mirror of
https://github.com/XLabsProject/iw4x-rawfiles.git
synced 2023-08-02 15:02:11 +02:00
commit
fc18f4e9b4
@ -6,10 +6,13 @@
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/dev/sr0
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/dev/tty0
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/dev/urandom
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RektInator
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Diamante
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Doctor
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Dss0
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Jimbo
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Laupetin
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Louvenarde
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lsb_release -a
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Lunarion
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Snake
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RektInator
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Snake
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@ -1,6 +1,5 @@
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#include common_scripts\utility;
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#include maps\mp\_utility;
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#include maps\mp\gametypes\_hud_util;
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main()
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{
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@ -9,100 +8,27 @@ main()
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game[ "attackers" ] = "allies";
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game[ "defenders" ] = "axis";
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maps\mp\_compass::setupMiniMap( "compass_map_oilrig_lvl_1" );
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maps\mp\_compass::setupMiniMap( "compass_map_oilrig_lvl_2" );
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maps\mp\_compass::setupMiniMap( "compass_map_oilrig_lvl_3" );
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setdvar( "compassmaxrange", "4000" );
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array_thread( getentarray( "breach_solid", "targetname" ), ::selfDelete );
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setDvar( "compassMaxRange", 4000.0 );
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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( ( -965, 256, -200 ), ( -854, -77, 54 ) );
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thread customKilltrigger();
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thread level_think();
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thread level_think2();
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}
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selfDelete()
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{
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self delete ();
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}
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thread custom_kill_trigger();
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// Kills the player if he goes under them map
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customKilltrigger()
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{
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while ( true )
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{
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wait 0.1;
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foreach ( player in level.players )
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{
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if ( !isDefined( player ) || !isPlayer( player ) )
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{
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continue;
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}
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if ( player.origin[2] < -350.0 )
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{
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player suicide();
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}
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}
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}
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}
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compass_triggers_think()
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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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while ( true )
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{
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wait( 1 );
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self waittill( "trigger" );
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maps\mp\_compass::setupMiniMap( self.script_noteworthy );
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}
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}
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CreateRamps( top, bottom )
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{
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D = Distance( top, bottom );
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blocks = ceil( D / 30 );
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CX = top[0] - bottom[0];
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CY = top[1] - bottom[1];
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CZ = top[2] - bottom[2];
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XA = CX / blocks;
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YA = CY / blocks;
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ZA = CZ / blocks;
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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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BA = ( Temp[2], Temp[1] + 90, Temp[0] );
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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 setModel("com_plasticcase_friendly");
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block.angles = BA;
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block Solid();
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block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
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wait 0.01;
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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 setModel("com_plasticcase_friendly");
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block.angles = ( BA[0], BA[1], 0 );
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block Solid();
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block CloneBrushmodelToScriptmodel( level.airDropCrateCollision );
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wait 0.01;
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thread killTrigger( ( 1020, 175, -80 ), 110, 250 );
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}
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level_think()
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{
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/*
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-----------------------
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MOVING DERRICK DRILL THING
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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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-------------------------
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*/
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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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assert( isDefined( eDerrick_thing ) );
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@ -117,29 +43,23 @@ level_think()
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}
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level_think2()
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custom_kill_trigger()
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{
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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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assert( isDefined( model1 ) );
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assert( isDefined( model2 ) );
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time = 10;
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while ( true )
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{
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model1 rotateto( model1.angles + ( 0, 45, 0 ), time );
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model2 rotateto( model2.angles + ( 0, 45, 0 ), time );
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wait( time );
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model1 rotateto( model1.angles + ( 0, -45, 0 ), time );
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model2 rotateto( model2.angles + ( 0, -45, 0 ), time );
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wait( time );
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model1 rotateto( model1.angles + ( 10, 45, 0 ), time );
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model2 rotateto( model2.angles + ( 10, 45, 0 ), time );
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wait( time );
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model1 rotateto( model1.angles + ( -10, -45, 0 ), time );
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model2 rotateto( model2.angles + ( -10, -45, 0 ), time );
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wait( time );
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}
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wait 0.1;
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foreach ( player in level.players )
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{
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if ( !isAlive( player ) )
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{
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continue;
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}
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if ( player.origin[2] < -350.0 ) // -2948.0 <- water level
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{
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player suicide();
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}
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}
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}
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}
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@ -8,7 +8,7 @@ main()
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precacheFX()
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{
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level._effect[ "pipe_steam" ] = LoadFX( "impacts/pipe_steam" );
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level._effect[ "pipe_steam" ] = loadfx( "impacts/pipe_steam" );
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level._effect[ "firelp_small_pm_nolight" ] = loadfx( "fire/firelp_small_pm_nolight" );
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level._effect[ "firelp_small_pm" ] = loadfx( "fire/firelp_small_pm" );
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level._effect[ "minigun_shell_eject" ] = loadfx( "shellejects/20mm_mp" );
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