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Added disable_nuke_effects
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disable_nuke_effects/README.md
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disable_nuke_effects/README.md
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# Disable Nuke Effects
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Only put one script at a time otherwise they might override each other and cause undesired behavior.
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## disable_nuke_effects_vision.gsc
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Disables the brown-ish vision applied after a M.O.A.B detonates
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## disable_nuke_effects_slowmo.gsc
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Disables the slow motion effect happening while a M.O.A.B is detonating
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## disable_nuke_effects_vision_and_slowmo.gsc
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Disables both the vision and the slow motion effects
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## disable_nuke_effects_all.gsc
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Disables the vision and the slow motion and remove the fog/smoke appearing on the map for a few seconds after the M.O.A.B detonation. This removes all visual effects. The M.O.A.B will just kill every enemies without any added visual effect.
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disable_nuke_effects/disable_nuke_effects_all.gsc
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disable_nuke_effects/disable_nuke_effects_all.gsc
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#include maps\mp\killstreaks\_nuke;
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main()
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{
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replacefunc(maps\mp\killstreaks\_nuke::nukeVision, ::disableNukeVision);
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replacefunc(maps\mp\killstreaks\_nuke::nukeSlowMo, ::disableNukeSlowMo);
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replacefunc(maps\mp\killstreaks\_nuke::nukeEffects, ::disableNukeEffects);
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}
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disableNukeVision()
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{
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}
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disableNukeSlowMo()
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{
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}
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disableNukeEffects()
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{
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level endon( "nuke_cancelled" );
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setdvar( "ui_bomb_timer", 0 );
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}
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disable_nuke_effects/disable_nuke_effects_slowmo.gsc
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disable_nuke_effects/disable_nuke_effects_slowmo.gsc
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#include maps\mp\killstreaks\_nuke;
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main()
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{
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replacefunc(maps\mp\killstreaks\_nuke::nukeSlowMo, ::disableNukeSlowMo);
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}
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disableNukeSlowMo()
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{
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}
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disable_nuke_effects/disable_nuke_effects_vision.gsc
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disable_nuke_effects/disable_nuke_effects_vision.gsc
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#include maps\mp\killstreaks\_nuke;
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main()
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{
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replacefunc(maps\mp\killstreaks\_nuke::nukeVision, ::disableNukeVision);
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replacefunc(maps\mp\killstreaks\_nuke::nukeEffects, ::disableNukeEffects);
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}
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disableNukeVision()
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{
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}
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disableNukeEffects()
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{
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level endon( "nuke_cancelled" );
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setdvar( "ui_bomb_timer", 0 );
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foreach ( var_1 in level.players )
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{
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var_2 = anglestoforward( var_1.angles );
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var_2 = ( var_2[0], var_2[1], 0 );
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var_2 = vectornormalize( var_2 );
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var_3 = 5000;
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var_4 = spawn( "script_model", var_1.origin + var_2 * var_3 );
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var_4 setmodel( "tag_origin" );
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var_4.angles = ( 0, var_1.angles[1] + 180, 90 );
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var_4 thread nukeEffect( var_1 );
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}
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}
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#include maps\mp\killstreaks\_nuke;
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main()
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{
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replacefunc(maps\mp\killstreaks\_nuke::nukeVision, ::disableNukeVision);
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replacefunc(maps\mp\killstreaks\_nuke::nukeSlowMo, ::disableNukeSlowMo);
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replacefunc(maps\mp\killstreaks\_nuke::nukeEffects, ::disableNukeEffects);
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}
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disableNukeVision()
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{
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}
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disableNukeSlowMo()
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{
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}
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disableNukeEffects()
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{
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level endon( "nuke_cancelled" );
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setdvar( "ui_bomb_timer", 0 );
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foreach ( var_1 in level.players )
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{
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var_2 = anglestoforward( var_1.angles );
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var_2 = ( var_2[0], var_2[1], 0 );
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var_2 = vectornormalize( var_2 );
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var_3 = 5000;
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var_4 = spawn( "script_model", var_1.origin + var_2 * var_3 );
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var_4 setmodel( "tag_origin" );
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var_4.angles = ( 0, var_1.angles[1] + 180, 90 );
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var_4 thread nukeEffect( var_1 );
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}
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}
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