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Remove everything about compiled files
Just a refactor that doesn't affect any script or add anything new. Plutonium T6 now supports loading source scripts so compiling them isn't needed anymore https://plutonium.pw/docs/changelog/#r3408 [Refactor] Removed all compiled scripts Moved all source scripts to the main folder instead of a source folder Renamed all source scripts to remove the source tag at the end Removed notions of compiled and source scripts in the repository's README
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README.md
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README.md
@ -10,17 +10,15 @@ Huge thanks to everyone who helped me learn GSC: Birchy, DoktorSAS, FutureRave a
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## How do I download a script?
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## How do I download a script?
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If you are unsure whether you should download a compiled or a source script, first read [What are compiled and source scripts?](#what-are-compiled-and-source-scripts)
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- [Download this repository](https://github.com/Resxt/Plutonium-T6-Scripts/archive/refs/heads/master.zip)
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- [Download this repository](https://github.com/Resxt/Plutonium-T6-Scripts/archive/refs/heads/master.zip)
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- Open the downloaded ZIP file
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- Open the downloaded ZIP file
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- Drag and drop the script(s) you want in the folder they need to be placed in.
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- Drag and drop the script(s) you want in the folder they need to be placed in.
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If no instructions are provided for the script you want then simply follow the instructions given in [How do I use a compiled script?](#how-do-i-use-a-compiled-script)
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If no instructions are provided for the script you want then simply follow the instructions given in [How do I use a script?](#how-do-i-use-a-script)
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Just keep in mind that this downloads a copy of this repository at the moment you download it.
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Just keep in mind that this downloads a copy of this repository at the moment you download it.
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If a script is updated after you downloaded this repository and you want the new version then you will need to download this repository again.
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If a script is updated after you downloaded this repository and you want the new version then you will need to download this repository again.
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## How do I use a compiled script?
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## How do I use a script?
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[Follow the instructions in the documentation](https://plutonium.pw/docs/modding/loading-mods/#loading-existing-scripts-on-t6)
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[Follow the instructions in the documentation](https://plutonium.pw/docs/modding/loading-mods/#loading-existing-scripts-on-t6)
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@ -30,32 +28,3 @@ If the script should only be loaded for the multiplayer mode then put it in `scr
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If the script should only be loaded for the zombies mode then put it in `scripts\zm`.
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If the script should only be loaded for the zombies mode then put it in `scripts\zm`.
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Note that you can use `map_restart` in the [console](https://plutonium.pw/docs/opening-console/) to quickly restart your current game and reload scripts.
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Note that you can use `map_restart` in the [console](https://plutonium.pw/docs/opening-console/) to quickly restart your current game and reload scripts.
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## How do I compile a script?
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<!---
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Replace with Plutonium's documentation instead when it's up-to-date
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--->
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- Download [GSC Tool](https://github.com/xensik/gsc-tool/releases/latest)
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- Read the [instructions to compile a file](https://github.com/xensik/gsc-tool#usage)
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It should look similar to this
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`gsc-tool.exe comp t6 "C:\Users\Resxt\AppData\Local\Plutonium\storage\t6\scripts\mapvote.gsc"`
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If after opening the file you see that it has a lot of non readable characters this means that it was successfully compiled.
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## What are compiled and source scripts?
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Before downloading a script it's important to understand what compiled and source scripts mean.
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A source script is the script in a human readable form (a text file), this is how the script is written.
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A compiled script is simply a source script that has been compiled by a compiler to make it readable by the game.
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At the time of writing, T6 cannot read source scripts so you have to compile them to allow the game to read them.
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So if you only want to use a script and you don't want to edit it or review its code then
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you can simply read [How do I use a compiled script?](#how-do-i-use-a-compiled-script).
