260 lines
7.4 KiB
Plaintext
260 lines
7.4 KiB
Plaintext
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#include common_scripts\utility;
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#include common_scripts\_fx;
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#include common_scripts\_createfx;
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#include maps\_utility;
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#include maps\_createfx;
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/*
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****************************************************************************************************************
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OneShotfx: Fires an effect once.
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maps\_fx::OneShotfx( effectname, (x y z), predelay);
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Example:
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maps\_fx::OneShotfx(level.medFire, // Medium fire effect
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(-701, -18361, 148), // Origin
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5); // Wait 5 seconds before doing effect
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****************************************************************************************************************
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****************************************************************************************************************
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Loopfx: Loops an effect with a waittime.
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maps\_fx::loopfx( effectname, (x y z), delay_between_shots);
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Example:
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maps\_fx::loopfx(level.medFire, // Medium fire effect
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(-701, -18361, 148), // Origin
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0.3); // Wait 0.3 seconds between shots
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****************************************************************************************************************
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****************************************************************************************************************
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GunFireLoopfx: Simulates bursts of fire.
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maps\_fx::gunfireloopfx(fxId, fxPos, shotsMin, shotsMax, shotdelayMin, shotdelayMax, betweenSetsMin, betweenSetsMax)
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Example:
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maps\_fx::gunfireloopfx (level.medFire, // Medium fire effect
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(-701, -18361, 148), // Origin
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10, 15, // 10 to 15 shots
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0.1, 0.3, // 0.1 to 0.3 seconds between shots
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2.5, 9); // 2.5 to 9 seconds between sets of shots.
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****************************************************************************************************************
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****************************************************************************************************************
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GrenadeExplosionfx: Creates a grenade explosion with view jitter.
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maps\_fx::GrenadeExplosionfx((x y z));
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Example:
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maps\_fx::GrenadeExplosionfx( (-701, -18361, 148) ); // origin
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****************************************************************************************************************
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*/
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script_print_fx()
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{
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if ( ( !isdefined( self.script_fxid ) ) || ( !isdefined( self.script_fxcommand ) ) || ( !isdefined( self.script_delay ) ) )
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{
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println( "Effect at origin ", self.origin, " doesn't have script_fxid/script_fxcommand/script_delay" );
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self delete();
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return;
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}
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if ( isdefined( self.target ) )
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org = getent( self.target ).origin;
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else
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org = "undefined";
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// println ("^a Command:", self.script_fxcommand, " Effect:", self.script_fxID, " Delay:", self.script_delay, " ", self.origin);
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if ( self.script_fxcommand == "OneShotfx" )
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println( "maps\_fx::OneShotfx(\"" + self.script_fxid + "\", " + self.origin + ", " + self.script_delay + ", " + org + ");" );
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if ( self.script_fxcommand == "loopfx" )
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println( "maps\_fx::LoopFx(\"" + self.script_fxid + "\", " + self.origin + ", " + self.script_delay + ", " + org + ");" );
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if ( self.script_fxcommand == "loopsound" )
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println( "maps\_fx::LoopSound(\"" + self.script_fxid + "\", " + self.origin + ", " + self.script_delay + ", " + org + ");" );
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}
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script_playfx( id, pos, pos2 )
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{
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if ( !id )
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return;
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if ( isdefined( pos2 ) )
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playfx( id, pos, pos2 );
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else
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playfx( id, pos );
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}
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script_playfxontag( id, ent, tag )
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{
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if ( !id )
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return;
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playfxontag( id, ent, tag );
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}
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GrenadeExplosionfx( pos )
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{
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playfx( level._effect[ "mechanical explosion" ], pos );
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earthquake( 0.15, 0.5, pos, 250 );
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// TODO: Add explosion effect and view jitter
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// println("The script command grenadeExplosionEffect has been removed. maps\\_fx::GrenadeExplosionfx must be set up to make an effect and jitter the view.");
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}
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soundfx( fxId, fxPos, endonNotify )
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{
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org = spawn( "script_origin", ( 0, 0, 0 ) );
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org.origin = fxPos;
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org playloopsound( fxId );
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if ( isdefined( endonNotify ) )
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org thread soundfxDelete( endonNotify );
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/*
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ent = level thread createfx_showOrigin ( fxId, fxPos, undefined, undefined, "soundfx" );
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ent.delay = 0;
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ent endon ("effect deleted");
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ent.soundfx = org;
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*/
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}
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soundfxDelete( endonNotify )
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{
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level waittill( endonNotify );
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self delete();
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}
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rainfx( fxId, fxId2, fxPos )
