Added more missing files

This commit is contained in:
reaaLx 2024-09-07 15:06:58 +10:00
parent a9da8b788b
commit 7ea506e8ac
470 changed files with 26317 additions and 0 deletions

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GRAPH_FLOAT_FILE
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3
animtrees/chair.atr Normal file
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cargoship_stunned_coffee_death_chair
cargoship_stunned_coffee_death_chair_startidle
cargoship_stunned_coffee_death_chair_endidle

60
animtrees/civilian.atr Normal file
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civilian_anims
{
movement
{
//Civilian/Hostage transitions
//standunarmed_idle2walk
//Civilian/Hostage walking anims
unarmed_walk_slow
//Civilian/Hostage running anims
unarmed_scared_jog
unarmed_scared_jog_duck
unarmed_scared_jog_look
unarmed_scared_run
}
idles
{
//Civilian/Hostage mocap idles
unarmed_cowerstand_idle
//Civilian/Hostage mocap reactions to gun being pointed at them
unarmed_cowerstand_idle2point
unarmed_cowerstand_point2idle
unarmed_cowerstand_pointidle
}
reactions
{
//Civilian/Hostage mocap reactions to gunfire near them
unarmed_cowerstand_react
unarmed_cowerstand_react_2_crouch
}
}
//Civilian seaknight defend prototype temp anims
unarmed_climb_wall
unarmed_climb_wall_v2
unarmed_climb_wall_v3
unarmed_pullup_window_guyA
unarmed_pullup_window_guyA_finish
unarmed_pullup_window_guyA_idle
unarmed_pullup_window_guyB
unarmed_runinto_garage
unarmed_runinto_garage_right
unarmed_runinto_garage_left
unarmed_shout_window
unarmed_stumble_trashcan
unarmed_waving
unarmed_close_garage
unarmed_close_garage_v2
unarmed_waving_startidle
unarmed_waving_stepout
unarmed_waving_endidle
unarmed_waving_twitch

88
animtrees/dog.atr Normal file
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attack_player
{
german_shepherd_attack_player
}
attack_player_late
{
german_shepherd_attack_player_late
}
german_shepherd_death_front
german_shepherd_idle
german_shepherd_attackidle_knob
{
german_shepherd_attackidle
german_shepherd_attackidle_bark
german_shepherd_attackidle_growl
}
german_shepherd_look_2 : additive
{
german_shepherd_look_down
german_shepherd_attack_look_down
}
german_shepherd_look_4 : additive
{
german_shepherd_look_right
german_shepherd_attack_look_right
}
german_shepherd_look_6 : additive
{
german_shepherd_look_left
german_shepherd_attack_look_left
}
german_shepherd_look_8 : additive
{
german_shepherd_look_up
german_shepherd_attack_look_up
}
german_shepherd_run_start_knob : nonloopsync
{
german_shepherd_run_start
german_shepherd_run_start_L
german_shepherd_run_start_R
german_shepherd_run_start_180_R
german_shepherd_run_start_180_L
}
german_shepherd_run_knob : loopsync
{
german_shepherd_run
german_shepherd_run_lean_L
german_shepherd_run_lean_R
}
german_shepherd_attack_player_miss
german_shepherd_run_attack
german_shepherd_run_jump_40
german_shepherd_run_jump_window_40
german_shepherd_run_pain
german_shepherd_run_stop
german_shepherd_run_flashbang
german_shepherd_attack_AI_01_start_a
german_shepherd_attack_AI_02_idle_a
german_shepherd_attack_AI_03_pushed_a
german_shepherd_attack_AI_03_shot_a
german_shepherd_attack_AI_04_middle_a
german_shepherd_attack_AI_05_kill_a
german_shepherd_attack_player_miss_turnR
german_shepherd_attack_player_miss_turnL
german_shepherd_traverse_down_40
german_shepherd_traverse_up_40
german_shepherd_traverse_up_80
german_shepherd_walk
german_shepherd_walk_slow
german_shepherd_player_neck_snap
german_shepherd_player_neck_miss
german_shepherd_player_getoff
german_shepherd_eating
german_shepherd_eating_in
german_shepherd_eating_loop
german_shepherd_eating_out
german_shepherd_sleeping
german_shepherd_wakeup_slow
german_shepherd_wakeup_fast
// SNIPER ESCAPE
sniper_escape_dog_fence

4
animtrees/drones.atr Normal file
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drone_stand_idle
drone_stand_run
drone_stand_death

24
animtrees/fastrope.atr Normal file
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ch_player_rope
ch_player_rope_idle
cs_bh_player_idle
bh_1_idle
bh_2_idle
bh_3_idle
bh_4_idle
bh_5_idle
bh_6_idle
bh_7_idle
bh_coPilot_idle
bh_fastrope_land
bh_fastrope_loop
bh_Pilot_idle
bh_player_rope_end
bh_player_rope_start
bh_player_rope_middle
bh_player_idle
bh_player_drop
bh_player_drop_P1
bh_player_drop_P2
bh_player_idle_P1
bh_player_idle_P2

6376
animtrees/generic_human.atr Normal file

File diff suppressed because it is too large Load Diff

19
animtrees/mg42.atr Normal file
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additive_saw_idle
{
saw_gunner_idle_mg
saw_gunner_lowwall_idle_mg
saw_gunner_prone_idle_mg
}
additive_saw_fire
{
saw_gunner_firing_mg_add
saw_gunner_lowwall_firing_mg
saw_gunner_prone_firing_mg
}
additive_50cal_fire
{
humvee_turret_fire_mg
}

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animtrees/player.atr Normal file
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gulag_rappel_player
boneyard
{
boneyard_player_steer_straight
boneyard_player_steer_right
boneyard_player_steer_left
boneyard_player_evac
boneyard_player_enter_UAZ
boneyard_player_grab_wheel
boneyard_player_UAZ_stand
boneyard_player_UAZ_sit
}
knockdown
{
player_view_dog_knockdown
}
knockdown_late
{
player_view_dog_knockdown_late
}
player_view_dog_knockdown_saved
player_view_dog_knockdown_neck_snap
player_view_dog_knockdown_neck_miss
player_view_dog_knockdown_laststand
ISS_player_rotate
ISS_player_float_away
ISS_player_idle
coup_opening_playerview
coup_opening_playerview_idle
coup_opening_playerview_idle_bumpy
coup_opening_playerview_idle_static
coup_opening_playerview_idle_normal
coup_opening_playerview_idle_smooth
coup_ending_drag_playerview
coup_ending_player
coup_ending_zakhaev_intro_playerview
hunted_opening_player
hunted_opening_player_idle
sniper_escape_player_getup
sniper_escape_player_putdown
sniper_escape_player_rappel
launchfacility_a_player_rappel
airlift_player_getout
airlift_player_putdown
cargoship_ch46_rescue_load_player
cargoship_explosion_player
jeepride_drag_player
jeepride_player_pickup_player
blackout_bh_evac_player
sniper_escape_crash_pickup_player
player_lockerroom_fight_attack
player_lockerroom_fight_miss
player_lockerroom_fight_start
oilrig_sub_A_idle_player
oilrig_sub_A_disembark_player
oilrig_underwater_kill_player
cliffhanger_crash_rescue_player
cliffhanger_capture_player
player_afchase_ending_gun_drop
player_afchase_ending_gun_kick
player_afchase_walkoff
player_afchase_ending_knife_moment
player_afchase_ending_monologue
player_afchase_ending_monologue_long
player_afchase_ending_turnbuckle
player_afchase_ending_turnbuckle_alt
player_afchase_ending_wakeup
player_afchase_ending_wakeup_end
player_afchase_ending_gun_crawl_00
player_afchase_ending_gun_crawl_01
player_afchase_ending_gun_crawl_02
player_afchase_ending_gun_crawl_03
player_afchase_ending_gun_crawl_04
player_afchase_ending_gun_crawl_05
player_afchase_ending_gun_crawl_06
player_afchase_ending_gun_crawl_idle_00
player_afchase_ending_gun_crawl_idle_01
player_afchase_ending_gun_crawl_idle_02
player_afchase_ending_gun_crawl_idle_03
player_afchase_ending_gun_crawl_idle_04
player_afchase_ending_gun_crawl_idle_05
player_afchase_ending_gun_crawl_idle_06
player_afchase_ending_knife_grab_01
player_afchase_ending_knife_grab_02
player_afchase_ending_knife_grab_03
player_afchase_ending_knife_passout
player_afchase_ending_knife_pull_01
player_afchase_ending_knife_pull_02
player_afchase_ending_knife_pull_03
player_afchase_ending_knife_pullout_2_flip
player_afchase_ending_knife_pullout_2_flip_idle
player_afchase_ending_knife_throw
player_afchase_ending_knife_throw_kill
player_afchase_ending_knife_throw_soon
player_pull_additive : additive
{
player_afchase_ending_knife_pull_02_add
player_afchase_ending_knife_pull_03_add
}
afgan_caves_player_rappel_animatic
afgan_caves_player_rappel_hookup
afgan_caves_player_rappel_end_kill
cave_rappel
{
cave_rappel_close
{
afgan_caves_player_rappel_close
}
cave_rappel_far
{
afgan_caves_player_rappel_far
}
}
zodiac_player_idle
gulag_end_animatic_player
gulag_end_animatic_player_2
gulag_end_evac_player
gulag_end_evac_player_hookup
gulag_end_evac_player_idle
gulag_end_buried_player
gulag_rescueA_player
gulag_rescueB_player
gulag_rescueB_player_idle
gulag_rescueB_player_intro
gulag_rescueB_player_reshoot
gulag_rescueB_player_reshootB
roadkill_hummer_player_getin
nx_fp_roverturret_mount
nx_fp_roverturret_dismount
dcburning_BHrescue_player_animatic
dcburning_BHrescue_player_grabclip_animatic
dcburning_BHrescue_player_wakeup
dcburning_BHrescue_player_takeammo
airport_ending_mid_player
airport_ending_alt_player
invasion_opening_hummer2_player
favela_opening_playerview_down
favela_opening_playerview_downidle
favela_opening_playerview_up
favela_opening_playerview_death
player_favela_escape_bigjump
player_favela_escape_bigjump_getup
favela_escape_ending_player_catch_rope
cliffhanger_bigjump
{
slide_both_in
{
player_icepicker_bigjump_slide_both_in
}
slide_both_out
{
player_icepicker_bigjump_slide_both_out
}
slide_left
{
player_icepicker_bigjump_slide_left_in
}
slide_right
{
player_icepicker_bigjump_slide_right_in
}
}
player_icepicker_climbup_from_left
player_icepicker_climbup_from_right
player_climb
{
climb_root
{
player_icepicker_bigjump
player_icepicker_bigjump_end_getup
player_icepicker_drop_down_start
player_icepicker_drop_down_end
player_icepicker_start_climb_up_left
player_icepicker_start_climb_up_left_early
player_icepicker_start_climb_up_right
player_icepicker_start_climb_up_right_early
player_icepicker_left_high_stab_a
player_icepicker_left_fall
player_icepicker_left_fall_small
player_icepicker_left_high_settle_a
player_icepicker_left_high_stab_fail_a
player_icepicker_right_high_stab_fail_a
player_icepicker_right_high_stab_a
player_icepicker_right_fall
player_icepicker_right_fall_small
player_icepicker_right_high_settle_a
climb_idle : loopsync
{
player_icepicker_right_idle
player_icepicker_left_idle
}
}
climb_sleeve : loopsync
{
player_sleeve_flapping
}
climb_wrist : additive
{
player_icepicker_left_high_wrist_in
player_icepicker_left_high_wrist_out
player_icepicker_right_high_wrist_in
player_icepicker_right_high_wrist_out
}
climb_left_additive : additive
{
player_icepicker_left_high_stab_out
player_icepicker_left_high_stab_in
}
climb_right_additive : additive
{
player_icepicker_right_high_stab_in
player_icepicker_right_high_stab_out
}
climb_right_vertical_corrector : additive
{
}
climb_left_vertical_corrector : additive
{
}
}
pres_crash_player_crash
motorcycle_player
{
motorcycle_player_pose_f
motorcycle_player_pose_f_fast
motorcycle_player_pose_lean_l
motorcycle_player_pose_lean_r
motorcycle_player_pose_turn_r
motorcycle_player_pose_turn_l
}
estate_drag_player
estate_chopper_sequence_player
estate_body_toss_player
DCemp_player_flare_wave
roadkill_intro_pickup_player
NX_roadkill_intro_pickup_player
nx_fp_eyetracktest_explosion_fpchar
// parachute hands/chute viewmodel
nx_fp_viewmodel_parachute_idle
nx_fp_viewmodel_parachute_turn_r_idle
nx_fp_viewmodel_parachute_turn_l_idle
nx_fp_viewmodel_parachute_stop_idle
nx_fp_viewmodel_parachute_falling
nx_fp_viewmodel_parachute_landing
nx_fp_viewmodel_parachute_jumping
nx_fp_viewmodel_parachute_buffeting
nx_fp_viewmodel_parachute_buffeting_2
nx_fp_viewmodel_parachute_bump
//body
fp_body_default
// parachute legs
nx_tp_parachute_idle
nx_tp_parachute_turn_r_idle
nx_tp_parachute_turn_l_idle
nx_tp_parachute_stop_idle
nx_tp_parachute_falling
nx_tp_parachute_landing
nx_tp_parachute_jumping
nx_tp_parachute_buffeting
nx_tp_parachute_buffeting_2
// nx_test_pete2 Scripted Anims
nx_fp_spacetest_main
// nx_hithard
nx_fp_hithard_motorcade_ambush3_wake_player
nx_fp_hithard_motorcade_ambush3_player_01
nx_fp_hithard_motorcade_suv_mount_player
nx_fp_hithard_vp_meetandgreet_player_01
nx_fp_hithard_vp_meetandgreet2_player_01
nx_fp_hithard_intro_player_01
nx_fp_hithard_intro_part1_player_01
nx_fp_hithard_vpdrag_player_01
// Proto NX_Harbor
proto_nx_harbor_fp_ending
// nx_lunar
nx_fp_lava_bridge_to_train_jump_player
// nx_lunar
nx_fp_lunar_vehiclebay_wakeup_player
nx_fp_lunar_vehiclebay_breach_player
nx_tp_lunar_taser_player
nx_fp_lunar_armory_entrance_player
nx_fp_lunar_armory_grabrifle_player
nx_fp_lunar_rover_intro_drive_player
nx_fp_lunar_rover_intro_jump_player
nx_fp_lunar_hack_door_player
nx_fp_lunar_depressurization_player
nx_fp_lunar_tower_collapse_player
nx_fp_lunar_back_to_rover_player
nx_fp_lunar_helmet_remove_player
nx_fp_lunar_helmet_engage_player
nx_fp_lunar_falcon_death_player
nx_fp_lunar_topfloorbreach_player
nx_fp_lunar_endbreach_player
nx_fp_lunar_endcontrols_player
// NX_Test_Station
nx_fp_test_station_move
nx_fp_test_station_continue
// nx_repel
nx_fp_rtc_osprey_intro_soldier6
// desant_mount
nx_fp_future_tank_desant_mount_idle
nx_fp_future_tank_desant_mount
nx_fp_future_tank_desant_dismount
nx_fp_lunar_rovercrash_player
nx_fp_future_tank_loading
// door breach prototype
nx_fp_door_test_right_locked
nx_fp_door_test_left_locked
nx_fp_door_open_right
nx_fp_door_open_left
nx_fp_door_shoulder_right
nx_fp_door_shoulder_left
nx_fp_door_flash_right
nx_fp_door_flash_left
nx_fp_door_shotgun_right
nx_fp_door_shotgun_left
nx_fp_hithard_rappel
nx_fp_border_intro_player
// prototype
nx_fp_ventbreach_breach
nx_fp_rocketman_run
nx_fp_rocketman_idle
nx_fp_rocketman_takeoff
nx_fp_rocketman_landhard
// prototype chase
prototype_chase_fp_capture_player
prototype_chase_fp_explosion
prototype_chase_tp_jeep_jump_player
prototype_chase_fp_ambush
prototype_chase_fp_knockdown05
prototype_chase_fp_knockdown02
prototype_chase_fp_knockdown03
prototype_chase_fp_landing_flip
prototype_chase_fp_landing_land
// nx_kinfe
fp_knife_Interactive_melee_B
fp_knife_Interactive_melee_F
fp_knife_Interactive_melee_L
fp_knife_Interactive_melee_R
fp_knife_Interactive_melee_02_B
fp_knife_Interactive_melee_02_F
fp_knife_Interactive_melee_02_L
fp_knife_Interactive_melee_02_R
fp_knife_Interactive_melee_03_F
nx_fp_knife_melee_stab_01
nx_fp_knife_melee_stab_02
nx_fp_knife_Interactive_melee_B
nx_fp_knife_Interactive_melee_F
nx_fp_knife_Interactive_melee_L
nx_fp_knife_Interactive_melee_R
nx_fp_knife_Interactive_melee_02_B
nx_fp_knife_Interactive_melee_02_F
nx_fp_knife_Interactive_melee_02_L
nx_fp_knife_Interactive_melee_02_R
nx_fp_knife_Interactive_melee_03_F
// dynamic cover
nx_fp_dynamic_cover_table
nx_fp_dynamic_cover_table_small
nx_fp_dynamic_cover_examtable_2L
nx_fp_dynamic_cover_examtable_2R
nx_fp_dynamic_cover_soda_machine_2R
nx_fp_dynamic_cover_soda_machine_2L
nx_fp_dynamic_cover_soda_machine_S_2R
nx_fp_dynamic_cover_soda_machine_S_2L
//SKYSCRAPER
nx_fp_skycraper_rappel_hookup_player
nx_fp_skyscraper_rappeljump_player
nx_fp_skyscraper_rappelswingslide_player
nx_fp_skyscraper_get_up_player
nx_fp_ss_elevatorshaftjump_player_01
nx_fp_skyscraper_halon_mask_player
nx_fp_skyscraper_retrieve_intel_player
nx_fp_skyscraper_elevator_out_player_lift
nx_fp_skyscraper_elevator_shaft1_player
nx_fp_skyscraper_elevator_shaftjump_player
nx_fp_skyscraper_elevator_shaftdive_player
nx_fp_skyscraper_elevator_shaftclimb_player
nx_fp_skyscraper_elevator_shafthookup_player
nx_fp_skyscraper_elevator_shafthookup_armdown_player
nx_fp_skyscraper_elevator_shafthookup_armup_player
nx_fp_skyscraper_elevator_shafthookup_init_player
nx_fp_skyscraper_landing_pad_climbjump_player
nx_fp_skyscraper_landing_pad_window_player
nx_fp_skyscraper_landing_pad_edgeclimb_player
nx_fp_skyscraper_red_disembark_player
nx_fp_skyscraper_uav_crash_player
nx_fp_skyscraper_uav_crash_player_idle
nx_fp_skyscraper_uav_crash_player_p2
nx_fp_skyscraper_uav_crash_player_p2_idle
nx_fp_skyscraper_uav_crash_player_p3
nx_fp_skyscraper_atrium_crash_player
nx_fp_skyscraper_vault_servers_player_p1
nx_fp_skyscraper_vault_servers_player_p2
nx_fp_ss_lab_stealth_kill_player
nx_fp_ss_rappel_down_fast
nx_fp_ss_rappel_down_slow
nx_fp_ss_rappel_down_test
nx_fp_ss_rappel_atrium
nx_fp_ss_rappel_death_1
nx_fp_ss_rappel_death_2
nx_fp_ss_rappel_death_3
nx_fp_ss_rappel_brake : additive
{
nx_fp_ss_rappel_brake_init
nx_fp_ss_rappel_brake_idle
nx_fp_ss_rappel_brake_out
}
nx_fp_ss_rappel_brake_swing_root : additive
{
nx_fp_ss_rappel_brake_swing
}
nx_fp_ss_rappel_ground
{
nx_fp_ss_rappel_sprint
nx_fp_ss_rappel_sprint_L
nx_fp_ss_rappel_sprint_R
}
nx_fp_ss_rappel_jump_in
nx_fp_ss_rappel_jump_loop
nx_fp_ss_rappel_jump_out
nx_fp_ss_rappel_slide_in
nx_fp_ss_rappel_slide_loop
nx_fp_ss_rappel_slide_out
nx_tp_ss_rappel_slide_in
nx_tp_ss_rappel_slide_loop
nx_tp_ss_rappel_slide_out
// prototype rocket
nx_fp_proto_rocket_hang
nx_fp_proto_rocket_fall
//nx_hospital
nx_fp_hospital_intro_player
nx_fp_hospital_outro_player
//nx_exfil
nx_fp_exfil_intro_player
nx_fp_exfil_intro_player_door
nx_fp_exfil_door_kick_player
nx_fp_hospital_intro_cloth_player
//ROCKET
nx_fp_rocket_aa_control_melee_player
nx_fp_rocket_aa_control_exit_player
nx_fp_rocket_aa_gantry_escape_player
nx_fp_rocket_crash_site_wakeup_player
nx_fp_rocket_crash_site_wakeup_cutdown_player
nx_fp_rocket_helicoptercrash_player_01
nx_fp_rocket_witness_nuke_player_01
nx_fp_rocket_jump_onto_gantry_player_01
nx_fp_rocket_aa_corridor_player_01
nx_fp_rocket_aa_corridor_player_02
nx_fp_rocket_woods_ledge_player_01
nx_fp_rocket_woods_chopperflyover_player_01
nx_fp_rocket_intro_player_01
nx_fp_rocket_opfor_helicopter_intro_player
nx_fp_rocket_helicopter_bridge_player
nx_fp_rocket_nuke_crash_player
// lava
nx_fp_lava_bridge_to_train_jump_player_short
nx_fp_lava_train2_tillmanreveal_player
nx_fp_lava_retrieve_intel
nx_fp_lava_turret_battle_near_hit_player
nx_fp_lava_train_derailment_player
nx_fp_lava_angelsquad_player
nx_fp_lava_dooropen_player
nx_fp_lava_opening_walk_player
nx_fp_lava_control_breach_player
nx_fp_lava_refill_air_keene_collapse_player
nx_fp_lava_trainseperate_player
nx_fp_lava_camrensacrifice_player
nx_fp_lava_trainseperate_player_jump
nx_fp_lava_trainseperate_fall_player

