouch( false );
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level.player allowprone( false );
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wait stuntime;
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level.player allowcrouch( true );
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level.player allowprone( true );
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}
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SetSlowMotion_overtime()
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{
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level endon( "stop_drunk_walk" );
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timescale = 1;
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range = 0.15;
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time = 4;
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wait 3;
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for ( ;; )
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{
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SetSlowMotion( timescale, 0.89, time );
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wait time;
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SetSlowMotion( timescale, 1.06, time );
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wait time;
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}
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}
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adjust_roll_ent( roll_ent )
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{
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level endon( "stop_drunk_walk" );
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walking_count = 0;
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cap = 140;
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struct = getstruct( "limp_yaw_ent", "targetname" );
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targ = getstruct( struct.target, "targetname" );
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angles = vectortoangles( targ.origin - struct.origin );
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forward = anglestoforward( angles );
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limped = false;
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for ( ;; )
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{
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player_speed = distance( (0,0,0), level.player getvelocity() );
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//limp_yaw_ent
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fast_enough = player_speed > 80;
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player_angles = level.player getplayerangles();
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player_forward = anglestoforward( player_angles );
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correct_limp_direction = vectordot( player_forward, forward ) >= 0.8;
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if ( fast_enough && correct_limp_direction )
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walking_count += 2;
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else
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walking_count -= 1;
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walking_count = clamp( walking_count, 0, cap );
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if ( walking_count < cap )
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{
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wait 0.05;
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continue;
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}
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walking_count = 0;
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if ( !limped )
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{
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limped = true;
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limp();
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time = 2;
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ent = spawn_tag_origin();
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ent.origin = ( level.unsteady_scale, 0, 0 );
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ent moveto( (1,0,0), time, time * 0.5, time * 0.5 );
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for ( ;; )
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{
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level.unsteady_scale = ent.origin[0];
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if ( level.unsteady_scale == 1 )
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break;
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wait 0.05;
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}
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ent delete();
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return;
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//continue;
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}
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cap = randomintrange( 70, 125 );
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time = 0.45;
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roll = randomfloatrange( -16, -11 );
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roll_ent moveto( (roll,0,0), time, 0, time );
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wait time;
