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RezTech committed 2017-07-08 14:47:21 -04:00
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#include common_scripts\utility;
artStartVisionFileExport()
{
fileprint_launcher_start_file();
}
artEndVisionFileExport()
{
return fileprint_launcher_end_file( "\\share\\raw\\vision\\"+level.script+ ".vision", true );
}
artStartFogFileExport()
{
fileprint_launcher_start_file();
}
artEndFogFileExport()
{
return fileprint_launcher_end_file( "\\share\\raw\\maps\\createart\\"+level.script+ "_art.gsc", true );
}
artCommonfxprintln( string )
{
fileprint_launcher( string );
}
setfogsliders()
{
/#
fogcolor = getdvarvector( "g_fogColorReadOnly" );
maxOpacity = GetDvar( "g_fogMaxOpacityReadOnly" );
halfplane = GetDvar( "g_fogHalfDistReadOnly" );
nearplane = GetDvar( "g_fogStartDistReadOnly" );
sunFogEnabled = GetDvar( "g_sunFogEnabledReadOnly" );
sunFogColor = getdvarvector( "g_sunFogColorReadOnly" );
sunFogDir = getdvarvector( "g_sunFogDirReadOnly" );
sunFogBeginFadeAngle = GetDvar( "g_sunFogBeginFadeAngleReadOnly" );
sunFogEndFadeAngle = GetDvar( "g_sunFogEndFadeAngleReadOnly" );
sunFogScale = GetDvar( "g_sunFogScaleReadOnly" );
if ( !isdefined( fogcolor )
|| !isdefined( maxOpacity )
|| !isdefined( halfplane )
|| !isdefined( nearplane )
|| !isdefined( sunFogEnabled )
|| !isdefined( sunFogColor )
|| !isdefined( sunFogDir )
|| !isdefined( sunFogBeginFadeAngle )
|| !isdefined( sunFogEndFadeAngle )
|| !isdefined( sunFogScale )
)
{
fogcolor = ( 1, 1, 1 );
halfplane = 10000001;
nearplane = 10000000;
maxOpacity = 1;
sunFogEnabled = false;
sunFogColor = ( 1, 1, 1 );
sunFogDir = ( 1.0, 0.0, 0.0 );
sunFogBeginFadeAngle = GetDvar( "g_sunFogBeginFadeAngle" );
sunFogEndFadeAngle = GetDvar( "g_sunFogEndFadeAngle" );
sunFogScale = GetDvar( "g_sunFogScaleReadOnly" );
}
SetDevDvar( "scr_fog_exp_halfplane", halfplane );
SetDevDvar( "scr_fog_nearplane", nearplane );
SetDevDvar( "scr_fog_color", fogcolor );
SetDevDvar( "scr_fog_max_opacity", maxOpacity );
SetDevDvar( "scr_sunFogEnabled", sunFogEnabled );
SetDevDvar( "scr_sunFogColor", sunFogColor );
SetDevDvar( "scr_sunFogDir", sunFogDir );
SetDevDvar( "scr_sunFogBeginFadeAngle", sunFogBeginFadeAngle );
SetDevDvar( "scr_sunFogEndFadeAngle", sunFogEndFadeAngle );
SetDevDvar( "scr_sunFogScale", sunFogScale );
#/
}
translateFogSlidersToScript()
{
level.fogexphalfplane = GetDvarFloat( "scr_fog_exp_halfplane" );
level.fognearplane = GetDvarFloat( "scr_fog_nearplane" );
level.fogcolor = getdvarvector( "scr_fog_color" );
level.fogmaxopacity = GetDvarFloat( "scr_fog_max_opacity" );
level.sunFogEnabled = GetDvarInt( "scr_sunFogEnabled" );
level.sunFogColor = getdvarvector( "scr_sunFogColor" );
level.sunFogDir = getdvarvector( "scr_sunFogDir" );
level.sunFogBeginFadeAngle = GetDvarFloat( "scr_sunFogBeginFadeAngle" );
level.sunFogEndFadeAngle = GetDvarFloat( "scr_sunFogEndFadeAngle" );
level.sunFogScale = GetDvarFloat( "scr_sunFogScale" );
}
updateFogFromScript()
{
/#
if ( GetDvarInt( "scr_cmd_plr_sun" ) )
{
SetDevDvar( "scr_sunFogDir", AnglesToForward( level.player GetPlayerAngles() ) );
SetDevDvar( "scr_cmd_plr_sun", 0 );
}
#/
if ( ! GetDvarInt( "scr_fog_disable" ) )
{
if ( level.sunFogEnabled )
SetExpFog( level.fognearplane, level.fogexphalfplane, level.fogcolor[ 0 ], level.fogcolor[ 1 ], level.fogcolor[ 2 ], level.fogmaxopacity, 0, level.sunFogColor[ 0 ], level.sunFogColor[ 1 ], level.sunFogColor[ 2 ], level.sunFogDir, level.sunFogBeginFadeAngle, level.sunFogEndFadeAngle, level.sunFogScale );
else
SetExpFog( level.fognearplane, level.fogexphalfplane, level.fogcolor[ 0 ], level.fogcolor[ 1 ], level.fogcolor[ 2 ], level.fogmaxopacity, 0 );
}
else
{
SetExpFog( 100000000000, 100000000001, 0, 0, 0, 0, 0 );// couldn't find discreet fog disabling other than to never set it in the first place
}
}
artfxprintlnFog()
{
fileprint_launcher( "" );
fileprint_launcher( "\t//* Fog section * " );
fileprint_launcher( "" );
fileprint_launcher( "\tsetDevDvar( \"scr_fog_disable\"" + ", " + "\"" + GetDvarInt( "scr_fog_disable" ) + "\"" + " );" );
fileprint_launcher( "" );
if ( ! GetDvarInt( "scr_fog_disable" ) )
{
if ( level.sunFogEnabled )
fileprint_launcher( "\tsetExpFog( " + level.fognearplane + ", " + level.fogexphalfplane + ", " + level.fogcolor[0] + ", " + level.fogcolor[1] + ", " + level.fogcolor[2] + ", " + level.fogmaxopacity + ", 0, " + level.sunFogColor[0] + ", " + level.sunFogColor[1] + ", " + level.sunFogColor[2] + ", (" + level.sunFogDir[0] + ", " + level.sunFogDir[1] + ", " + level.sunFogDir[2] + "), " + level.sunFogBeginFadeAngle + ", " + level.sunFogEndFadeAngle + ", " + level.sunFogScale + " );" );
else
fileprint_launcher( "\tsetExpFog( " + level.fognearplane + ", " + level.fogexphalfplane + ", " + level.fogcolor[0] + ", " + level.fogcolor[1] + ", " + level.fogcolor[2] + ", " + level.fogmaxopacity + ", 0 );" );
}
}
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#include common_scripts\utility;
#include common_scripts\_createfx;
menu( name )
{
return level.create_fx_menu == name;
}
setmenu( name )
{
level.create_fx_menu = name;
}
create_fx_menu()
{
if ( button_is_clicked( "escape", "x" ) )
{
exit_menu();
return;
}
if ( menu( "creation" ) )
{
if ( button_is_clicked( "1" ) )