908
animtrees/script_model.atr Normal file
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@ -0,0 +1,908 @@
estate_ending_gasoline_leader_cigar
gulag_strangle_chain
cliffhanger_hangar_drill
gulag_rappel_player_rope_60ft
gulag_rappel_soldier_rope_60ft
gulag_rescueB_pistol_reshoot
gulag_rescueB_pistol_reshootB
training_pit_open_case_gun
training_pit_stand_idle_gun
training_pit_sitting_idle_gun
training_pit_sitting_welcome_gun
training_pit_case_1
training_pit_case_2
laptop_chair_runin
laptop_chair_idle
ISS_sat
ISS_panel_rotation
dcemp_BHrescue_plank_1
dcemp_BHrescue_plank_2
dcemp_wh_painting
afgan_caves_player_hookup_rope
afgan_caves_price_hookup_rope
afgan_caves_price_idle_rope
afgan_caves_Price_rappel_idle_rappelRope
afgan_caves_Price_rappel_jump_rappelRope
afgan_caves_Price_hanging_idle_rappelRope
nx_fp_hithard_rappel
nx_fp_hithard_rappel_hook_and_harness
favela_bicycle
ac130_angel_flares01
ac130_angel_flares02
ac130_angel_flares03
oilrig_ocean
chechnya_curtain_sway_le
chechnya_curtain_sway_ri
sniper_escape_rappel_finish_rappelrope100
sniper_escape_rappel_start_rappelrope100
sniper_escape_rappel_idle_rappelrope100
cargoship_water
sniper_escape_player_start_rappelrope100
parabolic_guard_sleeper_react_chair
launchfacility_b_blast_door_seq_close_door
blackout_rappel_start_rappelrope100
launchfacility_a_setup_2_rappel_1_100ft_rope
launchfacility_a_setup_2_rappel_2_100ft_rope
launchfacility_a_rappel_idle_1_100ft_rope
launchfacility_a_rappel_idle_2_100ft_rope
launchfacility_a_rappel_idle_3_100ft_rope
launchfacility_a_rappel_1_100ft_rope
launchfacility_a_player_rappel_100ft_rope
launchfacility_a_player_rappel_idle_100ft_rope
doorpeek_close_door
doorpeek_deathA_door
doorpeek_deathB_door
doorpeek_fireA_door
doorpeek_fireB_door
doorpeek_fireC_door
doorpeek_grenade_door
doorpeek_idle_door
doorpeek_jump_door
doorpeek_kick_door
doorpeek_open_door
doorburst_search_door
doorburst_wave_door
doorburst_fall_door
sniper_escape_meeting_briefcase
sniper_escape_flag_wave_up
sniper_escape_flag_wave_down
blackout_flashlightguy_moment2death_flashlight
blackout_flashlightguy_death_flashlight
blackout_rescue_price_flashlight
minigun_spin_idle
minigun_spin_loop
minigun_spin_start
grass_sway
icbm_fence_cut
icbm_fence_cutting_guy1_fence
sniper_escape_meeting_zakhaev_hit_front
sniper_escape_meeting_zakhaev_hit_back
sniper_escape_crash_mi28_rotor_1
sniper_escape_crash_mi28_rotor_2
sniper_escape_crash_mi28_rotor_3
sniper_escape_crash_mi28_rotor_4
sniper_escape_crash_mi28_rotor_5
village_interrogationA_door
village_interrogationA_phone
village_interrogationB_chair
village_interrogationB_phone
bog_b_dumpster_guy1_idle_dumpster
bog_b_dumpster_guy1_peek_dumpster
bog_b_dumpster_guy1_push_idle_dumpster
bog_b_dumpster_guy1_push_dumpster
coup_dumpster_lid
sniper_escape_crash_mi28_pilot
sniper_escape_crash_mi28_copilot
sniper_escape_meeting_zakhaev_hit_arm_front
run_death_facedown
breach_player_door_v1
breach_player_door_v2
breach_player_door_metal
breach_player_door_hinge_v1
breach_player_frame_charge_v3
breach_player_frame_charge
breach_coop_door
breach_coop_frame_charge
breach_chair_hide_reaction_v1_chair
breach_chair_hide_reaction_v2_chair
breach_chair_hide_reaction_death_v1_chair
breach_chair_hide_reaction_death_v2_chair
breach_react_desk_v7_desk
cliff_hero1_pose_A
cliff_hero1_pose_B
cliff_hero1_pose_C
cliff_hero1_pose_D
cliff_hero2_pose_A
cliff_hero2_pose_B
cliff_hero2_pose_C
cliff_hero2_pose_D
cliff_hero1_pose_jump1
cliff_hero1_pose_jump2
cliff_hero1_pose_jump3
cliff_hero1_pose_jump4
cliff_hero1_pose_jump5
cliff_hero1_pose_jump6
arcadia_fridge_react_fridgerig
arcadia_fridge_idle_fridgerig
gulag_slamraam_tarp_simulation
destroyed_fallen_tree_cliffhanger01
cliffhanger_square_flag_high_wind
cliffhanger_triangle_flag_high_wind
cliffhanger_price_fence_cut_fence
cliffhanger_ropeclimb_100ft
sitting_guard_loadAK_react2_chair
sitting_guard_loadAK_react1_chair
sitting_guard_loadAK_idle_chair
cliffhanger_lockerroom_fight_locker_1
cliffhanger_lockerroom_fight_locker_2
NX_cliffhanger_lockerroom_fight_locker_1
NX_cliffhanger_lockerroom_fight_locker_2
invasion_paratrooper_roof_landing_parachute
invasion_paratrooper_roof_landing_parachute_doa
paratrooper_jump_RightA_chute
paratrooper_jump_LeftA_chute
paratrooper_jump_RightB_chute
paratrooper_jump_LeftB_chute
paratrooper_jump_RightA_guy
paratrooper_jump_LeftA_guy
paratrooper_jump_RightB_guy
paratrooper_jump_LeftB_guy
paradrop_cargo_chute
paradrop_cargo_tank_chuteA
paradrop_cargo_tank_chuteB
paradrop_cargo_tank_chuteC
parachute_detach_reaction
parachute_detach_idle
parachute_detach_endidle
parachute_detach_death
rotate_X_R
rotate_X_L
rotate_Y_R
rotate_Y_L
rotate_Z_R
rotate_Z_L
rotate_body_X_R
rotate_body_X_L
rotate_body_Y_R
rotate_body_Y_L
rotate_body_Z_R
rotate_body_Z_L
oilrig_seal_surface_fins_off_prop
oilrig_seal_surface_mask_off_prop
oilrig_seal_surface_rebreather_off_guy1_prop
oilrig_seal_surface_rebreather_off_guy2_prop
oilrig_rappelrope_2_crouch
oilrig_rappelrope_over_rail_R
coop_bridge_rappel_L
coop_bridge_rappel_R
coop_ropedrop_01
tree_oak_fire
invasion_square_flag_medium_wind01
invasion_square_flag_medium_wind02
parchute_hanging_idle
invasion_opening_pole
favela_curtain_model_pull
hula_girl_bobble
hula_girl_bobble_stop
gulag_prop_rock
gulag_prop_post
gulag_prop_carabiner
swinging_industrial_light_01_mild
swinging_industrial_light_01_mild_dup
swinging_industrial_light_01_severe
gulag_escape_rope
bouncing_betty_detonate
flee_alley_door_idle
flee_alley_door
favela_escape_roof_piece_collapse
favela_escape_roof_piece_wobble
favela_escape_sheet01_run_through
favela_escape_sheet02_run_through
favela_escape_ending_rope_in
favela_escape_ending_rope_interaction
favela_escape_ending_rope_loop
favela_jumper_cables
favela_escape_crucified_ropes
scout_sniper_sand_ghillie_tarp_emerge
DCemp_door_sequence_door
training_camo_tarp_wind
roadkill_intro_pickup_gun
NX_roadkill_intro_pickup_gun
afchase_ending_revolver_gun_drop
afchase_ending_revolver_gun_monologue
afchase_ending_revolver_gun_monologue_long
afchase_ending_pickup_turnbuckle
afchase_ending_revolver_gun_kick
afchase_ending_knife_gun_drop
afchase_ending_knife_gun_monologue
afchase_ending_knife_gun_turnbuckle
afchase_ending_knife_gun_turnbuckle_alt
afchase_ending_knife_grab_01
afchase_ending_knife_grab_02
afchase_ending_knife_grab_03
afchase_ending_knife_passout
afchase_ending_knife_pull_01
afchase_ending_knife_pull_02
afchase_ending_knife_pull_03
afchase_ending_knife_pullout_2_flip
afchase_ending_knife_pullout_2_flip_idle
afchase_ending_knife_throw
afchase_ending_knife_throw_kill
afchase_ending_knife_throw_soon
//nx_test_scripted_anims - door breach
nx_tp_door_breach_shoulder_door
nx_brickwall_ugv_brktrgh_wall
//nx_estate - script anims
nx_tp_estate_trap_door_crate1
nx_tp_estate_trap_door_crate2
nx_tp_estate_trap_door_trap_door
nx_5carcrash
nx_lapes_cars_G1
nx_lapes_cars_G2
nx_lapes_ac130
nx_lapes_m1a1
//nx_repel - script anims
nx_tp_osprey_crash_intro
nx_vh_rtc_osprey_crash
nx_vh_rtc_osprey_crash_engine
//Auto Generated - script anims
nx_metal_screen
nx_metal_screen_1
//nx_parachute
nx_fp_viewmodel_parachute
//nx_tp_rtc_door_kick
nx_tp_rtc_door_prop
//subpen crater
crater_001
crater_010
crater_011
crater_020
crater_021
//mp_escort_ugv_cargo_holder
nx_vh_escort_ugv_dropoff_cargo_holder
//EC_VTOL UAV CARGODROP//
nx_vh_chinese_vtol_UAV_Cargodropoff_Cargo
nx_vh_chinese_vtol_UAV_Cargodropoff_UAV01
nx_vh_chinese_vtol_UAV_Cargodropoff_UAV02
nx_vh_chinese_vtol_UAV_Cargodropoff_UAV03
nx_vh_chinese_vtol_UAV_Cargodropoff_UAV04
nx_vh_chinese_vtol_UAV_Cargodropoff_UAV05
nx_vh_chinese_vtol_UAV_Cargodropoff_UAV06
nx_vh_chinese_vtol_UAV_Cargodropoff_UAV07
nx_vh_chinese_vtol_UAV_Cargodropoff_UAV08
nx_vh_chinese_vtol_UAV_Cargodropoff_UAV09
nx_vh_chinese_vtol_UAV_Cargodropoff_UAV10
nx_vh_chinese_vtol_UAV_Cargodropoff_UAV11
nx_vh_chinese_vtol_UAV_Cargodropoff_UAV12
nx_vh_chinese_vtol_UAV_Cargodropoff_UAV13
nx_vh_chinese_vtol_UAV_Cargodropoff_UAV14
nx_vh_chinese_vtol_UAV_Cargodropoff_UAV15
nx_vh_chinese_vtol_UAV_Cargodropoff_UAV16
nx_vh_chinese_vtol_UAV_Cargodropoff_UAV17
nx_vh_chinese_vtol_UAV_Cargodropoff_UAV18
nx_vh_chinese_vtol_UAV_Cargodropoff_UAV19
nx_vh_chinese_vtol_UAV_Cargodropoff_UAV20
nx_vh_chinese_vtol_UAV_Cargodropoff_UAV21
nx_vh_chinese_vtol_UAV_Cargodropoff_UAV22
nx_vh_chinese_vtol_UAV_Cargodropoff_UAV23
nx_vh_chinese_vtol_UAV_Cargodropoff_UAV24
nx_vh_chinese_vtol_UAV_Cargodropoff_UAV25
nx_vh_chinese_vtol_UAV_Cargodropoff_UAV26
nx_vh_chinese_vtol_UAV_Cargodropoff_UAV27
nx_vh_chinese_vtol_UAV_Cargodropoff_UAV28
nx_vh_chinese_vtol_UAV_Cargodropoff_UAV29
nx_vh_chinese_vtol_UAV_Cargodropoff_UAV30
nx_vh_chinese_vtol_UAV_Cargodropoff_UAV31
nx_vh_chinese_vtol_UAV_Cargodropoff_UAV32
nx_vh_chinese_vtol_UAV_Cargodropoff_UAV33
nx_vh_chinese_vtol_UAV_Cargodropoff_UAV34
nx_vh_chinese_vtol_UAV_Cargodropoff_UAV35
nx_vh_chinese_vtol_UAV_Cargodropoff_UAV36
nx_vh_chinese_vtol_UAV_Cargodropoff_UAV37
nx_vh_chinese_vtol_UAV_Cargodropoff_UAV38
nx_vh_chinese_vtol_UAV_Cargodropoff_UAV39
nx_vh_chinese_vtol_UAV_Cargodropoff_UAV40
nx_vh_chinese_vtol_UAV_Cargodropoff_UAV41
nx_vh_chinese_vtol_UAV_Cargodropoff_UAV42
nx_vh_chinese_vtol_UAV_Cargodropoff_UAV43
nx_vh_chinese_vtol_UAV_Cargodropoff_UAV44
nx_vh_chinese_vtol_UAV_Cargodropoff_UAV45
nx_vh_chinese_vtol_UAV_Cargodropoff_UAV46
nx_vh_chinese_vtol_UAV_Cargodropoff_UAV47
nx_vh_chinese_vtol_UAV_Cargodropoff_UAV48
nx_vh_chinese_vtol_UAV_Cargodropoff_UAV49
nx_vh_chinese_vtol_UAV_Cargodropoff_UAV50
nx_vh_chinese_vtol_UAV_Cargodropoff_UAV51
nx_vh_chinese_vtol_UAV_Cargodropoff_UAV52
nx_vh_chinese_vtol_UAV_Cargodropoff_UAV53
nx_vh_chinese_vtol_UAV_Cargodropoff_UAV54
nx_vh_chinese_vtol_UAV_Cargodropoff_UAV55
nx_vh_chinese_vtol_UAV_Cargodropoff_UAV56
nx_vh_chinese_vtol_UAV_Cargodropoff_UAV57
nx_vh_chinese_vtol_UAV_Cargodropoff_UAV58
nx_vh_chinese_vtol_UAV_Cargodropoff_UAV59
nx_vh_chinese_vtol_UAV_Cargodropoff_UAV60
nx_vh_chinese_vtol_UAV_Cargodropoff_UAV61
nx_vh_chinese_vtol_UAV_Cargodropoff_UAV62
nx_vh_chinese_vtol_UAV_Cargodropoff_UAV63
nx_vh_chinese_vtol_UAV_Cargodropoff_UAV64
nx_vh_chinese_vtol_UAV_Cargodropoff_UAV65
nx_vh_chinese_vtol_UAV_Cargodropoff_UAV66
nx_vh_chinese_vtol_UAV_Cargodropoff_UAV67
nx_vh_chinese_vtol_UAV_Cargodropoff_UAV68
nx_vh_chinese_vtol_UAV_Cargodropoff_UAV69
nx_vh_chinese_vtol_UAV_Cargodropoff_UAV70
nx_vh_chinese_vtol_UAV_Cargodropoff_UAV71
nx_vh_chinese_vtol_UAV_Cargodropoff_UAV72
nx_vh_chinese_vtol_UAV_Cargodropoff_UAV73
nx_vh_chinese_vtol_UAV_Cargodropoff_UAV74
nx_vh_chinese_vtol_UAV_Cargodropoff_UAV75
nx_vh_chinese_vtol_UAV_Cargodropoff_UAV76
nx_vh_chinese_vtol_UAV_Cargodropoff_UAV77
nx_vh_chinese_vtol_UAV_Cargodropoff_UAV78
nx_vh_chinese_vtol_UAV_Cargodropoff_UAV79
nx_vh_chinese_vtol_UAV_Cargodropoff_UAV80
//EC_VTOL UAV CARGODROP//
//nx hithard
nx_hhh_building_01_lg_rubble_anim
nx_hhh_building_01_sm_rubble0_anim
nx_hhh_building_01_sm_rubble1_anim
nx_hhh_building_01_sm_rubble2_anim
nx_hhh_building_01_anim
nx_pr_tbone_car_01
nx_pr_tbone_car_02
nx_pr_tbone_car_03
nx_pr_tbone_car_04
nx_hhh_facade_collapse0_anim
nx_hhh_facade_collapse1_anim
nx_hhh_facade_collapse2_anim
nx_hhh_facade_collapse3_anim
nx_pr_hithard_building_040_anim
nx_pr_hithard_building_041_anim
nx_pr_hithard_building_042_anim
nx_pr_hithard_building02_0_anim
nx_pr_hithard_building02_1_anim
nx_pr_hithard_elevator_anim
nx_pr_hithard_skybridge0_anim
nx_pr_hithard_skybridge1_anim
nx_pr_hithard_building_01_anim_test0_anim
nx_pr_hithard_building_01_anim_test1_anim
nx_pr_hithard_building_01_anim_test0_anim
nx_pr_hithard_building_01_anim_test1_anim
nx_pr_hithard_building_01_anim_test0_anim
nx_pr_hithard_building_01_anim_test1_anim
nx_pr_hithard_building_01_anim_test0_anim
nx_pr_hithard_building_01_anim_test1_anim
nx_pr_hithard_building_01_anim_test020_anim
nx_pr_hithard_building_01_anim_test021_anim
nx_pr_hithard_building_01_anim_test0_anim
nx_pr_hithard_building_01_anim_test1_anim
nx_pr_hithard_building_01_anim_test030_anim
nx_pr_hithard_building_01_anim_test031_anim
nx_pr_hithard_building_01_test_anim
nx_pr_hithard_building_01_anim
nx_pr_hithard_building_04r_anim
nx_pr_hithard_doorsmash_cortel_door_01
nx_vh_hithard_Intro_Osprey01_Damaged
nx_vh_hithard_intro_osprey_door
nx_pr_hhh_tanklapes_lightposts
nx_pr_hithard_cityhall_swat_door_start
nx_pr_hithard_cityhall_swat_door_end
nx_pr_hithard_cityhall_swat_door_idle
nx_pr_hithard_building_04ab_anim
nx_pr_hithard_building_04cd_anim
nx_vh_chinese_vtol_ugv_dropoff_suv_02
nx_vh_hithard_ec_ugv_pullup_SUV
nx_vh_hithard_ec_ugv_pullup_ec_ugv
nx_vh_hithard_ec_ugv_pullup_ec_ugv_turret
// Proto NX_Harbor
proto_nx_harbor_pr_ending_tram
//nx hit hard_b
nx_vh_hhh_tanklapes_c102_01
nx_vh_hhh_tanklapes_tank_01
nx_vh_hhh_tanklapes_bus_01
nx_vh_hhh_tanklapes_sedan01_01
nx_vh_hhh_tanklapes_car01_01
nx_vh_hhh_tanklapes_car02_01
nx_vh_hhh_tanklapes_car03_01
nx_vh_hhh_tanklapes_car04_01
nx_vh_hhh_tanklapes_car05_01
nx_vh_hhh_tanklapes_car06_01