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All of my scripts always come as two files:
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- script.gsc (compiled script, ready to be used)
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- script-source.gsc (source script, made to read the code and eventually edit it, cannot be read by the game, needs to be compiled)
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Load Diff
@ -1,32 +0,0 @@
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#include maps\mp\_utility;
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Init()
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{
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if (GetDvarInt("mapvote_enable"))
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{
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replaceFunc(maps\mp\gametypes\_killcam::finalkillcamwaiter, ::OnKillcamEnd);
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}
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}
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OnKillcamEnd()
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{
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if (!IsDefined(level.finalkillcam_winner))
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{
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if (isRoundBased() && !wasLastRound())
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return false;
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wait GetDvarInt("mapvote_display_wait_time");
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[[level.mapvote_rotate_function]]();
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return false;
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}
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level waittill("final_killcam_done");
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if (isRoundBased() && !wasLastRound())
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return true;
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wait GetDvarInt("mapvote_display_wait_time");
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[[level.mapvote_rotate_function]]();
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return true;
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}
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@ -1,154 +0,0 @@
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/*
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All the credits for this script go to DoktorSAS for both the source code and for helping me figuring this out
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https://github.com/DoktorSAS/PlutoniumT6Mapvote/blob/master/Zombies/mapvote.gsc
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menuSounds = array("zmb_meteor_activate", "zmb_spawn_powerup", "zmb_powerup_grabbed", "zmb_switch_flip", "zmb_elec_start", "zmb_perks_packa_ready");
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*/
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#include common_scripts\utility;
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#include maps\mp\_utility;
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Init()
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{
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if (GetDvarInt("mapvote_enable"))
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{
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replaceFunc(maps\mp\zombies\_zm::intermission, ::OnIntermissionStart);
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}
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}
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OnIntermissionStart()
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{
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level.intermission = 1;
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level notify("intermission");
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for (i = 0; i < level.players.size; i++)
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{
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level.players[i] thread player_intermission();
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level.players[i] hide();
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level.players[i] setclientuivisibilityflag("hud_visible", 0);
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level.players[i] setclientthirdperson(0);
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level.players[i].health = 100;
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level.players[i] stopsounds();
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level.players[i] stopsounds();
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}
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wait GetDvarInt("mapvote_display_wait_time");
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[[level.mapvote_rotate_function]]();
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for (i = 0; i < level.players.size; i++)
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{
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level.players[i] notify("_zombie_game_over");
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level.players[i].sessionstate = "intermission";
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}
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players = get_players();
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i = 0;
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while (i < players.size)
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{
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setclientsysstate("levelNotify", "zi", players[i]);
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i++;
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}
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wait 0.25;
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players = get_players();
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i = 0;
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while (i < players.size)
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{
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setclientsysstate("lsm", "0", players[i]);
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i++;
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}
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level thread maps\mp\zombies\_zm::zombie_game_over_death();
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}
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player_intermission()
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{
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self closemenu();
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self closeingamemenu();
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level endon("stop_intermission");
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self endon("disconnect");
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self endon("death");
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self.score = self.score_total;
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self.spectatorclient = -1;
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self.killcamentity = -1;
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self.archivetime = 0;
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self.psoffsettime = 0;
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self.friendlydamage = undefined;
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points = getstructarray("intermission", "targetname");
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if (!isDefined(points) || points.size == 0)
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{
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points = getentarray("info_intermission", "classname");
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location = getDvar("ui_zm_mapstartlocation");
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for(i = 0;i < points.size;i++)
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{
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if(points[i].script_string == location)
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{
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points = points[i];
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}
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}
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if (points.size < 1)
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{
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return;
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}
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}
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if (isdefined(self.game_over_bg))
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self.game_over_bg destroy();
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org = undefined;
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while (1)
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{
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points = array_randomize(points);
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i = 0;
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while (i < points.size)
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{
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point = points[i];
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if (!isDefined(org))
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{
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self spawn(point.origin, point.angles);
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}
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if (isDefined(points[i].target))
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{
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if (!isDefined(org))
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{
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org = spawn("script_model", self.origin + vectorScale((0, 0, -1), 60));
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org setmodel("tag_origin");
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}
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org.origin = points[i].origin;
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org.angles = points[i].angles;
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j = 0;
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while (j < get_players().size)
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{
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player = get_players()[j];
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player camerasetposition(org);
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player camerasetlookat();
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player cameraactivate(1);
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j++;
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}
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speed = 20;
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if (isDefined(points[i].speed))
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{
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speed = points[i].speed;
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}
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target_point = getstruct(points[i].target, "targetname");
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dist = distance(points[i].origin, target_point.origin);
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time = dist / speed;
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q_time = time * 0.25;
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if (q_time > 1)
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{
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q_time = 1;
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}
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org moveto(target_point.origin, time, q_time, q_time);
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org rotateto(target_point.angles, time, q_time, q_time);
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wait(time - q_time);
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wait q_time;
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i++;
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continue;
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}
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i++;
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}
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}
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}
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@ -1,24 +0,0 @@
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Init()
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{
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level thread OnPlayerConnect();
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}
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OnPlayerConnect()
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{
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for(;;)
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{
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level waittill("connected", player);
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Print(player.name + " GUID: " + player.guid);
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player thread OnPlayerSpawned();
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}
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}
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OnPlayerSpawned()
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{
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self endon("disconnect");
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for(;;)
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{
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self waittill("spawned_player");
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Print(self.name + " GUID: " + self.guid);
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}
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}
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