{
setmenu( "create_oneshot" );
draw_effects_list();
return;
}
if ( button_is_clicked( "2" ) )
{
setmenu( "create_loopfx" );
draw_effects_list();
return;
}
if ( button_is_clicked( "3" ) )
{
setmenu( "create_loopsound" );
ent = createLoopSound();
finish_creating_entity( ent );
return;
}
if ( button_is_clicked( "4" ) )
{
setmenu( "create_exploder" );
ent = createNewExploder();
finish_creating_entity( ent );
return;
}
}
else
if ( menu( "create_oneshot" ) || menu( "create_loopfx" ) || menu( "change_fxid" ) )
{
if ( button_is_clicked( "m" ) )
{
increment_list_offset();
draw_effects_list();
}
menu_fx_creation();
}
else
if ( menu( "none" ) )
{
if ( button_is_clicked( "m" ) )
increment_list_offset();
// change selected entities
menu_change_selected_fx();
// if there's a selected ent then display the info on the last one to be selected
if ( entities_are_selected() )
{
last_selected_ent = get_last_selected_entity();
// only update hudelems when we have new info
if ( !IsDefined( level.last_displayed_ent ) || last_selected_ent != level.last_displayed_ent )
{
display_fx_info( last_selected_ent );
level.last_displayed_ent = last_selected_ent;
}
if ( button_is_clicked( "a" ) )
{
clear_settable_fx();
setMenu( "add_options" );
}
}
}
else
if ( menu( "add_options" ) )
{
if ( !entities_are_selected() )
{
clear_fx_hudElements();
setMenu( "none" );
return;
}
display_fx_add_options( get_last_selected_entity() );
if ( button_is_clicked( "m" ) )
{
increment_list_offset();
// draw_effects_list();
}
}
}
exit_menu()
{
clear_fx_hudElements();
clear_entity_selection();
update_selected_entities();
setmenu( "none" );
}
get_last_selected_entity()
{
return level.selected_fx_ents[ level.selected_fx_ents.size - 1 ];
}
menu_fx_creation()
{
count = 0;
picked_fx = undefined;
keys = func_get_level_fx();
for ( i = level.effect_list_offset; i < keys.size; i++ )
{
count = count + 1;
button_to_check = count;
if ( button_to_check == 10 )
button_to_check = 0;
if ( button_is_clicked( button_to_check + "" ) )
{
picked_fx = keys[ i ];
break;
}
if ( count > level.effect_list_offset_max )
break;
}
if ( !isdefined( picked_fx ) )
return;
if ( menu( "change_fxid" ) )
{
apply_option_to_selected_fx( get_option( "fxid" ), picked_fx );
level.effect_list_offset = 0;
clear_fx_hudElements();
setMenu( "none" );
return;
}
ent = undefined;
if ( menu( "create_loopfx" ) )
ent = createLoopEffect( picked_fx );
if ( menu( "create_oneshot" ) )
ent = createOneshotEffect( picked_fx );
finish_creating_entity( ent );
}
finish_creating_entity( ent )
{
ent.v[ "angles" ] = vectortoangles( ( ent.v[ "origin" ] + ( 0, 0, 100 ) ) - ent.v[ "origin" ] );
assert( isdefined( ent ) );
ent post_entity_creation_function();// for createfx dev purposes
clear_entity_selection();
select_last_entity();
move_selection_to_cursor();
update_selected_entities();
setMenu( "none" );
}
menu_init()
{
level.createFX_options = [];
// each option has a type, a name its stored under, a description, a default, and a mask it uses to determine
// which types of fx can have this option
addOption( "string", "fxid", "The FX", "nil", "fx" );
addOption( "float", "delay", "Repeat rate/start delay", 0.5, "fx" );
addOption( "float", "fire_range", "Fire damage range", 0, "fx" );
addOption( "string", "flag", "Flag", "nil", "exploder" );
addOption( "string", "firefx", "2nd FX id", "nil", "exploder" );
addOption( "float", "firefxdelay", "2nd FX id repeat rate", 0.5, "exploder" );
addOption( "float", "firefxtimeout", "2nd FX timeout", 5, "exploder" );
addOption( "string", "firefxsound", "2nd FX soundalias", "nil", "exploder" );
addOption( "float", "damage", "Radius damage", 150, "exploder" );
addOption( "float", "damage_radius", "Radius of radius damage", 250, "exploder" );
addOption( "float", "delay_min", "Minimimum time between repeats", 1, "exploder" );
addOption( "float", "delay_max", "Maximum time between repeats", 2, "exploder" );
addOption( "int", "repeat", "Number of times to repeat", 5, "exploder" );
addOption( "string", "exploder", "Exploder", 1, "exploder" );
addOption( "string", "earthquake", "Earthquake", "nil", "exploder" );
if( !level.mp_createfx )
addOption( "string", "rumble", "Rumble", "nil", "exploder" );
addOption( "string", "ender", "Level notify for ending 2nd FX", "nil", "exploder" );
addOption( "string", "soundalias", "Soundalias", "nil", "all" );
addOption( "string", "loopsound", "Loopsound", "nil", "exploder" );
if( !level.mp_createfx )
addOption( "int", "stoppable", "Can be stopped from script", "1", "all" );
level.effect_list_offset = 0;
level.effect_list_offset_max = 10;
// creates mask groups. For example if the above says its mask is "fx", then all the types under "fx" can use the option
level.createfxMasks = [];
level.createfxMasks[ "all" ] = [];
level.createfxMasks[ "all" ][ "exploder" ] = true;
level.createfxMasks[ "all" ][ "oneshotfx" ] = true;
level.createfxMasks[ "all" ][ "loopfx" ] = true;
level.createfxMasks[ "all" ][ "soundfx" ] = true;
level.createfxMasks[ "fx" ] = [];
level.createfxMasks[ "fx" ][ "exploder" ] = true;
level.createfxMasks[ "fx" ][ "oneshotfx" ] = true;
level.createfxMasks[ "fx" ][ "loopfx" ] = true;
level.createfxMasks[ "exploder" ] = [];
level.createfxMasks[ "exploder" ][ "exploder" ] = true;