nx_vh_hhh_tanklapes_car07_01
nx_vh_hhh_tanklapes_car08_01
nx_vh_hhh_tanklapes_car09_01
nx_vh_hhh_tanklapes_car10_01
nx_vh_hhh_tanklapes_car11_01
nx_pr_hhh_tanklapes_dragchute_01
nx_pr_hhh_tanklapes_pallet
nx_vh_hithard_Intro_Osprey01
nx_fx_lapes_flares_anim
nx_pr_hhh_tanklapes_unlatch_pallet
nx_vh_hhh_tanklapes_tank_unlatch_01
//nx_lunar
nx_pr_lunar_rover_intro_drive_helmet_charlie
nx_pr_lunar_rover_intro_drive_helmet_player
nx_pr_lunar_rover_intro_idle_helmet_charlie
nx_pr_lunar_rover_intro_jump_helmet_charlie
nx_pr_lunar_tower_collapse_twr
nx_pr_lunar_tower_collapse_twr_bottom
nx_pr_lunar_tower_collapse_twr_top
nx_pr_lunar_vehiclebay_breach_helmet
nx_pr_lunar_taser_hand_off
nx_pr_lunar_taser
nx_pr_lunar_taser_loop
nx_pr_lunar_armory_entrance_helmet
nx_pr_lunar_armory_entrance_cabinet_door
nx_pr_lunar_armory_breach_spider_crate_01
nx_pr_lunar_armory_breach_falcon_crate_02
nx_pr_lunar_armory_breach_ammo_crate_01
nx_pr_lunar_armory_breach_ammo_crate_02
nx_pr_lunar_armory_breach_ammo_crate_03
nx_pr_lunar_armory_breach_ammo_crate_04
nx_pr_lunar_armory_breach_ammo_crate_05
nx_pr_lunar_armory_breach_ammo_crate_06
nx_pr_lunar_armory_breach_ammo_crate_07
nx_pr_lunar_armory_breach_ammo_crate_08
nx_pr_lunar_armory_breach_ammo_crate_09
nx_pr_lunar_armory_breach_ammo_crate_10
nx_pr_lunar_armory_breach_ammo_crate_11
nx_pr_lunar_armory_breach_ammo_crate_12
nx_pr_lunar_armory_breach_ammo_crate_13
nx_pr_lunar_armory_breach_ammo_crate_14
nx_pr_lunar_armory_breach_ammo_crate_15
nx_pr_lunar_armory_breach_ammo_crate_16
nx_pr_lunar_armory_breach_ammo_crate_17
nx_pr_lunar_armory_breach_ammo_crate_18
nx_pr_lunar_armory_breach_ammo_crate_19
nx_pr_lunar_armory_breach_ammo_crate_20
nx_pr_lunar_armory_breach_ammo_crate_21
nx_pr_lunar_armory_breach_ammo_crate_22
nx_pr_lunar_armory_breach_ammo_crate_23
nx_pr_lunar_armory_breach_ammo_crate_24
nx_pr_lunar_armory_breach_ammo_crate_25
nx_pr_lunar_armory_breach_ammo_crate_26
nx_pr_lunar_armory_breach_ammo_crate_27
nx_pr_lunar_armory_breach_ammo_crate_28
nx_pr_lunar_armory_breach_ammo_crate_29
nx_pr_lunar_armory_breach_ammo_crate_30
nx_pr_lunar_armory_breach_ammo_crate_31
nx_pr_lunar_armory_breach_ammo_crate_32
nx_pr_lunar_armory_breach_ammo_crate_33
nx_pr_lunar_armory_breach_ammo_crate_34
nx_pr_lunar_armory_breach_ammo_crate_35
nx_pr_lunar_armory_breach_ammo_crate_36
nx_pr_lunar_armory_breach_ammo_crate_37
nx_pr_lunar_armory_breach_ammo_crate_38
nx_pr_lunar_armory_breach_cabinet_01
nx_pr_lunar_armory_breach_cabinet_02
nx_pr_lunar_armory_breach_cabinet_03
nx_pr_lunar_armory_breach_cabinet_04
nx_pr_lunar_armory_breach_cabinet_05
nx_pr_lunar_armory_breach_cabinet_06
nx_pr_lunar_armory_breach_cabinet_07
nx_pr_lunar_armory_breach_cabinet_08
nx_pr_lunar_armory_breach_helmet_01
nx_pr_lunar_armory_breach_helmet_02
nx_vh_lunar_falcon_bloodspurt_origin
nx_pr_lunar_rovercrash_tent_anim
nx_pr_lunar_hall_explode_debris_01
nx_pr_lunar_hall_explode_debris_02
nx_pr_lunar_armoryhelmet_Helmet_01
nx_pr_lunar_armoryidle_helmet_01
nx_pr_lunar_topfloorbreach_metalshutter_anim
nx_pr_lunar_topfloorbreach_Ammo_03
nx_pr_lunar_topfloorbreach_ammobox_02_open
nx_pr_lunar_topfloorbreach_Ammo_02
nx_pr_lunar_topfloorbreach_AmmoBox_01
nx_pr_lunar_topfloorbreach_Ammo_03_Open
nx_pr_lunar_topfloorbreach_crate_01
nx_pr_lunar_topfloorbreach_crate_02
nx_pr_lunar_topfloorbreach_monitor1
nx_pr_lunar_topfloorbreach_temphandles
nx_pr_lunar_metalshutter_open_anim
test_mats_anim
nx_pr_lunar_helmet_engage_helmet
nx_pr_lunar_helmet_remove_helmet
tempdelete_anim
nx_pr_lunar_endbreach_dooropen
nx_pr_lunar_endbreach_wedgetop
nx_pr_lunar_endbreach_wedgebot
nx_pr_lunar_endbreach_wedgetop_door
nx_pr_lunar_endbreach_wedgebot_door
nx_pr_lunar_endbreach_swivelchair_pre
nx_pr_lunar_endbreach_hawk_breachgun
nx_pr_lunar_endbreach_hawk_detonator
nx_pr_lunar_endbreach_hawk_wedge
nx_pr_lunar_endbreach_ammo_01
nx_pr_lunar_endbreach_ammo_02
nx_pr_lunar_endbreach_ammo_03
nx_pr_lunar_endbreach_ammo_04
nx_pr_lunar_endbreach_ammo_05
nx_pr_lunar_endbreach_ammo_06
nx_pr_lunar_endbreach_ammo_07
nx_pr_lunar_endbreach_ammo_08
nx_pr_lunar_endbreach_ammo_09
nx_pr_lunar_endbreach_ammo_10
nx_pr_lunar_endbreach_chair1
nx_pr_lunar_endbreach_chair2
nx_pr_lunar_endbreach_chair3
nx_pr_lunar_endbreach_helmet1
nx_pr_lunar_endbreach_helmet2
nx_pr_lunar_endbreach_helmet3
nx_pr_lunar_endbreach_crate_01
nx_pr_lunar_endbreach_crate_02
nx_pr_lunar_endbreach_crate_03
nx_pr_lunar_endbreach_crate_04
nx_pr_lunar_endbreach_crate_05
nx_pr_lunar_endbreach_crate_06
nx_pr_lunar_endbreach_crate_07
nx_pr_lunar_endbreach_crate_08
nx_pr_lunar_endbreach_crate_09
nx_pr_lunar_endbreach_crate_10
nx_pr_lunar_endbreach_crate_11
nx_pr_lunar_endbreach_crate_12
nx_pr_lunar_endbreach_crate_13
nx_pr_lunar_endbreach_crate_14
nx_pr_lunar_endbreach_crate_15
nx_pr_lunar_endgreet_detonator
nx_pr_lunar_endcontrols_controls
nx_pr_lunar_endcontrols_controls_idle
nx_pr_lunar_swivel_chair_e
nx_pr_lunar_swivel_chair_f
nx_pr_hithard_building_01_firstframe_anim
//nx lava
nx_pr_lava_bridge_to_train_jump_train_short
nx_pr_lava_turret_battle_train3_car1_platform
nx_pr_lava_turret_battle_train3_car1_cargo_front
nx_pr_lava_turret_battle_train3_car1_cargo_rear
nx_pr_lava_turret_battle_train3_car3_rear
nx_pr_lava_turret_battle_train3_car3_front
nx_pr_lava_turret_battle_train3_car5_rear
nx_pr_lava_turret_battle_train3_car5_front
nx_pr_lava_turret_battle_train3_car4_cargo_front
nx_pr_lava_turret_battle_train3_car4_cargo_middle
nx_pr_lava_turret_battle_train3_car4_cargo_rear
nx_pr_lava_turret_battle_tanker_explosion
nx_pr_lava_turret_battle_tire_explosion
nx_pr_lava_turret_battle_near_hit_tank
nx_pr_lava_turret_battle_train_derail
nx_pr_lava_bridge_to_train_jump_bridge
nx_pr_lava_bridge_to_train_jump_pipe
nx_pr_lava_bridge_to_train_jump_train
nx_pr_lava_train_derailment_train
nx_pr_lava_turret_battle_train_derail_02
nx_pr_lava_train_derailment_tires_01
nx_pr_lava_train_derailment_train_car_01
nx_pr_lava_train_derailment_train_car_02
nx_pr_lava_train_derailment_train_car_03
nx_pr_lava_train_derailment_train_car_04
nx_pr_lava_train_derailment_train_car_player
nx_pr_lava_skimmer_battle_01_rocks_anim
nx_pr_lava_trainseperate_train
nx_vh_lava_trainseperate_player_jump_train
nx_pr_lava_undergroundreveal_crane
nx_vh_lava_undergroundreveal_lift_1
nx_vh_lava_undergroundreveal_lift_2
nx_pr_lava_weldingarm_skimmer1
nx_pr_lava_weldingarm_skimmer2
nx_pr_lava_undergroundreveal_cargocrate
//nx_jasong_test - door breach
nx_pr_door_open_right
nx_pr_door_open_left
nx_pr_door_shoulder_right
nx_pr_door_shoulder_left
nx_pr_door_flash_right
nx_pr_door_flash_left
nx_pr_door_shotgun_right
nx_pr_door_shotgun_left
nx_pr_hithard_building_04e_anim
//Prototype Chase
nx_proto_chase_building_explosion_export1_anim
prototype_chase_pr_table_knockdown_01_table
prototype_chase_pr_table_knockdown_02_table
prototype_chase_pr_intro_gun
prototype_chase_pr_ambush_gun
prototype_chase_pr_capture_gun
//PROTOTYPE
nx_pr_ventbreach_breach_vent1
nx_pr_ventbreach_breach_vent2
//SKYSCRAPER
nx_pr_skyscraper_rapel_hookup_rope
nx_pr_skyscraper_get_up_prop_01
nx_pr_skyscraper_halon_mask_01
nx_pr_skyscraper_halon_mask_02
nx_vh_skyscraper_landing_pad_vtol_01
nx_pr_skyscraper_elevator_shaft1_elevator1
nx_pr_skyscraper_elevator_shaft1_elevator2
nx_pr_skyscraper_elevator_shaft1_elevator3
nx_pr_skyscraper_elevator_shaft1_elevator4
nx_pr_skyscraper_elevator_shaftprejump_elevatorA
nx_pr_skyscraper_elevator_shaftjump_elevatorB
nx_pr_skyscraper_elevator_shaftjump_elevator2
nx_pr_skyscraper_elevator_shaftjump_elevatorA
nx_pr_skyscraper_elevator_shaftclimb_elevatorB
nx_pr_skyscraper_elevator_shaftclimb_elevatorB_move
nx_pr_skyscraper_elevator_shafthookup_elevatorC
nx_pr_skyscraper_elevator_part1_01
nx_pr_skyscraper_elevator_part1_02
nx_pr_skyscraper_elevator_part1_03
nx_skyscraper_vtol_floorcollapse_anim
nx_skyscraper_vtol_floorcollapse_anim_idle
nx_skyscraper_vtol_floorcollapse_anim_p2
nx_skyscraper_vtol_floorcollapse_anim_p2_idle
nx_skyscraper_vtol_floorcollapse_anim_p3
nx_skyscraper_vault_servers_anim
nx_skyscraper_vault_table_anim
nx_skyscraper_vault_servers_anim_p1
nx_skyscraper_vault_table_anim_p1
nx_skyscraper_vault_servers_anim_p2
nx_skyscraper_vault_table_anim_p2
nx_pr_skyscraper_rappel_BakerWindow_landingpad
nx_pr_skyscraper_rappel_section_03_landingpad
nx_pr_skyscraper_landing_pad_window_device
nx_pr_ss_rappel_debris_1
nx_pr_ss_rappel_debris_2
nx_pr_ss_rappel_debris_3
nx_pr_ss_rappel_sign
nx_pr_ss_rappel_rope
nx_pr_ss_rappel_atrium_glass_01
nx_pr_ss_rappel_atrium_glass_02
nx_pr_ss_rappel_atrium_glass_03
nx_pr_ss_rappel_atrium_littlebird_rotor_blades
nx_pr_ss_rappel_atrium_rope
nx_pr_ss_rappel_atrium_rubble_01
nx_pr_ss_rappel_atrium_rubble_02
nx_pr_ss_rappel_atrium_rubble_03
nx_pr_ss_rappel_atrium_rubble_04
nx_pr_ss_rappel_atrium_rubble_05
nx_pr_ss_rappel_atrium_rubble_06
nx_vh_ss_rappel_atrium_vtol
//rocket explosion test
nx_pr_rocket_explosion_test_01_anim
nx_pr_rocket_03_anim
//ROCKET
nx_pr_rocket_aa_control_exit_door_01
nx_pr_rocket_aa_control_exit_door_02
nx_pr_rocket_aa_control_exit_door_03
nx_pr_rocket_aa_control_exit_door_04
nx_pr_rocket_gantry_escape_gangway_01
nx_pr_rocket_gantry_escape_gangway_02
nx_pr_rocket_gantry_escape_gangway_03
nx_pr_rocket_gantry_escape_c4
nx_pr_rocket_crash_site_wakeup_gun
nx_pr_rocket_crash_site_crashedchopper_01
nx_pr_rocket_crash_site_cutdown_tree_01
nx_pr_rocket_witness_nuke_missile_01
nx_pr_rocket_witness_nuke_missile_02
nx_pr_rocket_witness_nuke_missile_03
nx_pr_rocket_witness_nuke_missile_04
nx_pr_rocket_witness_nuke_missile_05
nx_pr_rocket_witness_nuke_missile_06
nx_pr_rocket_helicopter_bridge_turret_gunner
nx_pr_rocket_helicopter_bridge_turret_player
nx_pr_rocket_helicopter_bridge_missile
nx_pr_rocket_opfor_helicopter_turret_player
nx_pr_rocket_explosion_02_anim
nx_pr_rocket_woods_chopperflyover_tree_01
nx_pr_rocket_woods_trav_tree_01
nx_pr_rocket_woods_trav_tree_02
nx_pr_rocket_intro_minigun_right
nx_pr_rocket_intro_minigun_left
nx_pr_rocket_nuke_crash_nuke1
nx_pr_rocket_nuke_crash_nuke2
nx_pr_rocket_nuke_crash_nuke3
nx_pr_rocket_nuke_crash_nuke4
nx_pr_rocket_nuke_crash_nuke5
nx_pr_rocket_nuke_crash_nuke6
nx_pr_rocket_nuke_crash_turret1
nx_pr_rocket_nuke_crash_turret2
nx_pr_rocket_shuttle_exp2_anim
nx_pr_rocket_opfor_helicopter_intro_missile_01
nx_pr_rocket_opfor_helicopter_intro_missile_02
nx_pr_rocket_gantry_arms_01
nx_pr_rocket_gantry_arms_01a
nx_pr_rocket_gantry_arms_01b
nx_pr_rocket_aa_control_melee_door_01
nx_pr_rocket_aa_control_melee_door_02
nx_pr_rocket_crash_site_wakeup_cable_01
nx_pr_rocket_crash_site_wakeup_cable_02
nx_pr_lava_bridge_to_train_jump_debris_anim
nx_pr_rocket_aa_turret_fire_cannon01
nx_pr_rocket_aa_turret_fire_cannon02
nx_pr_rocket_aa_turret_fire_cannon03
nx_pr_rocket_aa_turret_fire_cannon04
nx_pr_rocket_aa_shoot_helicopter_down_turret
nx_vh_rocket_ec_vtol_breakapart
// Ridgid Simulation Test
nx_pr_test_ridgid_simulation_tank_01
nx_pr_test_ridgid_simulation_tires
// Nx hospital
nx_pr_hospital_stealth_kill_reloading_table
nx_pr_hospital_stealth_kill_reloading_table_loop
nx_pr_hospital_stealth_kill_reloading_magazine
nx_pr_hospital_stealth_kill_reloading_magazine_loop
nx_pr_hospital_stealth_kill_reloading_magazine_02
nx_pr_hospital_stealth_kill_reloading_magazine_02_loop
nx_pr_hospital_radio_run_radio
nx_pr_hospital_outro_rifle
nx_pr_hospital_outro_ventilator
nx_pr_hospital_outro_bed
nx_pr_hospital_outro_blood
nx_pr_hospital_outro_tubes
nx_pr_hospital_outro_bullet_wound
// Dynamic Cover
nx_pr_dynamic_cover_table
nx_pr_dynamic_cover_table_small
nx_pr_dynamic_cover_examtable_2L
nx_pr_dynamic_cover_examtable_2R
nx_pr_dynamic_cover_soda_machine_2R
nx_pr_dynamic_cover_soda_machine_2L
nx_pr_dynamic_cover_soda_machine_S_2R
nx_pr_dynamic_cover_soda_machine_S_2L
tp_hospital_flip_over_front_table
tp_hospital_slide_examtable_L_props
tp_hospital_slide_examtable_R_props
pr_hospital_soda_fall_L
pr_hospital_soda_fall_R
pr_hospital_soda_fall_side_L
pr_hospital_soda_fall_side_R
// Ocean test
nx_rocket_ocean_idle_0
nx_pr_rocket_aa_corridor_wall_anim
nx_pr_lava_skimmer_battle_tower_anim
nx_pr_lava_skimmer_battle_tower_collapse_anim
nx_pr_rocket_shuttle_exp1_010_anim
nx_pr_rocket_shuttle_exp1_011_anim
nx_pr_rocket_shuttle_exp1_012_anim
nx_vh_rocket_opfor_helicopter_intro_player_heli
nx_vh_rocket_opfor_helicopter_intro_ally_heli
nx_vh_rocket_nuke_crash_chopper1
nx_pr_skyscraper_window0_anim
nx_pr_skyscraper_window1_anim
nx_vh_rocket_helicopter_bridge_player_heli
//Exfil
nx_pr_exfil_intro_van
nx_pr_exfil_intro_van_door
nx_pr_exfil_intro_cuffs
nx_pr_exfil_soda_machine_01_anim
nx_pr_exfil_laundry_door
nx_pr_exfil_laundry_door_idle
nx_pr_exfil_laundry_grenade_pin
nx_pr_exfil_rope_01
nx_pr_exfil_rope_02
nx_pr_exfil_door_01
nx_pr_exfil_swinging_light
nx_pr_exfil_laundry_door_grenade
// nx_border
nx_pr_border_streetlight_fall
nx_vh_border_intro_humvee
nx_pr_border_wire_pullout
nx_pr_border_wire_pullback
nx_pr_border_wire02_pullout
nx_pr_border_wire02_pullback