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time *= 0.8;
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offset = randomfloatrange( -2, 2 );
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roll_ent moveto( (offset,0,0), time, time * 0.5, time * 0.5 );
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wait time;
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}
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}
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limp_thread()
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{
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level notify ( "kill_limp" );
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level endon ( "kill_limp" );
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while ( true )
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{
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player_speed = distance( (0,0,0), level.player getvelocity() );
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if ( player_speed < 80 )
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{
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wait 0.05;
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continue;
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}
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stun_time = 2.3;
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level.player thread swivel_stunplayer( stun_time );
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level.player thread play_sound_on_entity( "breathing_hurt" );
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level notify ( "not_random_blur" );
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noself_delayCall( .5, ::setblur, 4, .25 );
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noself_delayCall( 1.2, ::setblur, 0, 1 );
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delaythread( stun_time, ::player_random_blur );
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delaythread( 1, maps\af_chase_knife_fight_code::fade_out, stun_time * 4);
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delaythread( stun_time, maps\af_chase_knife_fight_code::fade_in, stun_time );
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set_vision_set( "aftermath_hurt", stun_time * 2 );
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delaythread( 1, ::set_vision_set, "aftermath_walking", stun_time );
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delaythread( stun_time * 2, ::set_vision_set, "aftermath_walking", stun_time );
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level.player PlayRumbleOnEntity( "damage_light" );
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level.player blend_movespeedscale( 0.25, 0.3 );
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level.player delaythread( stun_time * 0.5, ::blend_movespeedscale, ENDING_MOVE_SPEED, stun_time );
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// level.player thread play_sound_on_entity( "breathing_hurt" );
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flag_clear( "force_limp" );
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wait stun_time;
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break;
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}
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}
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limp_old()
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{
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stumble = 0;
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alt = 0;
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while ( true )
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{
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timer = randomfloatrange( 2, 4 );
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wait timer;
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velocity = level.player getvelocity();
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player_speed = abs( velocity [ 0 ] ) + abs( velocity[ 1 ] );
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if ( player_speed < 10 && !flag( "force_limp" ) )
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{
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wait 0.05;
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continue;
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}
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speed_multiplier = player_speed / ( level.player.movespeedscale * 190 );
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p = randomfloatrange( 3, 5 );
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if ( randomint( 100 ) < 20 )
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p *= 1.5;
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stumble_time = randomfloatrange( 0.35, 0.45 );
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recover_time = randomfloatrange( 0.65, 0.8 );
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if ( flag( "force_limp" ) )
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{
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flag_clear( "force_limp" );
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speed_multiplier = 0.35;
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p *= 3;
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stumble_time = randomfloatrange( 0.7, 0.85 );