level.createfxMasks[ "loopfx" ] = [];
level.createfxMasks[ "loopfx" ][ "loopfx" ] = true;
level.createfxMasks[ "oneshotfx" ] = [];
level.createfxMasks[ "oneshotfx" ][ "oneshotfx" ] = true;
level.createfxMasks[ "soundfx" ] = [];
level.createfxMasks[ "soundfx" ][ "soundalias" ] = true;
}
get_last_selected_ent()
{
return level.selected_fx_ents[ level.selected_fx_ents.size - 1 ];
}
entities_are_selected()
{
return level.selected_fx_ents.size > 0;
}
menu_change_selected_fx()
{
if ( !level.selected_fx_ents.size )
return;
count = 0;
drawnCount = 0;
ent = get_last_selected_ent();
for ( i = 0; i < level.createFX_options.size; i++ )
{
option = level.createFX_options[ i ];
if ( !isdefined( ent.v[ option[ "name" ] ] ) )
continue;
count++ ;
if ( count < level.effect_list_offset )
continue;
drawnCount++ ;
button_to_check = drawnCount;
if ( button_to_check == 10 )
button_to_check = 0;
if ( button_is_clicked( button_to_check + "" ) )
{
prepare_option_for_change( option, drawnCount );
break;
}
if ( drawnCount > level.effect_list_offset_max )
{
more = true;
break;
}
}
}
prepare_option_for_change( option, drawnCount )
{
if ( option[ "name" ] == "fxid" )
{
setMenu( "change_fxid" );
draw_effects_list();
return;
}
createfx_centerprint( "To change " + option[ "description" ] + " on selected entities, type /fx newvalue" );
level.createfx_inputlocked = true;
set_option_index( option[ "name" ] );
setdvar( "fx", "nil" );
// change color of text to look selected
level.createFxHudElements[ drawnCount + 3 ][ 0 ].color = ( 1, 1, 0 );
}
menu_fx_option_set()
{
if ( getdvar( "fx" ) == "nil" )
return;
option = get_selected_option();
setting = undefined;
if ( option[ "type" ] == "string" )
setting = getdvar( "fx" );
if ( option[ "type" ] == "int" )
setting = getdvarint( "fx" );
if ( option[ "type" ] == "float" )
setting = getdvarfloat( "fx" );
apply_option_to_selected_fx( option, setting );
}
apply_option_to_selected_fx( option, setting )
{
for ( i = 0; i < level.selected_fx_ents.size; i++ )
{
ent = level.selected_fx_ents[ i ];
if ( mask( option[ "mask" ], ent.v[ "type" ] ) )
ent.v[ option[ "name" ] ] = setting;
}
level.last_displayed_ent = undefined; // needed to force a redraw of the last display ent
update_selected_entities();
clear_settable_fx();
}
set_option_index( name )
{
for ( i = 0; i < level.createFX_options.size; i++ )
{
if ( level.createFX_options[ i ][ "name" ] != name )
continue;
level.selected_fx_option_index = i;
return;
}
}
get_selected_option()
{
return level.createFX_options[ level.selected_fx_option_index ];
}
mask( type, name )
{
return isdefined( level.createfxMasks[ type ][ name ] );
}
addOption( type, name, description, defaultSetting, mask )
{
option = [];
option[ "type" ] = type;
option[ "name" ] = name;
option[ "description" ] = description;
option[ "default" ] = defaultSetting;
option[ "mask" ] = mask;
level.createFX_options[ level.createFX_options.size ] = option;
}
get_option( name )
{
for ( i = 0; i < level.createFX_options.size; i++ )
{
if ( level.createFX_options[ i ][ "name" ] == name )
return level.createFX_options[ i ];
}
}
display_fx_info( ent )
{
// are we doing the create fx menu right now?
if ( !menu( "none" ) )
return;
clear_fx_hudElements();
set_fx_hudElement( "Name: " + ent.v[ "fxid" ] );
set_fx_hudElement( "Type: " + ent.v[ "type" ] );
set_fx_hudElement( "Origin: " + ent.v[ "origin" ] );
set_fx_hudElement( "Angles: " + ent.v[ "angles" ] );
if ( entities_are_selected() )
{
// if entities are selected then we make the entity stats modifiable
count = 0;
drawnCount = 0;
more = false;
for ( i = 0; i < level.createFX_options.size; i++ )
{
option = level.createFX_options[ i ];
if ( !isdefined( ent.v[ option[ "name" ] ] ) )
continue;
count++ ;
if ( count < level.effect_list_offset )
continue;
drawnCount++ ;
set_fx_hudElement( drawnCount + ". " + option[ "description" ] + ": " + ent.v[ option[ "name" ] ] );
if ( drawnCount > level.effect_list_offset_max )
{
more = true;
break;
}
}
if ( count > level.effect_list_offset_max )
set_fx_hudElement( "(m) More >" );
set_fx_hudElement( "(a) Add >" );
set_fx_hudElement( "(x) Exit >" );
}
else
{
count = 0;
more = false;
for ( i = 0; i < level.createFX_options.size; i++ )
{
option = level.createFX_options[ i ];
if ( !isdefined( ent.v[ option[ "name" ] ] ) )
continue;
count++ ;
set_fx_hudElement( option[ "description" ] + ": " + ent.v[ option[ "name" ] ] );
if ( count > level.createFx_hudElements )
break;
}
}
}
display_fx_add_options( ent )
{
// are we doing the create fx menu right now?
assert( menu( "add_options" ) );
assert( entities_are_selected() );
clear_fx_hudElements();
set_fx_hudElement( "Name: " + ent.v[ "fxid" ] );
set_fx_hudElement( "Type: " + ent.v[ "type" ] );
set_fx_hudElement( "Origin: " + ent.v[ "origin" ] );
set_fx_hudElement( "Angles: " + ent.v[ "angles" ] );
// if entities are selected then we make the entity stats modifiable
count = 0;
drawnCount = 0;
more = false;
if ( level.effect_list_offset >= level.createFX_options.size )
level.effect_list_offset = 0;
for ( i = 0; i < level.createFX_options.size; i++ )
{
option = level.createFX_options[ i ];
if ( isdefined( ent.v[ option[ "name" ] ] ) )
continue;
// does this type of effect get this kind of option?
