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@@ -1,9 +1,21 @@
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#include maps\mp\_utility;
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#include maps\mp\_utility;
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/*
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Author: Intricate, Diamante
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Dvars:
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- scr_player_forceautoassign <bool>
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false - (default) default game behaviour
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true - players will be automatically assigned to a team
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Notes: fs_game check was removed as the default value is now false.
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If a server owner decides to set it to true, its their choice regardless of loaded mods.
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Mods should replace this file in case of conflicts.
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*/
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init()
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init()
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{
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{
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//Intricate - Create DVAR for forcing auto assign, useful for server that would like it.
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SetDvarIfUninitialized( "scr_player_forceautoassign", false );
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SetDvarIfUninitialized("scr_player_forceautoassign", true);
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if ( !isDefined( game["gamestarted"] ) )
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if ( !isDefined( game["gamestarted"] ) )
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{
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{
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game["menu_team"] = "team_marinesopfor";
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game["menu_team"] = "team_marinesopfor";
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@@ -348,8 +360,7 @@ beginClassChoice( forceNewChoice )
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beginTeamChoice()
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beginTeamChoice()
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{
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{
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//Intricate - We put the auto assign where the actual team selection is. Also make sure that a mod isn't loaded, mainly to prevent bugs with them.
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if ( getDvarInt( "scr_player_forceautoassign" ) != 0 )
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if( GetDvar("scr_player_forceautoassign") && GetDvar("fs_game") == "" )
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self notify( "menuresponse", game["menu_team"], "autoassign");
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self notify( "menuresponse", game["menu_team"], "autoassign");
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else
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else
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self openpopupMenu( game["menu_team"] );
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self openpopupMenu( game["menu_team"] );
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@@ -4,35 +4,32 @@
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main()
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main()
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{
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{
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maps\mp\_load::main();
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maps\mp\_load::main();
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game[ "attackers" ] = "allies";
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game[ "attackers" ] = "allies";
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game[ "defenders" ] = "axis";
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game[ "defenders" ] = "axis";
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maps\mp\_compass::setupMiniMap( "compass_map_oilrig_lvl_3" );
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maps\mp\_compass::setupMiniMap( "compass_map_oilrig_lvl_3" );
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setdvar( "compassmaxrange", "4000" );
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setdvar( "compassmaxrange", "4000" );
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array_thread( getentarray( "breach_solid", "targetname" ), ::self_delete );
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array_thread( getentarray( "breach_solid", "targetname" ), ::selfDelete );
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array_thread( getentarray( "compassTriggers", "targetname" ), ::compass_triggers_think );
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array_thread( getentarray( "compassTriggers", "targetname" ), ::compass_triggers_think );
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CreateRamps( ( 1676, 1330, -70 ), ( 2489, 1844, 900 ) );
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CreateRamps( ( 1676, 1330, -70 ), ( 2489, 1844, 900 ) );
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CreateRamps( ( -965, 256, -200 ), ( -854, -77, 54 ) );
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CreateRamps( ( -965, 256, -200 ), ( -854, -77, 54 ) );
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thread custom_killtrigger();
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thread customKilltrigger();
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thread level_think();
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thread level_think();
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thread level_think2();
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thread level_think2();
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}
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}
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self_delete()
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selfDelete()
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{
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{
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self delete ();
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self delete ();
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}
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}
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// Kills the player if he goes under them map
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custom_killtrigger()
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customKilltrigger()
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{
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{
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while ( true )
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while ( true )
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{
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{
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@@ -56,7 +53,8 @@ custom_killtrigger()
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compass_triggers_think()
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compass_triggers_think()
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{
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{
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assertex( isdefined( self.script_noteworthy ), "compassTrigger at " + self.origin + " needs to have a script_noteworthy with the name of the minimap to use" );
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assertex( isDefined( self.script_noteworthy ), "compassTrigger at " + self.origin + " needs to have a script_noteworthy with the name of the minimap to use" );
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while ( true )
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while ( true )
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{
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{
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wait( 1 );
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wait( 1 );
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@@ -68,7 +66,7 @@ compass_triggers_think()
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CreateRamps( top, bottom )
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CreateRamps( top, bottom )
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{
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{
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D = Distance( top, bottom );
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D = Distance( top, bottom );
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blocks = roundUp(D/30);
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blocks = ceil( D / 30 );
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CX = top[0] - bottom[0];
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CX = top[0] - bottom[0];
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CY = top[1] - bottom[1];
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CY = top[1] - bottom[1];
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CZ = top[2] - bottom[2];
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CZ = top[2] - bottom[2];
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@@ -78,7 +76,9 @@ CreateRamps(top, bottom)
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CXY = Distance( ( top[0], top[1], 0 ), ( bottom[0], bottom[1], 0 ) );
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CXY = Distance( ( top[0], top[1], 0 ), ( bottom[0], bottom[1], 0 ) );
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Temp = VectorToAngles( top - bottom );
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Temp = VectorToAngles( top - bottom );
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BA = ( Temp[2], Temp[1] + 90, Temp[0] );
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BA = ( Temp[2], Temp[1] + 90, Temp[0] );
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for(b = 0; b < blocks; b++){
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for ( b = 0; b < blocks; b++ )
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{
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block = spawn( "script_model", ( bottom + ( ( XA, YA, ZA ) * b ) ) );
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block = spawn( "script_model", ( bottom + ( ( XA, YA, ZA ) * b ) ) );
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//block setModel("com_plasticcase_friendly");
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//block setModel("com_plasticcase_friendly");
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block.angles = BA;
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block.angles = BA;
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@@ -86,6 +86,7 @@ CreateRamps(top, bottom)
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block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
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block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