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recover_time = randomfloatrange( 1.65, 1.8 );
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}
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r = randomfloatrange( 3, 7 );
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y = randomfloatrange( -8, -2 );
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stumble_angles = ( p, y, r );
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stumble_angles = vector_multiply( stumble_angles, speed_multiplier );
|
||
|
|
||
|
stumble++ ;
|
||
|
if ( speed_multiplier > 1.3 )
|
||
|
stumble++ ;
|
||
|
|
||
|
flag_set( "player_limping" );
|
||
|
childthread stumble( stumble_angles, stumble_time, recover_time );
|
||
|
level waittill_either( "recovered", "force_limp" );
|
||
|
flag_clear( "player_limping" );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
player_random_blur()
|
||
|
{
|
||
|
level endon( "dying" );
|
||
|
level endon ( "not_random_blur" );
|
||
|
|
||
|
while ( true )
|
||
|
{
|
||
|
wait 0.05;
|
||
|
if ( randomint( 100 ) > 10 )
|
||
|
continue;
|
||
|
|
||
|
blur = randomint( 3 ) + 2;
|
||
|
blur_time = randomfloatrange( 0.3, 0.7 );
|
||
|
recovery_time = randomfloatrange( 0.3, 1 );
|
||
|
setblur( blur * 1.2, blur_time );
|
||
|
wait blur_time;
|
||
|
setblur( 0, recovery_time );
|
||
|
wait 5;
|
||
|
|
||
|
}
|
||
|
}
|
||
|
|
||
|
player_jump_punishment()
|
||
|
{
|
||
|
wait( 2 );
|
||
|
|
||
|
for ( ;; )
|
||
|
{
|
||
|
if ( level.player isonground() )
|
||
|
break;
|
||
|
wait( 0.05 );
|
||
|
}
|
||
|
|
||
|
while ( true )
|
||
|
{
|
||
|
wait 0.05;
|
||
|
if ( level.player isonground() )
|
||
|
continue;
|
||
|
wait 0.2;
|
||
|
if ( level.player isonground() )
|
||
|
continue;
|
||
|
|
||
|
level notify( "stop_stumble" );
|
||
|
wait 0.2;
|
||
|
// if( !flag( "force_limp" ) )
|
||
|
// level.player fall();
|
||
|
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
fall()
|
||
|
{
|
||
|
level endon( "stop_stumble" );
|
||
|
|
||
|
flag_set( "fall" );
|
||
|
|
||
|
level.player setstance( "prone" );
|
||
|
|
||
|
level.player thread play_sound_on_entity( "bodyfall_gravel_large" );
|
||
|
|
||
|
level.ground_ref_ent childthread stumble( ( 20, 10, 30 ), .2, 1.5, true );
|
||
|
|
||
|
wait .2;
|
||
|
set_vision_set( "aftermath_pain", 0 );
|
||
|
|
||
|
level.player PlayRumbleOnEntity( "grenade_rumble" );
|
||
|
|
||
|
level.player allowstand( false );
|
||
|
level.player allowcrouch( false );
|
||
|
level.player viewkick( 127, level.player.origin );
|
||
|
level.player shellshock( "aftermath_fall", 3 );
|
||
|
level notify( "slowview", 3.5 );
|
||
|
|
||
|
|
||
|
// level.player PlayRumbleloopOnEntity( "damage_heavy" );
|
||
|
|
||
|
wait 1.5;
|
||
|
flag_set( "fall" );
|
||
|
|
||
|
childthread recover();
|
||
|
|
||
|
level.player play_sound_in_space( "sprint_gasp" );
|
||
|
level.player play_sound_in_space( "breathing_hurt_start" );
|
||
|
level.player play_sound_in_space( "breathing_better" );
|
||
|
|
||
|
set_vision_set( "aftermath_walking", 5 );
|
||
|
|
||
|
level.player play_sound_on_entity( "breathing_better" );
|
||
|
|
||
|
flag_clear( "fall" );
|
||
|
|
||
|
level.player allowstand( true );
|
||
|
level.player allowcrouch( true );
|
||
|
level notify( "recovered" );
|
||
|
}
|
||
|
*/
|
||
|
|
||
|
stumble( stumble_angles, stumble_time, recover_time, no_notify )
|
||
|
{
|
||
|
level endon( "stop_stumble" );
|
||
|
|
||
|
if ( flag( "collapse" ) )
|
||
|
return;
|
||
|
|
||
|
stumble_angles = adjust_angles_to_player( stumble_angles );
|
||
|
|
||
|
level.ground_ref_ent rotateto( stumble_angles, stumble_time, ( stumble_time / 4 * 3 ), ( stumble_time / 4 ) );
|
||
|
level.ground_ref_ent waittill( "rotatedone" );
|
||
|
|
||
|
// if ( level.player getstance() == "stand" )
|
||
|
// level.player PlayRumbleOnEntity( "damage_light" );
|
||
|
|
||
|
base_angles = ( randomfloat( 4 ) - 4, randomfloat( 5 ), 0 );
|
||
|
base_angles = adjust_angles_to_player( base_angles );
|
||
|
|
||
|
level.ground_ref_ent rotateto( base_angles, recover_time, 0, recover_time / 2 );
|
||
|
level.ground_ref_ent waittill( "rotatedone" );
|
||
|
|
||
|
if ( !isdefined( no_notify ) )
|
||
|
level notify( "recovered" );
|
||
|
}
|
||
|
|
||
|
recover()
|
||
|
{
|
||
|
angles = adjust_angles_to_player( ( -5, -5, 0 ) );
|
||
|
level.ground_ref_ent rotateto( angles, .6, 0.6, 0 );
|
||
|
level.ground_ref_ent waittill( "rotatedone" );
|
||
|
|
||
|
angles = adjust_angles_to_player( ( -15, -20, 0 ) );
|
||
|
level.ground_ref_ent rotateto( angles, 2.5, 0, 2.5 );
|
||
|
level.ground_ref_ent waittill( "rotatedone" );
|
||
|
|
||
|
angles = adjust_angles_to_player( ( 5, 5, 0 ) );
|
||
|
level.ground_ref_ent rotateto( angles, 2.5, 2, 0.5 );
|
||
|
level.ground_ref_ent waittill( "rotatedone" );
|
||
|
|
||
|
level.ground_ref_ent rotateto( ( 0, 0, 0 ), 1, 0.2, 0.8 );
|
||
|
}
|
||
|
|
||
|
create_overlay_element( shader_name, start_alpha )
|
||
|
{
|
||
|
overlay = newHudElem();
|
||
|
overlay.x = 0;
|
||
|
overlay.y = 0;
|
||
|
overlay setshader( shader_name, 640, 480 );
|
||
|
overlay.alignX = "left";
|
||
|
overlay.alignY = "top";
|
||
|
overlay.horzAlign = "fullscreen";
|
||
|
overlay.vertAlign = "fullscreen";
|
||
|
overlay.alpha = start_alpha;
|
||
|
overlay.foreground = true;
|
||
|
return overlay;
|
||
|
}
|
||
|
|
||
|
hud_hide( state )
|
||
|
{
|
||
|
wait 0.1;
|
||
|
SetSavedDvar( "hud_showStance", 0 );
|
||
|
SetSavedDvar( "compass", "0" );
|
||
|
SetSavedDvar( "ammoCounterHide", "1" );
|
||
|
}
|
||
|
|