40
autoexec_console_dev.cfg Normal file
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//////////////////////////////////////////////////////////////////////////////
// README!!!
// This file is for CODE ONLY settings in SP that are specific for the console.
// Settings that are for Console and PC should be added to 'autoexec_dev.cfg'
// This file doesn't ship with the game.
// Note: Make sure to use "set" when setting dvars.
//////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////
// * Development settings *
// Add dev-only settings below.
// These settings WILL NOT be moved to code.
////////////////////////////////////////////
set developer 2
set developer_script 1
set logfile 1
set com_statmon 1
set monkeytoy 0
set loc_warnings 0
set loc_warningsAsErrors 0
// Default dev keyboard controls:
bind w +forward
bind s +back
bind a +moveleft
bind d +moveright
bind q +speed
bind e +attack
exec developer
////////////////////////////////////////////
// * Shipping settings *
// Add non-dev settings below.
// These settings WILL be moved to code.
////////////////////////////////////////////

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//////////////////////////////////////////////////////////////////////////////
// README!!!
// This file is for CODE ONLY settings in MP that are specific for the console.
// Settings that are for Console and PC should be added to 'autoexec_dev_mp.cfg'
// This file doesn't ship with the game.
// Note: Make sure to use "set" when setting dvars.
//////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////
// * Development settings *
// Add dev-only settings below.
// These settings WILL NOT be moved to code.
////////////////////////////////////////////
set developer 1
set developer_script 1
set logfile 1
set com_statmon 1
set monkeytoy 0
set loc_warnings 1
set loc_warningsAsErrors 0
exec developer_mp
////////////////////////////////////////////
// * Shipping settings *
// Add non-dev settings below.
// These settings WILL be moved to code.
////////////////////////////////////////////