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wait 0.01;
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wait 0.01;
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}
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}
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block = spawn( "script_model", ( bottom + ( ( XA, YA, ZA ) * blocks ) - ( 0, 0, 5 ) ) );
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block = spawn( "script_model", ( bottom + ( ( XA, YA, ZA ) * blocks ) - ( 0, 0, 5 ) ) );
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//block setModel("com_plasticcase_friendly");
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//block setModel("com_plasticcase_friendly");
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block.angles = ( BA[0], BA[1], 0 );
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block.angles = ( BA[0], BA[1], 0 );
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@@ -94,27 +95,20 @@ CreateRamps(top, bottom)
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wait 0.01;
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wait 0.01;
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}
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}
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roundUp( floatVal )
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{
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if ( int( floatVal ) != floatVal )
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return int( floatVal+1 );
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else
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return int( floatVal );
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}
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level_think()
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level_think()
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{
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{
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/*-----------------------
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/*
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-----------------------
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MOVING DERRICK DRILL THING
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MOVING DERRICK DRILL THING
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-------------------------*/
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-------------------------
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*/
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eDerrick_thing = getent( "derrick_thing", "targetname" );
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eDerrick_thing = getent( "derrick_thing", "targetname" );
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eDerrick_thing.origin = eDerrick_thing.origin + ( 0, 0, -2816 );
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eDerrick_thing.origin = eDerrick_thing.origin + ( 0, 0, -2816 );
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assert( isdefined( eDerrick_thing ) );
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assert( isDefined( eDerrick_thing ) );
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time = 2;
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time = 2;
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speed = 300;
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speed = 300;
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while ( true )
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while ( true )
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{
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{
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eDerrick_thing rotatevelocity( ( 0, speed, 0 ), time );
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eDerrick_thing rotatevelocity( ( 0, speed, 0 ), time );
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@@ -122,14 +116,16 @@ level_think()
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}
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}
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}
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}
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level_think2()
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level_think2()
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{
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{
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model1 = getent( "fx_spotlight_beam", "targetname" );
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model1 = getent( "fx_spotlight_beam", "targetname" );
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model2 = getent( "com_blackhawk_spotlight_on_mg_setup", "targetname" );
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model2 = getent( "com_blackhawk_spotlight_on_mg_setup", "targetname" );
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assert( isdefined( model1 ) );
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assert( isDefined( model1 ) );
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assert( isdefined( model2 ) );
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assert( isDefined( model2 ) );
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time = 10;
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time = 10;
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while ( true )
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while ( true )
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{
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{
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model1 rotateto( model1.angles + ( 0, 45, 0 ), time );
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model1 rotateto( model1.angles + ( 0, 45, 0 ), time );
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@@ -587,76 +587,3 @@
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axischar "opforce_composite"
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axischar "opforce_composite"
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environment "desert"
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environment "desert"
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}
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}
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{
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map "mp_backlot"
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longname "MPUI_BACKLOT"
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gametype "dm war sab sab2 dom sd sd2 hc koth"
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description "MPUI_DESC_MAP_BACKLOT"
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mapimage "preview_mp_backlot"
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mapoverlay "compass_overlay_map_blank"
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allieschar "us_army"
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axischar "opforce_composite"
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environment "desert"
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}
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{
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map "mp_farm"
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longname "MPUI_FARM"
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gametype "dm war sab sab2 dom sd sd2 hc koth"
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description "MPUI_DESC_MAP_FARM"
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mapimage "preview_mp_farm"
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mapoverlay "compass_overlay_map_blank"
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allieschar "us_army"
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axischar "opforce_airborne"
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environment "forest"
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}
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{
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map "mp_countdown"
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longname "MPUI_COUNTDOWN"
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gametype "dm war sab sab2 dom sd sd2 hc koth"
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description "MPUI_DESC_MAP_COUNTDOWN"
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mapimage "preview_mp_countdown"
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mapoverlay "compass_overlay_map_blank"
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allieschar "us_army"
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axischar "opforce_airborne"
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environment "urban"
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}
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{
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map "mp_pipeline"
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longname "MPUI_PIPELINE"
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gametype "dm war sab sab2 dom sd sd2 hc koth"
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description "MPUI_DESC_MAP_PIPELINE"
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mapimage "preview_mp_pipeline"
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mapoverlay "compass_overlay_map_blank"
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allieschar "us_army"
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axischar "opforce_airborne"
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environment "forest"
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}
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{
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map "mp_crash_snow"
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longname "MPUI_CRASH_SNOW"
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gametype "dm war sab sab2 dom sd sd2 hc koth"
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description "MPUI_DESC_MAP_CRASH_SNOW"
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mapimage "preview_mp_crash_snow"
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mapoverlay "compass_overlay_map_blank"
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allieschar "socom_141_arctic"
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axischar "opforce_arctic"
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environment "arctic"
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}
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{
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map "mp_carentan"
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longname "MPUI_CARENTAN"
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gametype "dm war sab sab2 dom sd sd2 hc koth"
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description "MPUI_DESC_MAP_CARENTAN"
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mapimage "preview_mp_carentan"
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mapoverlay "compass_overlay_map_blank"
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allieschar "us_army"
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axischar "opforce_airborne"
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environment "urban"
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}
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Reference in new issue
Block a user