if ( !mask( option[ "mask" ], ent.v[ "type" ] ) )
continue;
count++ ;
if ( count < level.effect_list_offset )
continue;
if ( drawnCount >= level.effect_list_offset_max )
continue;
drawnCount++ ;
button_to_check = drawnCount;
if ( button_to_check == 10 )
button_to_check = 0;
if ( button_is_clicked( button_to_check + "" ) )
{
add_option_to_selected_entities( option );
// prepare_option_for_change( option, drawnCount );
menuNone();
level.last_displayed_ent = undefined; // needed to force a redraw of the last display ent
return;
}
set_fx_hudElement( button_to_check + ". " + option[ "description" ] );
}
if ( count > level.effect_list_offset_max )
set_fx_hudElement( "(m) More >" );
set_fx_hudElement( "(x) Exit >" );
}
add_option_to_selected_entities( option )
{
setting = undefined;
for ( i = 0; i < level.selected_fx_ents.size; i++ )
{
ent = level.selected_fx_ents[ i ];
if ( mask( option[ "mask" ], ent.v[ "type" ] ) )
ent.v[ option[ "name" ] ] = option[ "default" ];
}
}
menuNone()
{
level.effect_list_offset = 0;
clear_fx_hudElements();
setMenu( "none" );
}
draw_effects_list()
{
clear_fx_hudElements();
set_fx_hudElement( "Pick an effect:" );
count = 0;
more = false;
keys = func_get_level_fx();
if ( level.effect_list_offset >= keys.size )
level.effect_list_offset = 0;
for ( i = level.effect_list_offset; i < keys.size; i++ )
{
count = count + 1;
set_fx_hudElement( count + ". " + keys[ i ] );
if ( count >= level.effect_list_offset_max )
{
more = true;
break;
}
}
if ( keys.size > level.effect_list_offset_max )
set_fx_hudElement( "(m) More >" );
}
increment_list_offset()
{
level.effect_list_offset += level.effect_list_offset_max;
// keys = getarraykeys(level._effect);
// if (level.effect_list_offset >= keys.size)
// level.effect_list_offset = 0;
}
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@@ -0,0 +1,5 @@
#using_animtree( "destructibles" );
main()
{
level._destructible_preanims[ "ex_airconditioner_fan" ] = %ex_airconditioner_fan;
}
@@ -0,0 +1,9 @@
#using_animtree( "destructibles" );
main()
{
level._destructible_preanims[ "chicken_cage_loop_01" ] = %chicken_cage_loop_01;
level._destructible_preanims[ "chicken_cage_loop_02" ] = %chicken_cage_loop_02;
level._destructible_preanims[ "chicken_cage_death" ] = %chicken_cage_death;
level._destructible_preanims[ "chicken_cage_death_02" ] = %chicken_cage_death_02;
}
@@ -0,0 +1,6 @@
#using_animtree( "destructibles_dlc2" );
main()
{
level._destructible_preanims[ "fortune_machine_anim" ] = %fortune_machine_anim;
level._destructible_preanims[ "fortune_machine_des" ] = %fortune_machine_des;
}
@@ -0,0 +1,9 @@
#using_animtree( "destructibles" );
main()
{
level._destructible_preanims[ "generator_explode" ] = %generator_explode;
level._destructible_preanims[ "generator_explode_02" ] = %generator_explode_02;
level._destructible_preanims[ "generator_explode_03" ] = %generator_explode_03;
level._destructible_preanims[ "generator_vibration" ] = %generator_vibration;
}
@@ -0,0 +1,9 @@
#using_animtree( "destructibles" );
main()
{
level._destructible_preanims[ "light_fluorescent_swing" ] = %light_fluorescent_swing;
level._destructible_preanims[ "light_fluorescent_null" ] = %light_fluorescent_null;
level._destructible_preanims[ "light_fluorescent_swing_02" ] = %light_fluorescent_swing_02;
level._effect[ "spotlight_fx" ] = loadfx( "misc/fluorescent_spotlight" );
}
@@ -0,0 +1,11 @@
#using_animtree( "destructibles" );
main()
{
level._destructible_preanims[ "light_fluorescent_single_swing" ] = %light_fluorescent_single_swing;
level._destructible_preanims[ "light_fluorescent_single_null" ] = %light_fluorescent_single_null;
level._destructible_preanims[ "light_fluorescent_single_swing_02" ] = %light_fluorescent_single_swing_02;
level._destructible_preanims[ "light_fluorescent_single_swing_03" ] = %light_fluorescent_single_swing_03;
level._effect[ "spotlight_fx" ] = loadfx( "misc/fluorescent_spotlight" );
}
@@ -0,0 +1,13 @@
#using_animtree( "destructibles" );
main()
{
level._destructible_preanims[ "locker_broken_both_doors_1" ] = %locker_broken_both_doors_1;
level._destructible_preanims[ "locker_broken_both_doors_2" ] = %locker_broken_both_doors_2;
level._destructible_preanims[ "locker_broken_both_doors_3" ] = %locker_broken_both_doors_3;
level._destructible_preanims[ "locker_broken_both_doors_4" ] = %locker_broken_both_doors_4;
level._destructible_preanims[ "locker_broken_door1_slow" ] = %locker_broken_door1_slow;
level._destructible_preanims[ "locker_broken_door1_fast" ] = %locker_broken_door1_fast;
level._destructible_preanims[ "locker_broken_door2_slow" ] = %locker_broken_door2_slow;
level._destructible_preanims[ "locker_broken_door2_fast" ] = %locker_broken_door2_fast;
}
@@ -0,0 +1,7 @@
#using_animtree( "destructibles" );
main()
{
level._destructible_preanims[ "me_fanceil1_spin" ] = %me_fanceil1_spin;
level._destructible_preanims[ "me_fanceil1_spin_stop" ] = %me_fanceil1_spin_stop;
}
@@ -0,0 +1,5 @@
#using_animtree( "destructibles" );
main()
{
level._destructible_preanims[ "vehicle_motorcycle_destroy_01" ] = %vehicle_motorcycle_destroy_01;
}
@@ -0,0 +1,5 @@
#using_animtree( "destructibles" );
main()
{
level._destructible_preanims[ "vehicle_motorcycle_destroy_02" ] = %vehicle_motorcycle_destroy_02;
}
@@ -0,0 +1,7 @@
#using_animtree( "destructibles_dlc" );
main()
{
level._destructible_preanims[ "security_camera_idle" ] = %security_camera_idle;
level._destructible_preanims[ "security_camera_null" ] = %security_camera_null;
level._destructible_preanims[ "security_camera_destroy" ] = %security_camera_destroy;
}
@@ -0,0 +1,8 @@
#using_animtree( "destructibles" );
main()
{
level._destructible_preanims[ "wall_fan_rotate" ] = %wall_fan_rotate;
level._destructible_preanims[ "wall_fan_wobble" ] = %wall_fan_wobble;
level._destructible_preanims[ "wall_fan_stop" ] = %wall_fan_stop;
}
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#include common_scripts\utility;
#include common_scripts\_createfx;
initFX()
{
if ( !isdefined( level.func ) )
{
// this array will be filled with code commands that SP or MP may use but doesn't exist in the other.