22
autoexec_dev.cfg Normal file
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//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// README!!!
// This file is for CODE ONLY settings in SP that are for Console and PC.
// Settings that are specific for Console or PC should be added to 'autoexec_console_dev.cfg' or 'autoexec_pc_dev.cfg'
// This file doesn't ship with the game.
// Note: Make sure to use "set" when setting dvars.
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////
// * Development settings *
// Add dev-only settings below.
// These settings WILL NOT be moved to code.
////////////////////////////////////////////
////////////////////////////////////////////
// * Shipping settings *
// Add non-dev settings below.
// These settings WILL be moved to code.
////////////////////////////////////////////

22
autoexec_dev_mp.cfg Normal file
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//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// README!!!
// This file is for CODE ONLY settings in MP that are for Console and PC.
// Settings that are specific for Console or PC should be added to 'autoexec_console_dev_mp.cfg' or 'autoexec_pc_dev_mp.cfg'
// This file doesn't ship with the game.
// Note: Make sure to use "set" when setting dvars.
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////
// * Development settings *
// Add dev-only settings below.
// These settings WILL NOT be moved to code.
////////////////////////////////////////////
////////////////////////////////////////////
// * Shipping settings *
// Add non-dev settings below.
// These settings WILL be moved to code.
////////////////////////////////////////////

30
autoexec_pc_dev.cfg Normal file
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//////////////////////////////////////////////////////////////////////////////
// README!!!
// This file is for CODE ONLY settings in SP that are specific for the PC.
// Settings that are for Console and PC should be added to 'autoexec_dev.cfg'
// This file doesn't ship with the game.
// Note: Make sure to use "set" when setting dvars.
//////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////
// * Development settings *
// Add dev-only settings below.
// These settings WILL NOT be moved to code.
////////////////////////////////////////////
set developer 2
set developer_script 1
set logfile 1
set com_statmon 1
set monkeytoy 0
set loc_warnings 1
set loc_warningsAsErrors 0
bind F4 devgui
////////////////////////////////////////////
// * Shipping settings *
// Add non-dev settings below.
// These settings WILL be moved to code.
////////////////////////////////////////////

30
autoexec_pc_dev_mp.cfg Normal file
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//////////////////////////////////////////////////////////////////////////////
// README!!!
// This file is for CODE ONLY settings in MP that are specific for the PC.
// Settings that are for Console and PC should be added to 'autoexec_dev_mp.cfg'
// This file doesn't ship with the game.
// Note: Make sure to use "set" when setting dvars.
//////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////
// * Development settings *
// Add dev-only settings below.
// These settings WILL NOT be moved to code.
////////////////////////////////////////////
set developer 1
set developer_script 1
set logfile 1
set com_statmon 1
set monkeytoy 0
set loc_warnings 1
set loc_warningsAsErrors 0
bind F4 devgui
////////////////////////////////////////////
// * Shipping settings *
// Add non-dev settings below.
// These settings WILL be moved to code.
////////////////////////////////////////////

15
avatar_createfx.cfg Normal file
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//exec createfx
//exec avatar_dev
unbind 5
unbind 6
unbind 7
unbind 8
unbind 9
unbind 0
unbind -
createfx on
ufo
createfx_drawdist 5000
createfx_scaleid 2

69
avatar_dev.cfg Normal file
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//unbindall
exec developer
seta minicon "1"
bind x "ragdoll_enable 0; set debug_nuke on; wait 3; ragdoll_enable 1"
//unbind alt
set createfx ""
seta fs_debug 0
seta r_clearcolor 0 0 0
seta r_clearcolor2 0 0 0
set com_statmon 0
con_hidechannel gfx
set cg_drawfps 1
set r_fullbright 0
set r_showmissinglightgrid 0
//bind mouse3 +stance
//bind mouse2 +gostand
//bind mouse1 +attack
bind mouse3 +speed
bind mouse2 +attack
bind d "+back"
bind e "+forward"
bind w "+moveright"
bind r "+moveleft"
set con_minicon 1
set con_miniconlines 8
set r_filmsharpen 0.45
set debug_badpath off
set gpad_rumble 0
bind f1 toggle r_filmUseTweaks 1 0
bind ctrl +usereload
bind space +actionslot 2
bind a +speed
//set safe_start "alley"
bind s "
bind f +attack
bind s "bind MOUSE1 +attack; bind MOUSE2 +gostand; bind MOUSE3 +stance"
bind f "unbind MOUSE1; bind MOUSE2 +leanright; bind MOUSE3 +leanleft"
bind uparrow +actionslot 1
bind leftarrow +actionslot 2
bind rightarrow +actionslot 3
bind downarrow +actionslot 4
exec scripter
set r_specularmap 1
set con_minicon 1
set snd_volume 0.8
set replay_time 1
set cg_drawviewpos 0
set vehCam_freelook 1
set trigger_drawDistance 10000
set replay_autosave 2
bind z replay_autosave 60

36
benk.cfg Normal file
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// Base map setup.
exec sp_launcher.cfg
set specialops 0
set intro 0
// Control options.
profile_toggleInvertedPitch 1
profile_setViewSensitivity 1.8
profile_toggleRumble
// Misc.
god 1
//set g_ai 0
set lmc 1 // My changes
autosignin
// Debug.
//set missileDebugDraw 1
//set g_vehicledebug 1
//set trigger_draw all
// Aim assit.
set aim_slowdown_debug 0
set aim_autoaim_debug 0
set aim_automelee_debug 0
set aim_lockon_debug 0
set aim_lockon_enabled 1
set aim_slowdown_enabled 1
set aim_autoaim_enabled 0
set aim_automelee_enabled 0
// Controller bindings.
bind BUTTON_RSHLDR "+attack"

33
brent_dev.cfg Normal file
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seta con_minicon 1
seta cg_drawfps 0
seta replay_time 1
seta replay_autosave 15
seta fs_debug 0
seta con_conspeed 10
seta r_clearcolor 0 0 0
seta r_clearcolor2 0 0 0
seta com_statmon 0
seta con_hidechannel gfx
seta con_outputwindowcolor 0.35 0.35 0.35 1
seta minicon "1"
seta createfx ""
bind g "god"
bind u "cg_ufo"
bind n "cg_noclip"
bind e "toggle g_entinfo 0 1 2 3 4 5"
bind \ map_restart
bind [ "toggle timescale 1 0.3"
bind ] "toggle timescale 1 15"
bind f "toggle cg_fov 20 80"
bind pause "toggle cl_paused 0 1"
bind p "toggle cl_paused 0 1"
bind l "toggle r_fullbright 0 1"
bind z "mapname; viewpos; wait 3; screenshotJpeg"
bind INS replay_mark
bind HOME replay_restart
bind END replay_live
bind PGUP replay_goto
bind PGDN replay_back 5
bind DEL replay_live

22
buttons_default.cfg Normal file
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bind BUTTON_RTRIG "+attack"
bind BUTTON_LTRIG "+speed_throw"
bind BUTTON_RSHLDR "+frag"
bind BUTTON_LSHLDR "+smoke"
bind BUTTON_RSTICK "+melee"
bind BUTTON_LSTICK "+breath_sprint"
set gpad_button_rstick_deflect_max 1.0
set gpad_button_lstick_deflect_max 1.0
bind BUTTON_A "+gostand"
bind BUTTON_B "+stance"
bind BUTTON_X "+usereload"
bind BUTTON_Y "weapnext"
bind DPAD_UP "+actionslot 1"
bind DPAD_DOWN "+actionslot 2"
bind DPAD_LEFT "+actionslot 3"
bind DPAD_RIGHT "+actionslot 4"

22
buttons_lefty.cfg Normal file
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bind BUTTON_RTRIG "+speed_throw"
bind BUTTON_LTRIG "+attack"
bind BUTTON_RSHLDR "+smoke"
bind BUTTON_LSHLDR "+frag"
bind BUTTON_RSTICK "+breath_sprint"
bind BUTTON_LSTICK "+melee"
set gpad_button_rstick_deflect_max 1.0
set gpad_button_lstick_deflect_max 1.0
bind BUTTON_A "+gostand"
bind BUTTON_B "+stance"
bind BUTTON_X "+usereload"
bind BUTTON_Y "weapnext"
bind DPAD_UP "+actionslot 1"
bind DPAD_DOWN "+actionslot 2"
bind DPAD_LEFT "+actionslot 3"
bind DPAD_RIGHT "+actionslot 4"

22
buttons_tactical.cfg Normal file
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bind BUTTON_RTRIG "+attack"
bind BUTTON_LTRIG "+speed_throw"
bind BUTTON_RSHLDR "+frag"
bind BUTTON_LSHLDR "+smoke"
bind BUTTON_RSTICK "+stance"
bind BUTTON_LSTICK "+breath_sprint"
set gpad_button_rstick_deflect_max 1.0
set gpad_button_lstick_deflect_max 1.0
bind BUTTON_A "+gostand"
bind BUTTON_B "+melee"
bind BUTTON_X "+usereload"
bind BUTTON_Y "weapnext"
bind DPAD_UP "+actionslot 1"
bind DPAD_DOWN "+actionslot 2"
bind DPAD_LEFT "+actionslot 3"
bind DPAD_RIGHT "+actionslot 4"

29
chad.cfg Normal file
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// Chad's "HkySk8r187" Config File
//Developer Controls
bind b god
bind end "give health"
bind i "toggle g_entinfo 3 2 1 0"
bind n "cg_ufo"
bind o "toggle r_fullbright"
bind p "toggle r_showtris 0 1 2"
bind t "toggle timescale 15 1"
bind m "map_restart"
bind z "toggle timescale 1 .1"
bind v "toggle cl_paused 0 2"
bind j "toggle r_showtricounts"
bind u "toggle cg_drawshader"
bind F5 "debug_nuke on"
bind F6 "ai allies delete"
bind F9 "toggle ai_shownodes 0 1"
bind F10 "toggle ai_shownearestnode 0 64"
//Dvars
set r_clear 1
set r_clearColor "0 0 0"
set ai_badPathSpam 1
set gpad_rumble 0
set loc_warningsaserrors 0
set r_showMissingLightGrid 0
set ai_shownodesdist 1024

40
colorpalette.cfg Normal file
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set color_friendly_r 0.149
set color_friendly_g 0.851
set color_friendly_b 0.820
set color_friendly_glow_r 0.110
set color_friendly_glow_g 0.812
set color_friendly_glow_b 0.780
set color_enemy_r 0.902
set color_enemy_g 0.251
set color_enemy_b 0.098
set color_enemy_glow_r 0.863
set color_enemy_glow_g 0.212
set color_enemy_glow_b 0.059
set color_neutral_r 0.568
set color_neutral_g 0.902
set color_neutral_b 0.568
set color_reticle_neutral_r 1.0
set color_reticle_neutral_g 1.0
set color_reticle_neutral_b 1.0
set color_waypoint_r 1.0
set color_waypoint_g 1.0
set color_waypoint_b 1.0
set color_disabled_r 0.3
set color_disabled_g 0.3
set color_disabled_b 0.3
set color_disabled_a 0.4
// reload prompts
set lowAmmoWarningColor1 0.902 0.251 0.098 0.5
set lowAmmoWarningColor2 0.902 0.251 0.098 1.0
set lowAmmoWarningNoReloadColor1 0.902 0.251 0.098 0.5
set lowAmmoWarningNoReloadColor2 0.902 0.251 0.098 1.0
set lowAmmoWarningNoAmmoColor1 0.902 0.251 0.098 0.5
set lowAmmoWarningNoAmmoColor2 0.902 0.251 0.098 1.0