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{
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org = spawn( "script_origin", ( 0, 0, 0 ) );
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org.origin = fxPos;
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org thread rainLoop( fxId, fxId2 );
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//ent = level thread createfx_showOrigin( fxId, fxPos, undefined, undefined, "rainfx", undefined, fxId2 );
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//ent.delay = 0;
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//ent endon ("effect deleted");
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//ent.soundfx = org;
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}
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rainLoop( hardRain, lightRain )
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{
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// org playloopsound (fxId);
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self endon( "death" );
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blend = spawn( "sound_blend", ( 0.0, 0.0, 0.0 ) );
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blend.origin = self.origin;
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self thread blendDelete( blend );
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blend2 = spawn( "sound_blend", ( 0.0, 0.0, 0.0 ) );
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blend2.origin = self.origin;
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self thread blendDelete( blend2 );
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// lerp of 0 will play _null only
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blend setSoundBlend( lightRain + "_null", lightRain, 0 );
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blend2 setSoundBlend( hardRain + "_null", hardRain, 1 );
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rain = "hard";
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blendTime = undefined;
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for ( ;; )
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{
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level waittill( "rain_change", change, blendTime );
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blendTime *= 20;// internal framerate
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assert( change == "hard" || change == "light" || change == "none" );
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assert( blendtime > 0 );
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if ( change == "hard" )
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{
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if ( rain == "none" )
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{
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blendTime *= 0.5;// gotta do 2 blends to go from none to hard
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for ( i = 0;i < blendtime;i++ )
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{
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blend setSoundBlend( lightRain + "_null", lightRain, i / blendtime );
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wait( 0.05 );
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}
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rain = "light";
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}
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if ( rain == "light" )
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{
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for ( i = 0;i < blendtime;i++ )
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{
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blend setSoundBlend( lightRain + "_null", lightRain, 1 - ( i / blendtime ) );
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blend2 setSoundBlend( hardRain + "_null", hardRain, i / blendtime );
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wait( 0.05 );
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}
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}
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}
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if ( change == "none" )
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{
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if ( rain == "hard" )
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{
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blendTime *= 0.5;// gotta do 2 blends to go from hard to none
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for ( i = 0;i < blendtime;i++ )
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{
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blend setSoundBlend( lightRain + "_null", lightRain, ( i / blendtime ) );
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blend2 setSoundBlend( hardRain + "_null", hardRain, 1 - ( i / blendtime ) );
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wait( 0.05 );
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}
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rain = "light";
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}
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if ( rain == "light" )
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{
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for ( i = 0;i < blendtime;i++ )
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{
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blend setSoundBlend( lightRain + "_null", lightRain, 1 - ( i / blendtime ) );
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wait( 0.05 );
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}
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}
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}
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if ( change == "light" )
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{
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if ( rain == "none" )
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{
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for ( i = 0;i < blendtime;i++ )
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{
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blend setSoundBlend( lightRain + "_null", lightRain, i / blendtime );
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wait( 0.05 );
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}
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}
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if ( rain == "hard" )
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{
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for ( i = 0;i < blendtime;i++ )
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{
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blend setSoundBlend( lightRain + "_null", lightRain, i / blendtime );
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blend2 setSoundBlend( hardRain + "_null", hardRain, 1 - ( i / blendtime ) );
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wait( 0.05 );
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}
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}
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}
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rain = change;
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}
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}
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blendDelete( blend )
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{
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self waittill( "death" );
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blend delete();
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}
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/*QUAKED trigger_multiple_fx_watersheeting (0.12 0.23 1.0) ? AI_AXIS AI_ALLIES AI_NEUTRAL NOTPLAYER VEHICLE TRIGGER_SPAWN TOUCH_ONCE
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defaulttexture="trigger_fx"
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Activates the water sheeting effect covering the screen.
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Set script_duration to specify the duration. defaults to 3 seconds.*/
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watersheeting( trigger )
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{
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duration = 3;
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if ( isdefined( trigger.script_duration ) )
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duration = trigger.script_duration;
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while( true )
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{
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trigger waittill( "trigger", other );
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if ( IsPlayer( other ) )
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{
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other SetWaterSheeting( 1, duration );
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wait duration * 0.2;
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}
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}
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}
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