level.func = [];
}
if( !isdefined( level.func[ "create_triggerfx" ] ) )
level.func[ "create_triggerfx" ] = ::create_triggerfx;
// wrapper for the exploder function so we dont have to use flags and do ifs/waittills on every exploder call
level.exploderFunction = ::exploder_before_load;
waittillframeend;// Wait one frame so the effects get setup by the maps fx thread
waittillframeend;// Wait another frame so effects can be loaded based on start functions. Without this FX are initialiazed before they are defined by start functions.
level.exploderFunction = ::exploder_after_load;
/# setDevDvarIfUninitialized( "scr_map_exploder_dump", 0 ); #/
for ( i = 0; i < level.createFXent.size; i++ )
{
ent = level.createFXent[ i ];
ent set_forward_and_up_vectors();
if ( ent.v[ "type" ] == "loopfx" )
ent thread loopfxthread();
if ( ent.v[ "type" ] == "oneshotfx" )
ent thread oneshotfxthread();
if ( ent.v[ "type" ] == "soundfx" )
ent thread create_loopsound();
}
}
print_org( fxcommand, fxId, fxPos, waittime )
{
if ( GetDvar( "debug" ) == "1" )
{
println( "{" );
println( "\"origin\" \"" + fxPos[ 0 ] + " " + fxPos[ 1 ] + " " + fxPos[ 2 ] + "\"" );
println( "\"classname\" \"script_model\"" );
println( "\"model\" \"fx\"" );
println( "\"script_fxcommand\" \"" + fxcommand + "\"" );
println( "\"script_fxid\" \"" + fxId + "\"" );
println( "\"script_delay\" \"" + waittime + "\"" );
println( "}" );
}
}
OneShotfx( fxId, fxPos, waittime, fxPos2 )
{
// level thread print_org ("OneShotfx", fxId, fxPos, waittime);
// level thread OneShotfxthread (fxId, fxPos, waittime, fxPos2);
}
exploderfx( num, fxId, fxPos, waittime, fxPos2, fireFx, fireFxDelay, fireFxSound, fxSound, fxQuake, fxDamage, soundalias, repeat, delay_min, delay_max, damage_radius, fireFxTimeout, exploder_group )
{
if ( 1 )
{
ent = createExploder( fxId );
ent.v[ "origin" ] = fxPos;
ent.v[ "angles" ] = ( 0, 0, 0 );
if ( isdefined( fxPos2 ) )
ent.v[ "angles" ] = vectortoangles( fxPos2 - fxPos );
ent.v[ "delay" ] = waittime;
ent.v[ "exploder" ] = num;
// deprecated
return;
}
fx = spawn( "script_origin", ( 0, 0, 0 ) );
// println ("total ", getentarray ("script_origin","classname").size);
fx.origin = fxPos;
fx.angles = vectortoangles( fxPos2 - fxPos );
// fx.targetname = "exploder";
fx.script_exploder = num;
fx.script_fxid = fxId;
fx.script_delay = waittime;
fx.script_firefx = fireFx;
fx.script_firefxdelay = ( fireFxDelay );// for awhile the script exported strings for this value so we cast it to float
fx.script_firefxsound = fireFxSound;
fx.script_sound = fxSound;
fx.script_earthquake = fxQuake;
fx.script_damage = ( fxDamage );
fx.script_radius = ( damage_radius );
fx.script_soundalias = soundalias;
fx.script_firefxtimeout = ( fireFxTimeout );
fx.script_repeat = ( repeat );
fx.script_delay_min = ( delay_min );
fx.script_delay_max = ( delay_max );
fx.script_exploder_group = exploder_group;
forward = anglestoforward( fx.angles );
forward = vector_multiply( forward, 150 );
fx.targetPos = fxPos + forward;
if ( !isdefined( level._script_exploders ) )
level._script_exploders = [];
level._script_exploders[ level._script_exploders.size ] = fx;
createfx_showOrigin( fxid, fxPos, waittime, fxpos2, "exploderfx", fx, undefined, fireFx, fireFxDelay,
fireFxSound, fxSound, fxQuake, fxDamage, soundalias, repeat, delay_min, delay_max, damage_radius, fireFxTimeout );
}
/*
loopfxRotate(fxId, fxPos, waittime, angle, fxStart, fxStop, timeout)
{
level thread print_org ("loopfx", fxId, fxPos, waittime);
level thread loopfxthread (fxId, fxPos, waittime, fxPos2, fxStart, fxStop, timeout);
}
*/
loopfx( fxId, fxPos, waittime, fxPos2, fxStart, fxStop, timeout )
{
println( "Loopfx is deprecated!" );
ent = createLoopEffect( fxId );
ent.v[ "origin" ] = fxPos;
ent.v[ "angles" ] = ( 0, 0, 0 );
if ( isdefined( fxPos2 ) )
ent.v[ "angles" ] = vectortoangles( fxPos2 - fxPos );
ent.v[ "delay" ] = waittime;
}
/*
loopfx(fxId, fxPos, waittime, fxPos2, fxStart, fxStop, timeout)
{
level thread print_org ("loopfx", fxId, fxPos, waittime);
level thread loopfxthread (fxId, fxPos, waittime, fxPos2, fxStart, fxStop, timeout);
}
*/
create_looper()
{
//assert (isdefined(self.looper));
self.looper = playLoopedFx( level._effect[ self.v[ "fxid" ] ], self.v[ "delay" ], self.v[ "origin" ], 0, self.v[ "forward" ], self.v[ "up" ] );
create_loopsound();
}
create_loopsound()
{
self notify( "stop_loop" );
if ( isdefined( self.v[ "soundalias" ] ) && ( self.v[ "soundalias" ] != "nil" ) )
{
if ( isdefined( self.v[ "stopable" ] ) && self.v[ "stopable" ] )
{
if ( isdefined( self.looper ) )
self.looper thread loop_fx_sound( self.v[ "soundalias" ], self.v[ "origin" ], "death" );
else
thread loop_fx_sound( self.v[ "soundalias" ], self.v[ "origin" ], "stop_loop" );
}
else
{
if ( isdefined( self.looper ) )
self.looper thread loop_fx_sound( self.v[ "soundalias" ], self.v[ "origin" ] );
else
thread loop_fx_sound( self.v[ "soundalias" ], self.v[ "origin" ] );
}
}
}
loopfxthread()
{
waitframe();