43
colorpalette_lunar.cfg Normal file
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set color_friendly_r 0.149
set color_friendly_g 0.851
set color_friendly_b 0.820
set color_friendly_glow_r 0.110
set color_friendly_glow_g 0.812
set color_friendly_glow_b 0.780
set color_enemy_r 0.902
set color_enemy_g 0.251
set color_enemy_b 0.098
set color_enemy_glow_r 0.863
set color_enemy_glow_g 0.212
set color_enemy_glow_b 0.059
set color_neutral_r 0.149
set color_neutral_g 0.851
set color_neutral_b 0.820
set color_reticle_neutral_r 1.0
set color_reticle_neutral_g 1.0
set color_reticle_neutral_b 1.0
set color_waypoint_r 1.0
set color_waypoint_g 1.0
set color_waypoint_b 1.0
set color_disabled_r 0.3
set color_disabled_g 0.3
set color_disabled_b 0.3
set color_disabled_a 0.4
// reload prompts
set lowAmmoWarningColor1 0.902 0.251 0.098 0.5
set lowAmmoWarningColor2 0.902 0.251 0.098 1.0
set lowAmmoWarningNoReloadColor1 0.902 0.251 0.098 0.5
set lowAmmoWarningNoReloadColor2 0.902 0.251 0.098 1.0
set lowAmmoWarningNoAmmoColor1 0.902 0.251 0.098 0.5
set lowAmmoWarningNoAmmoColor2 0.902 0.251 0.098 1.0
// hud curve
set r_warp_curve_strength 0.326

41
createfx.cfg Normal file
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createfx_store_player_position
exec clear_script_tools.cfg
set clientSideEffects 0
unbindall
exec default
set loc_warningsAsErrors 0
set loc_warnings 0
set migration_dvarErrors 0
set createfx on
set scr_war_roundlimit 0
set scr_war_timelimit 0
map_restart
//keybindings
bind n "ufo"
bind o "toggle r_fullbright"
bind t "toggle timescale 1 100"
bind y "toggle timescale 1 .25"
bind F11 "toggle fx_profile 0 1; toggle cg_drawHUD 0 1; toggle cg_draw2D 0 1"
bind [ "toggle fx_enable 0 1"
bind ] "toggle r_showtris"
bind \ "toggle cl_paused 0 2"
bind home toggle r_lockpvs 1 0
bind pgdn toggle snd_drawinfo 0 1 2 3
bind pgup toggle snd_draw3d 2 0
// bind left & right triggers again, not sure who unbinded them in MP mode.
bind BUTTON_RTRIG "+attack"
bind BUTTON_LTRIG "+speed_throw"
set cg_drawgun 0
set con_minicon 0
set con_showchannel script
set bg_fallDamageMaxHeight 12000
set bg_fallDamageMinHeight 10000
ufo
createfx_restore_player_position

17
default.cfg Normal file
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// Hello Dave, Would you like to play a game?
unbindall
// Gamepad setup
exec thumbstick_default.cfg
exec buttons_default.cfg
bind BUTTON_START "pause"
//bind BUTTON_BACK "devgui"
// Menus
bind ~ "toggleconsole"
bind ` "toggleconsole"
// UI DEFAULTS
set ui_smallfont 0.35
set ui_allow_controlschange 1

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default_480p.cfg Normal file
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set r_textureMode anisotropic
set ui_smallFont 0.375
set ui_bigFont 0.5832
set ui_extraBigFont 1.0
set cg_overheadiconsize 1.1
set cg_overheadnamessize 0.5
set cg_overheadranksize 0.5
set cg_overheadnamesfarscale 0.7
set cg_overheadnamesfardist 512
set cg_overheadnamesneardist 64
set compassObjectiveWidth 25
set compassObjectiveHeight 25
set welcome_shown 0
set cg_subtitlewidthstandard 480
set friendlyNameFontSize 0.37

14
default_720p.cfg Normal file
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set r_textureMode bilinear
set ui_smallFont 0.563
set ui_bigFont 0.688
set ui_extraBigFont 1.0
set cg_overheadiconsize 1.1
set cg_overheadnamessize 0.65
set cg_overheadranksize 0.5
set cg_overheadnamesfarscale 0.7
set cg_overheadnamesfardist 512
set cg_overheadnamesneardist 64
set compassObjectiveWidth 17.5
set compassObjectiveHeight 17.5
set welcome_shown 0
set cg_subtitlewidthwidescreen 600

16
default_mp.cfg Normal file
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// Hello Dave, Would you like to play a game?
unbindall
// Gamepad setup
exec thumbstick_default.cfg
exec buttons_default.cfg
bind BUTTON_BACK "togglescores"
bind BUTTON_START "togglemenu"
// Menus
bind ~ "toggleconsole"
bind ` "toggleconsole"
exec default_mp_gamesettings.cfg
set stat_version 11

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default_mp_gamesettings.cfg Normal file
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// Gameplay settings in here only.
// No controller or keyboard bindings.
// Nothing platform specific.
// UI DEFAULTS
set ui_borderLowLightScale 0.35
set ui_mapname mp_nx_pitstop
set ui_gametype war
set cg_hudlegacysplitscreenscale 2
set cg_hudsplitscreenstancescale 2
set cg_hudsplitscreencompassscale 1.5
set cg_headiconminscreenradius 0.025
set ui_allow_controlschange 1
set ui_showmap 1
set cg_hudMapBorderWidth 2
set cg_hudMapFriendlyHeight 15
set cg_hudMapFriendlyWidth 15
set cg_hudMapPlayerHeight 20
set cg_hudMapPlayerWidth 20
set cg_hudGrenadeIconMaxRangeFrag 250
set waypointIconHeight 36
set waypointIconWidth 36
set waypointOffscreenPointerDistance 20
set cg_fovscale 1
set cg_drawCrosshair 1
set cg_drawCrosshairNames 1
set scr_RequiredMapAspectratio 1
set scr_patientZero ""
set scr_tispawndelay 0
set scr_riotShieldXPBullets 15
set ui_sortmaplist 0
//XRay
set gp_rdvar_xray_cone_length 1800
set gp_rdvar_xray_fade_distance 2000
set gp_rdvar_xray_cone_angle 179
//Active Camo
set gp_rdvar_camo_enabled 1
//Cloaking Shield
set gp_rdvar_cloaking_enabled 1
//Hud Warp
set r_warp_enable 0
//Netbuff Perk
set perk_netSoldierHaloRotationSpeed 0
set perk_netSoldierEffectiveRadius 350
set perk_netSoldierHaloSpriteEdgeOffset 8
//Moon
set player_moon_grav_scale 0.25
set Player_moon_grav_speed_scalar 1
set player_moon_grav_stop_scalar 1
set player_moon_grav_start_scalar 1
set player_moon_grav_variable_jump_scalar 0.25
set player_moon_grav_variable_jump_period 500
set player_moon_grav_late_jump_period 200
set player_moon_grav_jump_boost_scalar 1.18
set weapon_view_moon_vertical_bob_amp 5
set weapon_view_moon_horizontal_bob_amp 1.5
set weapon_view_moon_bob_speed 0.5
set player_moon_grav_air_control_accel_scalar 1.35
set player_moon_grav_air_control_speed_scalar 1
//Hit Effects
set bg_hit_distortion_tear_start_offset 1.6
set bg_hit_distortion_tear_time_scale 3
//Pain Animations
set pain_debug 1
// UI
set cg_hudObjectiveTextScale 0.3
set cg_headIconMinScreenRadius 0.015
set cg_hudMapFriendlyHeight 15
set cg_hudMapFriendlyWidth 15
set cg_hudMapPlayerHeight 20
set cg_hudMapPlayerWidth 20
set cg_hudGrenadeIconMaxRangeFrag 250
set cg_weaponHintsCoD1Style 1
set cg_everyonehearseveryone 0
// SHARED GAMETYPE DEFAULTS
// gameplay
set scr_game_graceperiod 0
set scr_game_allowkillcam 1
set scr_game_onlyheadshots 0
set scr_game_deathpointloss 0
set scr_game_suicidepointloss 0
set scr_team_teamkillpointloss 1
set scr_game_spectatetype 1
set scr_game_perks 1
set scr_game_forceuav 0
set scr_game_hardpoints 1
set scr_nukeTimer 10
set scr_nukeCancelMode 0
set scr_empGrenadeTime 7.0
set scr_empGrenadeRadius 500
set scr_gasCloudDuration 8
set scr_gasCloudRadius 185
set scr_gasCloudHeight 20
set scr_gasCloudTickDamage 13 // damage per per tick in normal modes
set scr_gasCloudTickDamageHardcore 5 // damage per tick in hardcore modes
set scr_LIDARPulseRadius 350 // Radius around the grenade that enemys will be snapped.
set scr_LIDARNumTicks 6.0 // Number of times the lidar will tick
set scr_LIDARTickTime 1.0 // Time Between Lidar Ticks
set perk_scavengerMode 0
set perk_blastShield 65
set perk_armorPiercingDamage 40
set scr_game_killstreakdelay 0
set perk_jumpHeightBoost 1.5
set perk_jumpForwardBoost 1.5
set perk_juggerSprintSpeedScale 0.5
set perk_agiSprintSpeedScale 1.0
set perk_sprintDurationScale 1.0
set perk_sprintRechargePause 0
// hardpoints
set scr_hardpoint_allowartillery 1
set scr_hardpoint_allowuav 1
set scr_hardpoint_allowhelicopter 1
// teams
set scr_team_fftype 0
set scr_team_respawntime 0
set scr_team_teamkillspawndelay 20
set scr_team_kickteamkillers 0
// player
set scr_player_numlives 0
set scr_player_respawndelay 0
set scr_player_maxhealth 100
set scr_player_suicidespawndelay 0
set scr_player_healthregentime 5
set scr_player_forcerespawn 1
set scr_player_sprinttime 4
set scr_explBulletMod 1
set scr_maxPerPlayerExplosives 2
// rest XP
set scr_restxp_enable 0
set scr_restxp_minRestTime 4 // hours before rest starts taking effect
set scr_restxp_levelsPerDay 0.5 // levels of rest XP awarded per day of rest
set scr_restxp_cap 0.5 // max levels of rest XP allowed to accumulate
set scr_restxp_restedAwardScale 0.5 // multiplier for extra XP given while rested
set scr_restxp_timescale 1 // for debugging
// UI
set g_hardcore 0
set scr_hardcore 0
set scr_diehard 0
set scr_oldschool 0
set ui_hud_hardcore 0
set ui_hud_obituaries 1
set ui_hud_showobjicons 1
// DEATHMATCH
set scr_dm_scorelimit 1500
set scr_dm_timelimit 10
set scr_dm_roundlimit 1
set scr_dm_winlimit 1
set scr_dm_numlives 0
set scr_dm_playerrespawndelay 0
set scr_dm_waverespawndelay 0
set scr_dm_promode 0
// DOMINATION
set scr_dom_scorelimit 200
set scr_dom_timelimit 0
set scr_dom_roundlimit 1
set scr_dom_winlimit 1
set scr_dom_numlives 0
set scr_dom_playerrespawndelay 0
set scr_dom_waverespawndelay 0
set scr_dom_promode 0
// TEAM GUNGAME
set scr_gg_scorelimit 2500
set scr_gg_timelimit 0
set scr_gg_roundlimit 1
set scr_gg_winlimit 1
set scr_gg_numlives 0
set scr_gg_playerrespawndelay 0
set scr_gg_waverespawndelay 0
set scr_gg_promode 0
// TEAM DEATHMATCH
set scr_war_scorelimit 7500
set scr_war_timelimit 10
set scr_war_roundlimit 1
set scr_war_winlimit 1
set scr_war_numlives 0
set scr_war_playerrespawndelay 0
set scr_war_waverespawndelay 0
set scr_war_promode 0
// MULTI TEAM DEATHMATCH
set scr_mtdm_scorelimit 7500
set scr_mtdm_timelimit 10
set scr_mtdm_roundlimit 1
set scr_mtdm_winlimit 1
set scr_mtdm_numlives 0
set scr_mtdm_playerrespawndelay 0
set scr_mtdm_waverespawndelay 0
set scr_mtdm_promode 0
set g_MTDM_NumTeams 4
set g_MTDM_TeamColorEnemyNames 0
// SABOTAGE
set scr_sab_scorelimit 0
set scr_sab_timelimit 20
set scr_sab_roundlimit 1
set scr_sab_winlimit 1
set scr_sab_roundswitch 1
set scr_sab_numlives 0
set scr_sab_bombtimer 45
set scr_sab_planttime 2.5
set scr_sab_defusetime 5
set scr_sab_hotpotato 0
set scr_sab_playerrespawndelay 7.5
set scr_sab_waverespawndelay 0
set scr_sab_promode 0
// cwtest
set scr_cwtest_scorelimit 12
set scr_cwtest_timelimit 15
set scr_cwtest_roundlimit 1
set scr_cwtest_winlimit 1
set scr_cwtest_roundswitch 0
set scr_cwtest_numlives 0
set scr_cwtest_planttime 5
set scr_cwtest_num_intel 2
set scr_cwtest_intelspawndelay 2.0
set scr_cwtest_playerrespawndelay 5.0
set scr_cwtest_spawnturretrate 3
set scr_cwtest_waverespawndelay 0
set scr_cwtest_promode 0
// SEARCH AND DESTROY CLASSIC
set scr_sd_scorelimit 1
set scr_sd_timelimit 2.5
set scr_sd_roundlimit 0
set scr_sd_winlimit 4
set scr_sd_roundswitch 3 // rounds between switching teams
set scr_sd_numlives 1 // elimination
set scr_sd_bombtimer 45
set scr_sd_planttime 5
set scr_sd_defusetime 5
set scr_sd_multibomb 0
set scr_sd_playerrespawndelay 0
set scr_sd_waverespawndelay 0
set scr_sd_promode 0
// KING OF THE HILL
set scr_koth_scorelimit 250
set scr_koth_timelimit 15
set scr_koth_roundlimit 1
set scr_koth_winlimit 1
set scr_koth_roundswitch 1
set scr_koth_numlives 0
set scr_koth_playerrespawndelay 0
set scr_koth_waverespawndelay 0
set koth_autodestroytime 60
set koth_spawntime 30
set koth_kothmode 0
set koth_capturetime 20
set koth_destroytime 10
set koth_delayPlayer 0
set koth_spawnDelay 60
set koth_extraDelay 0
set koth_proMode 0
set scr_koth_promode 0
// ONE FLAG CTF
set scr_oneflag_scorelimit 1
set scr_oneflag_timelimit 3
set scr_oneflag_roundlimit 0
set scr_oneflag_winlimit 4
set scr_oneflag_roundswitch 3 // rounds between switching teams
set scr_oneflag_numlives 0
set scr_oneflag_playerrespawndelay 0
set scr_oneflag_waverespawndelay 0
set scr_oneflag_promode 0
set sv_maxclients 24
set scr_xpscale 1
set useRelativeTeamColors 0
// ARENA
set scr_arena_scorelimit 1
set scr_arena_timelimit 2.5
set scr_arena_roundlimit 0
set scr_arena_winlimit 4
set scr_arena_numlives 1
set scr_arena_roundswitch 3
set scr_arena_promode 0
// DD
set scr_dd_scorelimit 1
set scr_dd_timelimit 2.5
set scr_dd_roundlimit 3
set scr_dd_winlimit 2
set scr_dd_numlives 0
set scr_dd_roundswitch 1
set scr_dd_playerrespawndelay 0
set scr_dd_waverespawndelay 0
set scr_dd_bombtimer 45
set scr_dd_planttime 5
set scr_dd_defusetime 5
set scr_dd_addtime 2.5
set scr_dd_promode 0
// VIP
set scr_vip_scorelimit 1
set scr_vip_timelimit 2.5
set scr_vip_roundlimit 3
set scr_vip_winlimit 2
set scr_vip_numlives 0
set scr_vip_roundswitch 1
set scr_vip_promode 0
// CTF
set scr_ctf_scorelimit 0
set scr_ctf_timelimit 10
set scr_ctf_roundlimit 1
set scr_ctf_winlimit 1
set scr_ctf_waverespawndelay 10
set scr_ctf_halftime 1
set scr_ctf_numlives 0
set scr_ctf_playerrespawndelay 0
set scr_ctf_returntime 30
set scr_ctf_promode 0
// ESCORT
set scr_escort_scorelimit 0
set scr_escort_timelimit 4
set scr_escort_checktime 2
set scr_escort_roundlimit 2
set scr_escort_countdown 10
set scr_escort_winlimit 2
set scr_escort_roundswitch 1 // rounds between switching teams
set scr_escort_numlives 0
set scr_escort_playerrespawndelay 3
set scr_escort_waverespawndelay 0
set scr_escort_promode 0
// ESCORTPLUS
set scr_escortplus_scorelimit 0
set scr_escortplus_timelimit 4
set scr_escortplus_checktime 2
set scr_escortplus_roundlimit 2
set scr_escortplus_countdown 10
set scr_escortplus_winlimit 2
set scr_escortplus_roundswitch 1 // rounds between switching teams
set scr_escortplus_numlives 0
set scr_escortplus_playerrespawndelay 0
set scr_escortplus_waverespawndelay 3
set scr_escortplus_promode 0
// CONVOY
set scr_convoy_scorelimit 0
set scr_convoy_timelimit 0
set scr_convoy_checktime 0
set scr_convoy_roundlimit 2
set scr_convoy_countdown 10
set scr_convoy_winlimit 2
set scr_convoy_roundswitch 1 // rounds between switching teams
set scr_convoy_numlives 0
set scr_convoy_playerrespawndelay 3
set scr_convoy_waverespawndelay 0
set scr_convoy_promode 0
// 3rd Person
set camera_thirdperson 0
// GTNW
set scr_gtnw_scorelimit 101
set scr_gtnw_timelimit 10
set scr_gtnw_roundlimit 1
set scr_gtnw_winlimit 1
set scr_gtnw_roundswitch 0
set scr_gtnw_numlives 0
set scr_gtnw_playerrespawndelay 0
set scr_gtnw_waverespawndelay 0
set scr_gtnw_promode 0
// GLADIATOR GAMES
set scr_glad_scorelimit 1000
set scr_glad_timelimit 1.5
set scr_glad_roundlimit 0
set scr_glad_roundswitch 1 // rounds between switching teams
set scr_dm_winlimit 1
set scr_glad_numlives 1
set scr_dm_playerrespawndelay 0
set scr_dm_waverespawndelay 0
set scr_glad_promode 0
// ASSAULT
set scr_glad_assault_timelimit 1.5
set scr_glad_assault_weapon_fired_score 100
set scr_glad_assault_max_score 1000
set scr_glad_assault_finish_line_score 100
// HVT
set scr_hvt_scorelimit 4000
set scr_hvt_timelimit 10
set scr_hvt_roundlimit 1
set scr_hvt_winlimit 1
set scr_hvt_numlives 0
set scr_hvt_playerrespawndelay 0
set scr_hvt_waverespawndelay 0
set scr_hvt_promode 0
// Airdrops
set scr_airdrop_ammo 15
set scr_airdrop_uav 15
set scr_airdrop_counter_uav 11
set scr_airdrop_sentry 6
set scr_airdrop_predator_missile 8
set scr_airdrop_precision_airstrike 6
//set scr_airdrop_harrier_airstrike 5
set scr_airdrop_helicopter 5
set scr_airdrop_helicopter_flares 4
set scr_airdrop_stealth_airstrike 3
set scr_airdrop_helicopter_minigun 3
set scr_airdrop_ac130 2
set scr_airdrop_emp 1
set scr_airdrop_uav_strike 3
set scr_airdrop_exosuit 2
set scr_airdrop_remote_mortar 3
set scr_airdrop_minigun_turret 5
set scr_airdrop_lockseekdie 3
set scr_airdrop_mega_ammo 15
set scr_airdrop_mega_uav 15
set scr_airdrop_mega_counter_uav 11
set scr_airdrop_mega_sentry 6
set scr_airdrop_mega_predator_missile 8
set scr_airdrop_mega_precision_airstrike 6
//set scr_airdrop_mega_harrier_airstrike 5
set scr_airdrop_mega_helicopter 5
set scr_airdrop_mega_helicopter_flares 4
set scr_airdrop_mega_stealth_airstrike 3
set scr_airdrop_mega_helicopter_minigun 3
set scr_airdrop_mega_ac130 2
set scr_airdrop_mega_emp 1
set scr_airdrop_mega_uav_strike 3
set scr_airdrop_mega_exosuit 2
set scr_airdrop_mega_remote_mortar 3
set scr_airdrop_mega_minigun_turret 5
set scr_airdrop_mega_lockseekdie 3
// Mercenary Training
set scr_merc_scorelimit 100000
set scr_merc_timelimit 2
set scr_merc_roundlimit 1
set scr_merc_winlimit 1
set scr_merc_numlives 0
set scr_merc_playerrespawndelay 0
set scr_merc_waverespawndelay 0
set scr_merc_promode 0
// Intel Prototype
set prototype_intel_enabled 0
set prototype_intel_percentage 33
//MP Fantasy Tracking
set fantasyStatTracking 0
//MP Combat Awareness Upgrade Enabling
set upgradeEnabling 0
// Adrenaline Prototype
set prototype_adrenaline_enabled 0
set adrenaline_history_mins 1.0
set adrenaline_spm_threshold 300
set adrenaline_winddown_time_sec 15.0
// must be an integer
set adrenaline_xp_multiplier 2
set adrenaline_debugging 0
//hulc suit
set hulc_projectile_velocity 1500
set hulc_projectile_up_offset 10
// XRay team hud
gp_rdvar_xray_cone_length 100000