// println ( "fx testing running Id: ", fxId );
// if ((isdefined (level.scr_sound)) && (isdefined (level.scr_sound[fxId])))
// loopSound(level.scr_sound[fxId], fxPos);
if ( isdefined( self.fxStart ) )
level waittill( "start fx" + self.fxStart );
while ( 1 )
{
/*
if (isdefined (ent.org2))
{
fxAngle = vectorNormalize (ent.org2 - ent.org);
looper = playLoopedFx( level._effect[fxId], ent.delay, ent.org, 0, fxAngle );
}
else
looper = playLoopedFx( level._effect[fxId], ent.delay, ent.org, 0 );
*/
create_looper();
if ( isdefined( self.timeout ) )
thread loopfxStop( self.timeout );
if ( isdefined( self.fxStop ) )
level waittill( "stop fx" + self.fxStop );
else
return;
if ( isdefined( self.looper ) )
self.looper delete();
if ( isdefined( self.fxStart ) )
level waittill( "start fx" + self.fxStart );
else
return;
}
}
loopfxChangeID( ent )
{
self endon( "death" );
ent waittill( "effect id changed", change );
}
loopfxChangeOrg( ent )
{
self endon( "death" );
for ( ;; )
{
ent waittill( "effect org changed", change );
self.origin = change;
}
}
loopfxChangeDelay( ent )
{
self endon( "death" );
ent waittill( "effect delay changed", change );
}
loopfxDeletion( ent )
{
self endon( "death" );
ent waittill( "effect deleted" );
self delete();
}
loopfxStop( timeout )
{
self endon( "death" );
wait( timeout );
self.looper delete();
}
loopSound( sound, Pos, waittime )
{
// level thread print_org ("loopSound", sound, Pos, waittime);
level thread loopSoundthread( sound, Pos, waittime );
}
loopSoundthread( sound, pos, waittime )
{
org = spawn( "script_origin", ( pos ) );
org.origin = pos;
// println ("hello1 ", org.origin, sound);
org playLoopSound( sound );
}
gunfireloopfx( fxId, fxPos, shotsMin, shotsMax, shotdelayMin, shotdelayMax, betweenSetsMin, betweenSetsMax )
{
thread gunfireloopfxthread( fxId, fxPos, shotsMin, shotsMax, shotdelayMin, shotdelayMax, betweenSetsMin, betweenSetsMax );
}
gunfireloopfxthread( fxId, fxPos, shotsMin, shotsMax, shotdelayMin, shotdelayMax, betweenSetsMin, betweenSetsMax )
{
level endon( "stop all gunfireloopfx" );
waitframe();
if ( betweenSetsMax < betweenSetsMin )
{
temp = betweenSetsMax;
betweenSetsMax = betweenSetsMin;
betweenSetsMin = temp;
}
betweenSetsBase = betweenSetsMin;
betweenSetsRange = betweenSetsMax - betweenSetsMin;
if ( shotdelayMax < shotdelayMin )
{
temp = shotdelayMax;
shotdelayMax = shotdelayMin;
shotdelayMin = temp;
}
shotdelayBase = shotdelayMin;
shotdelayRange = shotdelayMax - shotdelayMin;
if ( shotsMax < shotsMin )
{
temp = shotsMax;
shotsMax = shotsMin;
shotsMin = temp;
}
shotsBase = shotsMin;
shotsRange = shotsMax - shotsMin;
fxEnt = spawnFx( level._effect[ fxId ], fxPos );
fxEnt willNeverChange();
for ( ;; )
{
shotnum = shotsBase + randomint( shotsRange );
for ( i = 0;i < shotnum;i++ )
{
triggerFx( fxEnt );
wait( shotdelayBase + randomfloat( shotdelayRange ) );
}
wait( betweenSetsBase + randomfloat( betweenSetsRange ) );
}
}
gunfireloopfxVec( fxId, fxPos, fxPos2, shotsMin, shotsMax, shotdelayMin, shotdelayMax, betweenSetsMin, betweenSetsMax )
{
thread gunfireloopfxVecthread( fxId, fxPos, fxPos2, shotsMin, shotsMax, shotdelayMin, shotdelayMax, betweenSetsMin, betweenSetsMax );
}
gunfireloopfxVecthread( fxId, fxPos, fxPos2, shotsMin, shotsMax, shotdelayMin, shotdelayMax, betweenSetsMin, betweenSetsMax )
{
level endon( "stop all gunfireloopfx" );
waitframe();
if ( betweenSetsMax < betweenSetsMin )
{
temp = betweenSetsMax;
betweenSetsMax = betweenSetsMin;
betweenSetsMin = temp;
}
betweenSetsBase = betweenSetsMin;
betweenSetsRange = betweenSetsMax - betweenSetsMin;
if ( shotdelayMax < shotdelayMin )
{
temp = shotdelayMax;
shotdelayMax = shotdelayMin;
shotdelayMin = temp;
}
shotdelayBase = shotdelayMin;
shotdelayRange = shotdelayMax - shotdelayMin;
if ( shotsMax < shotsMin )
{
temp = shotsMax;
shotsMax = shotsMin;
shotsMin = temp;
}
shotsBase = shotsMin;
shotsRange = shotsMax - shotsMin;
fxPos2 = vectornormalize( fxPos2 - fxPos );
fxEnt = spawnFx( level._effect[ fxId ], fxPos, fxPos2 );
fxEnt willNeverChange();
for ( ;; )
{
shotnum = shotsBase + randomint( shotsRange );
for ( i = 0;i < int( shotnum / level.fxfireloopmod );i++ )
{
triggerFx( fxEnt );
delay = ( ( shotdelayBase + randomfloat( shotdelayRange ) ) * level.fxfireloopmod );
if ( delay < .05 )
delay = .05;
wait delay;
}
wait( shotdelayBase + randomfloat( shotdelayRange ) );
wait( betweenSetsBase + randomfloat( betweenSetsRange ) );
}
}
setfireloopmod( value )
{
level.fxfireloopmod = 1 / value;
}
setup_fx()
{
if ( ( !isdefined( self.script_fxid ) ) || ( !isdefined( self.script_fxcommand ) ) || ( !isdefined( self.script_delay ) ) )
{
// println (self.script_fxid);
// println (self.script_fxcommand);
// println (self.script_delay);
// println ("Effect at origin ", self.origin," doesn't have script_fxid/script_fxcommand/script_delay");
// self delete();
return;
}
// println ("^a Command:", self.script_fxcommand, " Effect:", self.script_fxID, " Delay:", self.script_delay, " ", self.origin);