298
default_splitscreen.cfg Normal file
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set ui_allow_teamchange 1
//Netbuff Perk
set perk_netSoldierHaloRotationSpeed 0
set perk_netSoldierEffectiveRadius 350
set perk_netSoldierHaloSpriteEdgeOffset 8
//XRay
set gp_rdvar_xray_cone_length 1800
set gp_rdvar_xray_fade_distance 2000
set gp_rdvar_xray_cone_angle 179
set pain_debug 1
//Moon
set player_moon_grav_scale 0.25
set Player_moon_grav_speed_scalar 1
set player_moon_grav_stop_scalar 1
set player_moon_grav_start_scalar 1
set player_moon_grav_variable_jump_scalar 0.25
set player_moon_grav_variable_jump_period 500
set player_moon_grav_late_jump_period 200
set player_moon_grav_jump_boost_scalar 1.18
set weapon_view_moon_vertical_bob_amp 5
set weapon_view_moon_horizontal_bob_amp 1.5
set weapon_view_moon_bob_speed 0.5
set player_moon_grav_air_control_accel_scalar 1.35
set player_moon_grav_air_control_speed_scalar 1
// UI
set waypointOffscreenScaleSmallest 0.65
set compassObjectiveHeight 14
set compassObjectiveWidth 14
set cg_hudObjectiveTextScale 0.37
set cg_headIconMinScreenRadius 0.03
set cg_hudMapFriendlyHeight 15
set cg_hudMapFriendlyWidth 15
set cg_hudMapPlayerHeight 20
set cg_hudMapPlayerWidth 20
set cg_hudGrenadeIconMaxRangeFrag 250
set cg_weaponHintsCoD1Style 0
set cg_everyonehearseveryone 0
set com_gameMsgWindow1LineCount 5
set partyChatDisallowed 0
// SHARED GAMETYPE DEFAULTS
// gameplay
set scr_game_graceperiod 0
set scr_game_allowkillcam 1
set scr_game_onlyheadshots 0
set scr_game_deathpointloss 0
set scr_game_suicidepointloss 0
set scr_team_teamkillpointloss 1
set scr_game_spectatetype 1
set scr_game_perks 1
set scr_game_forceuav 1
set scr_game_hardpoints 1
// hardpoints
set scr_hardpoint_allowartillery 1
set scr_hardpoint_allowuav 1
set scr_hardpoint_allowhelicopter 1
// teams
set scr_team_fftype 0
set scr_team_respawntime 0
set scr_team_teamkillspawndelay 20
set scr_team_kickteamkillers 0
// player
set scr_player_numlives 0
set scr_player_respawndelay 0
set scr_player_maxhealth 100
set scr_player_suicidespawndelay 0
set scr_player_healthregentime 5
set scr_player_forcerespawn 1
set scr_player_sprinttime 4
// UI
set g_hardcore 0
set scr_hardcore 0
set scr_diehard 0
set ui_hud_hardcore 0
set ui_hud_obituaries 1
set ui_hud_showobjicons 1
// DEATHMATCH
set scr_dm_scorelimit 1000
set scr_dm_timelimit 10
set scr_dm_roundlimit 1
set scr_dm_winlimit 1
set scr_dm_numlives 0
set scr_dm_playerrespawndelay 0
set scr_dm_waverespawndelay 0
set scr_dm_promode 0
// DOMINATION
set scr_dom_scorelimit 100
set scr_dom_timelimit 0
set scr_dom_roundlimit 1
set scr_dom_winlimit 1
set scr_dom_numlives 0
set scr_dom_playerrespawndelay 0
set scr_dom_waverespawndelay 0
set scr_dom_promode 0
// TEAM GUNGAME
set scr_gg_scorelimit 2500
set scr_gg_timelimit 0
set scr_gg_roundlimit 1
set scr_gg_winlimit 1
set scr_gg_numlives 0
set scr_gg_playerrespawndelay 0
set scr_gg_waverespawndelay 0
set scr_gg_promode 0
// TEAM DEATHMATCH
set scr_war_scorelimit 5000
set scr_war_timelimit 10
set scr_war_roundlimit 1
set scr_war_winlimit 1
set scr_war_numlives 0
set scr_war_playerrespawndelay 0
set scr_war_waverespawndelay 0
set scr_war_promode 0
// SABOTAGE
set scr_sab_scorelimit 0
set scr_sab_timelimit 20
set scr_sab_roundlimit 1
set scr_sab_winlimit 1
set scr_sab_roundswitch 1
set scr_sab_numlives 0
set scr_sab_bombtimer 45
set scr_sab_planttime 2.5
set scr_sab_defusetime 5
set scr_sab_hotpotato 0
set scr_sab_playerrespawndelay 7.5
set scr_sab_waverespawndelay 0
set scr_sab_promode 0
// cwtest
set scr_cwtest_scorelimit 12
set scr_cwtest_timelimit 15
set scr_cwtest_roundlimit 1
set scr_cwtest_winlimit 1
set scr_cwtest_roundswitch 0
set scr_cwtest_numlives 0
set scr_cwtest_planttime 5
set scr_cwtest_num_intel 2
set scr_cwtest_intelspawndelay 2.0
set scr_cwtest_playerrespawndelay 5.0
set scr_cwtest_spawnturretrate 3
set scr_cwtest_waverespawndelay 0
set scr_cwtest_promode 0
// SEARCH AND DESTROY CLASSIC
set scr_sd_scorelimit 1
set scr_sd_timelimit 2.5
set scr_sd_roundlimit 0
set scr_sd_winlimit 4
set scr_sd_roundswitch 3 // rounds between switching teams
set scr_sd_numlives 1 // elimination
set scr_sd_bombtimer 45
set scr_sd_planttime 5
set scr_sd_defusetime 5
set scr_sd_multibomb 0
set scr_sd_playerrespawndelay 0
set scr_sd_waverespawndelay 0
set scr_sd_promode 0
// KING OF THE HILL
set scr_koth_scorelimit 250
set scr_koth_timelimit 15
set scr_koth_roundlimit 1
set scr_koth_winlimit 1
set scr_koth_roundswitch 1
set scr_koth_numlives 0
set scr_koth_playerrespawndelay 0
set scr_koth_waverespawndelay 0
set koth_autodestroytime 60
set koth_spawntime 30
set koth_kothmode 0
set koth_capturetime 20
set koth_destroytime 10
set koth_delayPlayer 0
set koth_spawnDelay 60
set koth_proMode 0
set scr_koth_promode 0
// ONE FLAG CTF
set scr_oneflag_scorelimit 1
set scr_oneflag_timelimit 3
set scr_oneflag_roundlimit 0
set scr_oneflag_winlimit 4
set scr_oneflag_roundswitch 3 // rounds between switching teams
set scr_oneflag_numlives 0
set scr_oneflag_playerrespawndelay 0
set scr_oneflag_waverespawndelay 0
set scr_oneflag_promode 0
set sv_maxclients 4
set scr_oldschool 0
set scr_xpscale 1
// ARENA
set scr_arena_scorelimit 1
set scr_arena_timelimit 2.5
set scr_arena_roundlimit 0
set scr_arena_winlimit 4
set scr_arena_numlives 1
set scr_arena_roundswitch 3
set scr_arena_promode 0
// DD
set scr_dd_scorelimit 1
set scr_dd_timelimit 2.5
set scr_dd_roundlimit 3
set scr_dd_winlimit 2
set scr_dd_numlives 0
set scr_dd_roundswitch 1
set scr_dd_playerrespawndelay 0
set scr_dd_waverespawndelay 0
set scr_dd_bombtimer 45
set scr_dd_planttime 5
set scr_dd_defusetime 5
set scr_dd_addtime 2.5
set scr_dd_promode 0
// CTF
set scr_ctf_scorelimit 0
set scr_ctf_timelimit 10
set scr_ctf_roundlimit 1
set scr_ctf_winlimit 1
set scr_ctf_waverespawndelay 10
set scr_ctf_halftime 1
set scr_ctf_numlives 0
set scr_ctf_playerrespawndelay 0
set scr_ctf_returntime 30
set scr_ctf_promode 0
// 3rd Person
set camera_thirdperson 0
set aim_autoaim_enabled 0
// GTNW
set scr_gtnw_scorelimit 101
set scr_gtnw_timelimit 10
set scr_gtnw_roundlimit 1
set scr_gtnw_winlimit 1
set scr_gtnw_roundswitch 0
set scr_gtnw_numlives 0
set scr_gtnw_playerrespawndelay 0
set scr_gtnw_waverespawndelay 0
set scr_gtnw_promode 0
// GLADIATOR GAMES
set scr_glad_scorelimit 1000
set scr_glad_timelimit 1.5
set scr_glad_roundlimit 0
set scr_glad_roundswitch 1 // rounds between switching teams
set scr_dm_winlimit 1
set scr_glad_numlives 1
set scr_dm_playerrespawndelay 0
set scr_dm_waverespawndelay 0
set scr_glad_promode 0
// ASSAULT
set scr_glad_assault_timelimit 1.5
set scr_glad_assault_weapon_fired_score 100
set scr_glad_assault_max_score 1000
set scr_glad_assault_finish_line_score 100
// HVT
set scr_hvt_scorelimit 4000
set scr_hvt_timelimit 10
set scr_hvt_roundlimit 1
set scr_hvt_winlimit 1
set scr_hvt_numlives 0
set scr_hvt_playerrespawndelay 0
set scr_hvt_waverespawndelay 0
set scr_hvt_promode 0
// ESCORTPLUS
set scr_escortplus_scorelimit 0
set scr_escortplus_timelimit 4
set scr_escortplus_checktime 2
set scr_escortplus_roundlimit 2
set scr_escortplus_countdown 10
set scr_escortplus_winlimit 2
set scr_escortplus_roundswitch 1 // rounds between switching teams
set scr_escortplus_numlives 0
set scr_escortplus_playerrespawndelay 3
set scr_escortplus_waverespawndelay 0
set scr_escortplus_promode 0