if ( isdefined( self.model ) )
if ( self.model == "toilet" )
{
self thread burnville_paratrooper_hack();
return;
}
org = undefined;
if ( isdefined( self.target ) )
{
ent = getent( self.target, "targetname" );
if ( isdefined( ent ) )
org = ent.origin;
}
fxStart = undefined;
if ( isdefined( self.script_fxstart ) )
fxStart = self.script_fxstart;
fxStop = undefined;
if ( isdefined( self.script_fxstop ) )
fxStop = self.script_fxstop;
if ( self.script_fxcommand == "OneShotfx" )
OneShotfx( self.script_fxId, self.origin, self.script_delay, org );
if ( self.script_fxcommand == "loopfx" )
loopfx( self.script_fxId, self.origin, self.script_delay, org, fxStart, fxStop );
if ( self.script_fxcommand == "loopsound" )
loopsound( self.script_fxId, self.origin, self.script_delay );
self delete();
}
burnville_paratrooper_hack()
{
normal = ( 0, 0, self.angles[ 1 ] );
// println ("z: paratrooper fx hack: ", normal);
id = level._effect[ self.script_fxId ];
origin = self.origin;
// if (isdefined (self.script_delay))
// wait (self.script_delay);
wait 1;
level thread burnville_paratrooper_hack_loop( normal, origin, id );
self delete();
}
burnville_paratrooper_hack_loop( normal, origin, id )
{
while ( 1 )
{
// iprintln ("z: playing paratrooper fx", origin);
playfx( id, origin );
wait( 30 + randomfloat( 40 ) );
}
}
create_triggerfx()
{
//assert (isdefined(self.looper));
if( ! verify_effects_assignment( self.v[ "fxid" ] ) )
return;
self.looper = spawnFx( level._effect[ self.v[ "fxid" ] ], self.v[ "origin" ], self.v[ "forward" ], self.v[ "up" ] );
triggerFx( self.looper, self.v[ "delay" ] );
self.looper willNeverChange();
create_loopsound();
}
verify_effects_assignment( effectID )
{
if( isdefined ( level._effect[ effectID ] ) )
return true;
if( ! isdefined( level._missing_FX ) )
level._missing_FX = [];
level._missing_FX[ self.v[ "fxid" ] ] = effectID;
verify_effects_assignment_print( effectID );
return false;
}
verify_effects_assignment_print( effectID )
{
level notify ( "verify_effects_assignment_print" );
level endon ( "verify_effects_assignment_print" );
wait .05; //allow errors on the same frame to que up before printing
println("Error:");
println("Error:**********MISSING EFFECTS IDS**********");
keys = getarraykeys( level._missing_FX );
foreach( key in keys )
{
println( "Error: Missing Effects ID assignment for: "+ key );
}
println("Error:");
assertmsg( "Missing Effects ID assignments ( see console )" );
}
OneShotfxthread()
{
waitframe();
if ( self.v[ "delay" ] > 0 )
wait self.v[ "delay" ];
/*
if ( isdefined( self.v[ "fire_range" ] ) )
{
thread fire_radius( self.v[ "origin" ], self.v[ "fire_range" ] );
}
*/
[[ level.func[ "create_triggerfx" ] ]]();
}
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+278
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@@ -0,0 +1,278 @@
#include common_scripts\utility;
//////////////////////////////////////////////////////////////////////////////
// CONSTANTS //
//////////////////////////////////////////////////////////////////////////////
level_limit_pipe_fx = 8;
max_fires_from_entity = 4;
level_pipe_fx_chance = 33;
//////////////////////////////////////////////////////////////////////////////
// LOGIC //
//////////////////////////////////////////////////////////////////////////////
main()
{
level._pipe_fx_time = 25;
pipes = GetEntArray( "pipe_shootable", "targetname" );
if ( !pipes.size )
return;
level._pipes = SpawnStruct();
level._pipes.num_pipe_fx = 0;
pipes thread precacheFX();
pipes thread methodsInit();
waittillframeend;// insure that structs are initialized
array_thread( pipes, ::pipesetup );
}
pipesetup()
{
self SetCanDamage( true );
self SetCanRadiusDamage( false ); // optimization
self.pipe_fx_array = [];
node = undefined;
if ( IsDefined( self.target ) )
{
node = getstruct( self.target, "targetname" );
self.A = node.origin;
vec = AnglesToForward( node.angles );
vec = vector_multiply( vec, 128 );
self.B = self.A + vec;
}
else
{
vec = AnglesToForward( self.angles );
vec1 = vector_multiply( vec, 64 );
self.A = self.origin + vec1;
vec1 = vector_multiply( vec, -64 );
self.B = self.origin + vec1;
}
self thread pipe_wait_loop();
}
pipe_wait_loop()
{
P = ( 0, 0, 0 );// just to initialize P as a vector
hasTakenDamage = false;
remaining = max_fires_from_entity;
while ( 1 )
{
self waittill( "damage", damage, other, direction_vec, P, type );
// random so we don't get so many fx, but the very first time is guarenteed
if ( hasTakenDamage )
{
if ( randomint( 100 ) <= level_pipe_fx_chance )
continue;
}
hasTakenDamage = true;
result = self pipe_logic( direction_vec, P, type, other );
if ( result )
remaining--;
if ( remaining <= 0 )
break;
}
self SetCanDamage( false );
}
pipe_logic( direction_vec, P, type, damageOwner )
{
if ( level._pipes.num_pipe_fx > level_limit_pipe_fx )
return false;
if ( !isDefined( level._pipes._pipe_methods[ type ] ) )
P = self pipe_calc_nofx( P, type );
else
P = self [[ level._pipes._pipe_methods[ type ] ]]( P, type );
if ( !isdefined( P ) )
return false;
if ( IsDefined( damageOwner.classname ) && damageOwner.classname == "worldspawn" )
return false;
foreach ( value in self.pipe_fx_array )
{
if ( DistanceSquared( P, value.origin ) < 25 )
return false;
}
//calculate the vector derived from the center line of our pipe and the point of damage
vec = VectorFromLineToPoint( self.A, self.B, P );
self thread pipefx( P, vec, damageOwner );
return true;
}
pipefx( P, vec, damageOwner )
{
time = level._pipes.fx_time[ self.script_noteworthy ] ;
intervals = Int( level._pipe_fx_time / time );// loops for 25 seconds
hitsnd = level._pipes._sound[ self.script_noteworthy + "_hit" ];
loopsnd = level._pipes._sound[ self.script_noteworthy + "_loop" ];
endsnd = level._pipes._sound[ self.script_noteworthy + "_end" ];
snd = Spawn( "script_origin", P );
snd Hide();
snd PlaySound( hitsnd );
snd PlayLoopSound( loopsnd );
self.pipe_fx_array[ self.pipe_fx_array.size ] = snd;
level._pipes.num_pipe_fx++;
if ( isSP() || self.script_noteworthy != "steam" )
self thread pipe_damage( P, vec, damageOwner, snd );
//do it once without checking for newer fx being played ( we're the newest )
PlayFX( level._pipes._effect[ self.script_noteworthy ], P, vec );
wait time;
intervals--;
//now check for other fx and rest of intervals
while ( level._pipes.num_pipe_fx <= level_limit_pipe_fx && intervals > 0 )
{
PlayFX( level._pipes._effect[ self.script_noteworthy ], P, vec );
wait time;
intervals--;
}
snd PlaySound( endsnd );
wait( .5 );
snd StopLoopSound( loopsnd );
snd Delete();
self.pipe_fx_array = array_removeUndefined( self.pipe_fx_array );
level._pipes.num_pipe_fx--;
}
pipe_damage( P, vec, damageOwner, fx )
{
if ( !allow_pipe_damage() )
return;
fx endon( "death" );
origin = fx.origin + vector_multiply( VectorNormalize( vec ), 40 );
dmg = level._pipes._dmg[ self.script_noteworthy ];
while ( 1 )
{
// do not pass damage owner if they have disconnected before the barrels explode.. the barrels?
if ( !isdefined( self.damageOwner ) )
{
// MOD_TRIGGER_HURT so they dont do dirt on the player's screen
self RadiusDamage( origin, 36, dmg, dmg * 0.75, undefined, "MOD_TRIGGER_HURT" );
}
else
{
// MOD_TRIGGER_HURT so they dont do dirt on the player's screen
self RadiusDamage( origin, 36, dmg, dmg * 0.75, damageOwner, "MOD_TRIGGER_HURT" );
}
wait( 0.4 );
}
}
allow_pipe_damage()
{
if( !isSP() )
return false;
if ( !isDefined( level.pipesDamage ) )
return true;
return ( level.pipesDamage );
}
//////////////////////////////////////////////////////////////////////////////
// CALCULATIONS / SETUP //
//////////////////////////////////////////////////////////////////////////////
methodsInit()
{
level._pipes._pipe_methods = [];
level._pipes._pipe_methods[ "MOD_UNKNOWN" ] = ::pipe_calc_splash;
level._pipes._pipe_methods[ "MOD_PISTOL_BULLET" ] = ::pipe_calc_ballistic;
level._pipes._pipe_methods[ "MOD_RIFLE_BULLET" ] = ::pipe_calc_ballistic;
level._pipes._pipe_methods[ "MOD_GRENADE" ] = ::pipe_calc_splash;
level._pipes._pipe_methods[ "MOD_GRENADE_SPLASH" ] = ::pipe_calc_splash;
level._pipes._pipe_methods[ "MOD_PROJECTILE" ] = ::pipe_calc_splash;
level._pipes._pipe_methods[ "MOD_PROJECTILE_SPLASH" ] = ::pipe_calc_splash;
level._pipes._pipe_methods[ "MOD_TRIGGER_HURT" ] = ::pipe_calc_splash;
level._pipes._pipe_methods[ "MOD_EXPLOSIVE" ] = ::pipe_calc_splash;
level._pipes._pipe_methods[ "MOD_EXPLOSIVE_BULLET" ] = ::pipe_calc_splash;
}
pipe_calc_ballistic( P, type )
{
return P;
}
pipe_calc_splash( P, type )
{
vec = VectorNormalize( VectorFromLineToPoint( self.A, self.B, P ) );
P = PointOnSegmentNearestToPoint( self.A, self.B, P );
return( P + vector_multiply( vec, 4 ) );
}
pipe_calc_nofx( P, type )
{
return undefined;
}
precacheFX()
{
steam = false;
fire = false;
foreach ( value in self )
{
if ( value.script_noteworthy == "water" )
value.script_noteworthy = "steam";
if ( value.script_noteworthy == "steam" )
{
value willNeverChange();
steam = true;
}
else if ( value.script_noteworthy == "fire" )
{
value willNeverChange();
fire = true;
}
else
{
println( "Unknown 'pipe_shootable' script_noteworthy type '%s'\n", value.script_noteworthy );
}
}
if ( steam )
{
level._pipes._effect[ "steam" ] = LoadFX( "impacts/pipe_steam" );
level._pipes._sound[ "steam_hit" ] = "mtl_steam_pipe_hit";
level._pipes._sound[ "steam_loop" ] = "mtl_steam_pipe_hiss_loop";
level._pipes._sound[ "steam_end" ] = "mtl_steam_pipe_hiss_loop_end";
level._pipes.fx_time[ "steam" ] = 3;
level._pipes._dmg[ "steam" ] = 5;
}
if ( fire )
{
level._pipes._effect[ "fire" ] = LoadFX( "impacts/pipe_fire" );
level._pipes._sound[ "fire_hit" ] = "mtl_gas_pipe_hit";
level._pipes._sound[ "fire_loop" ] = "mtl_gas_pipe_flame_loop";
level._pipes._sound[ "fire_end" ] = "mtl_gas_pipe_flame_end";
level._pipes.fx_time[ "fire" ] = 3;
level._pipes._dmg[ "fire" ] = 5;
}
}
File diff suppressed because it is too large. Load diff
File diff suppressed because it is too large. Load diff