321
default_systemlink.cfg Normal file
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reset waypointOffscreenScaleSmallest
reset cg_drawCrosshair
reset cg_drawCrosshairNames
reset ragdoll_explode_force
reset ragdoll_explode_upbias
reset jump_height
reset jump_slowdownEnable
reset bg_fallDamageMinHeight
reset bg_fallDamageMaxHeight
reset cg_hudGrenadeIconHeight
reset cg_hudGrenadeIconWidth
reset cg_hudGrenadeIconOffset
reset cg_hudGrenadePointerHeight
reset cg_hudGrenadePointerWidth
reset cg_hudGrenadePointerPivot
reset cg_fovscale
reset com_gameMsgWindow1LineCount
set ui_allow_teamchange 1
set sv_maxclients 18
set partyChatDisallowed 0
//Netbuff Perk
set perk_netSoldierHaloRotationSpeed 0
set perk_netSoldierEffectiveRadius 350
set perk_netSoldierHaloSpriteEdgeOffset 8
//XRay
set gp_rdvar_xray_cone_length 1800
set gp_rdvar_xray_fade_distance 2000
set gp_rdvar_xray_cone_angle 179
set pain_debug 1
//Moon
set player_moon_grav_scale 0.25
set Player_moon_grav_speed_scalar 1
set player_moon_grav_stop_scalar 1
set player_moon_grav_start_scalar 1
set player_moon_grav_variable_jump_scalar 0.25
set player_moon_grav_variable_jump_period 500
set player_moon_grav_late_jump_period 200
set player_moon_grav_jump_boost_scalar 1.18
set weapon_view_moon_vertical_bob_amp 5
set weapon_view_moon_horizontal_bob_amp 1.5
set weapon_view_moon_bob_speed 0.5
set player_moon_grav_air_control_accel_scalar 1.35
set player_moon_grav_air_control_speed_scalar 1
// UI
set cg_hudObjectiveTextScale 0.3
set cg_headIconMinScreenRadius 0.025
set cg_hudMapFriendlyHeight 15
set cg_hudMapFriendlyWidth 15
set cg_hudMapPlayerHeight 20
set cg_hudMapPlayerWidth 20
set cg_hudGrenadeIconMaxRangeFrag 250
set cg_weaponHintsCoD1Style 1
set cg_everyonehearseveryone 0
// SHARED GAMETYPE DEFAULTS
// gameplay
set scr_game_graceperiod 10
set scr_game_allowkillcam 1
set scr_game_onlyheadshots 0
set scr_game_deathpointloss 0
set scr_game_suicidepointloss 0
set scr_team_teamkillpointloss 1
set scr_game_spectatetype 2
set scr_game_perks 1
set scr_game_forceuav 0
set scr_game_hardpoints 1
// hardpoints
set scr_hardpoint_allowartillery 1
set scr_hardpoint_allowuav 1
set scr_hardpoint_allowhelicopter 1
// teams
set scr_team_fftype 0
set scr_team_respawntime 0
set scr_team_teamkillspawndelay 20
set scr_team_kickteamkillers 0
// player
set scr_player_numlives 0
set scr_player_respawndelay 0
set scr_player_maxhealth 100
set scr_player_suicidespawndelay 0
set scr_player_healthregentime 5
set scr_player_forcerespawn 1
set scr_player_sprinttime 4
// UI
set g_hardcore 0
set scr_hardcore 0
set scr_diehard 0
set scr_oldschool 0
set ui_hud_hardcore 0
set ui_hud_obituaries 1
set ui_hud_showobjicons 1
// DEATHMATCH
set scr_dm_scorelimit 1500
set scr_dm_timelimit 10
set scr_dm_roundlimit 1
set scr_dm_winlimit 1
set scr_dm_numlives 0
set scr_dm_playerrespawndelay 0
set scr_dm_waverespawndelay 0
set scr_dm_promode 0
// DOMINATION
set scr_dom_scorelimit 200
set scr_dom_timelimit 0
set scr_dom_roundlimit 1
set scr_dom_winlimit 1
set scr_dom_numlives 0
set scr_dom_playerrespawndelay 0
set scr_dom_waverespawndelay 0
set scr_dom_promode 0
// TEAM GUNGAME
set scr_gg_scorelimit 2500
set scr_gg_timelimit 0
set scr_gg_roundlimit 1
set scr_gg_winlimit 1
set scr_gg_numlives 0
set scr_gg_playerrespawndelay 0
set scr_gg_waverespawndelay 0
set scr_gg_promode 0
// TEAM DEATHMATCH
set scr_war_scorelimit 7500
set scr_war_timelimit 10
set scr_war_roundlimit 1
set scr_war_winlimit 1
set scr_war_numlives 0
set scr_war_playerrespawndelay 0
set scr_war_waverespawndelay 0
set scr_war_promode 0
// SABOTAGE
set scr_sab_scorelimit 0
set scr_sab_timelimit 20
set scr_sab_roundlimit 1
set scr_sab_winlimit 1
set scr_sab_roundswitch 1
set scr_sab_numlives 0
set scr_sab_bombtimer 45
set scr_sab_planttime 2.5
set scr_sab_defusetime 5
set scr_sab_hotpotato 0
set scr_sab_playerrespawndelay 7.5
set scr_sab_waverespawndelay 0
set scr_sab_promode 0
// cwtest
set scr_cwtest_scorelimit 12
set scr_cwtest_timelimit 15
set scr_cwtest_roundlimit 1
set scr_cwtest_winlimit 1
set scr_cwtest_roundswitch 0
set scr_cwtest_numlives 0
set scr_cwtest_planttime 5
set scr_cwtest_num_intel 2
set scr_cwtest_intelspawndelay 2.0
set scr_cwtest_playerrespawndelay 5.0
set scr_cwtest_spawnturretrate 3
set scr_cwtest_waverespawndelay 0
set scr_cwtest_promode 0
// SEARCH AND DESTROY CLASSIC
set scr_sd_scorelimit 1
set scr_sd_timelimit 2.5
set scr_sd_roundlimit 0
set scr_sd_winlimit 4
set scr_sd_roundswitch 3 // rounds between switching teams
set scr_sd_numlives 1 // elimination
set scr_sd_bombtimer 45
set scr_sd_planttime 5
set scr_sd_defusetime 5
set scr_sd_multibomb 0
set scr_sd_playerrespawndelay 0
set scr_sd_waverespawndelay 0
set scr_sd_promode 0
// KING OF THE HILL
set scr_koth_scorelimit 250
set scr_koth_timelimit 15
set scr_koth_roundlimit 1
set scr_koth_winlimit 1
set scr_koth_roundswitch 1
set scr_koth_numlives 0
set scr_koth_playerrespawndelay 0
set scr_koth_waverespawndelay 0
set koth_autodestroytime 60
set koth_spawntime 30
set koth_kothmode 0
set koth_capturetime 20
set koth_destroytime 10
set koth_delayPlayer 0
set koth_spawnDelay 60
set koth_proMode 0
set scr_koth_promode 0
// ONE FLAG CTF
set scr_oneflag_scorelimit 1
set scr_oneflag_timelimit 3
set scr_oneflag_roundlimit 0
set scr_oneflag_winlimit 4
set scr_oneflag_roundswitch 3 // rounds between switching teams
set scr_oneflag_numlives 0
set scr_oneflag_playerrespawndelay 0
set scr_oneflag_waverespawndelay 0
set scr_oneflag_promode 0
// ARENA
set scr_arena_scorelimit 1
set scr_arena_timelimit 2.5
set scr_arena_roundlimit 0
set scr_arena_winlimit 4
set scr_arena_numlives 1
set scr_arena_roundswitch 3
set scr_arena_promode 0
// DD
set scr_dd_scorelimit 1
set scr_dd_timelimit 2.5
set scr_dd_roundlimit 3
set scr_dd_winlimit 2
set scr_dd_numlives 0
set scr_dd_roundswitch 1
set scr_dd_playerrespawndelay 0
set scr_dd_waverespawndelay 0
set scr_dd_bombtimer 45
set scr_dd_planttime 5
set scr_dd_defusetime 5
set scr_dd_addtime 2.5
set scr_dd_promode 0
// CTF
set scr_ctf_scorelimit 0
set scr_ctf_timelimit 10
set scr_ctf_roundlimit 1
set scr_ctf_winlimit 1
set scr_ctf_waverespawndelay 10
set scr_ctf_halftime 1
set scr_ctf_numlives 0
set scr_ctf_playerrespawndelay 0
set scr_ctf_returntime 30
set scr_ctf_promode 0
// ESCORT
set scr_escort_scorelimit 0
set scr_escort_timelimit 4
set scr_escort_checktime 2
set scr_escort_roundlimit 2
set scr_escort_countdown 10
set scr_escort_winlimit 2
set scr_escort_roundswitch 1 // rounds between switching teams
set scr_escort_numlives 0
set scr_escort_playerrespawndelay 0
set scr_escort_waverespawndelay 0
set scr_escort_promode 0
// ESCORTPLUS
set scr_escortplus_scorelimit 0
set scr_escortplus_timelimit 4
set scr_escortplus_checktime 2
set scr_escortplus_roundlimit 2
set scr_escortplus_countdown 10
set scr_escortplus_winlimit 2
set scr_escortplus_roundswitch 1 // rounds between switching teams
set scr_escortplus_numlives 0
set scr_escortplus_playerrespawndelay 3
set scr_escortplus_waverespawndelay 0
set scr_escortplus_promode 0
// 3rd Person
set camera_thirdperson 0
set aim_autoaim_enabled 0
// GTNW
set scr_gtnw_scorelimit 101
set scr_gtnw_timelimit 10
set scr_gtnw_roundlimit 1
set scr_gtnw_winlimit 1
set scr_gtnw_roundswitch 0
set scr_gtnw_numlives 0
set scr_gtnw_playerrespawndelay 0
set scr_gtnw_waverespawndelay 0
set scr_gtnw_promode 0
// GLADIATOR GAMES
set scr_glad_scorelimit 1000
set scr_glad_timelimit 1.5
set scr_glad_roundlimit 0
set scr_glad_roundswitch 1 // rounds between switching teams
set scr_dm_winlimit 1
set scr_glad_numlives 1
set scr_dm_playerrespawndelay 0
set scr_dm_waverespawndelay 0
set scr_glad_promode 0
// ASSAULT
set scr_glad_assault_timelimit 1.5
set scr_glad_assault_weapon_fired_score 100
set scr_glad_assault_max_score 1000
set scr_glad_assault_finish_line_score 100
// HVT
set scr_hvt_scorelimit 4000
set scr_hvt_timelimit 10
set scr_hvt_roundlimit 1
set scr_hvt_winlimit 1
set scr_hvt_numlives 0
set scr_hvt_playerrespawndelay 0
set scr_hvt_waverespawndelay 0
set scr_hvt_promode 0

332
default_xboxlive.cfg Normal file
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reset waypointOffscreenScaleSmallest
reset cg_drawCrosshair
reset cg_drawCrosshairNames
reset ragdoll_explode_force
reset ragdoll_explode_upbias
reset jump_height
reset jump_slowdownEnable
reset bg_fallDamageMinHeight
reset bg_fallDamageMaxHeight
reset cg_hudGrenadeIconHeight
reset cg_hudGrenadeIconWidth
reset cg_hudGrenadeIconOffset
reset cg_hudGrenadePointerHeight
reset cg_hudGrenadePointerWidth
reset cg_hudGrenadePointerPivot
reset com_gameMsgWindow1LineCount
reset cg_fovscale
reset cg_drawTalk
set ui_allow_teamchange 0
set scr_hardcore 0
set g_hardcore 0
set scr_diehard 0
set scr_oldschool 0
set scr_xpscale 1
set scr_game_killstreakdelay 8
set partyChatDisallowed 0
//XRay
set gp_rdvar_xray_cone_length 1800
set gp_rdvar_xray_fade_distance 2000
set gp_rdvar_xray_cone_angle 179
//Hud Warp
set r_warp_enable 0
//Netbuff Perk
set perk_netSoldierHaloRotationSpeed 0
set perk_netSoldierEffectiveRadius 350
set perk_netSoldierHaloSpriteEdgeOffset 8
//Moon
set player_moon_grav_scale 0.25
set Player_moon_grav_speed_scalar 1
set player_moon_grav_stop_scalar 1
set player_moon_grav_start_scalar 1
set player_moon_grav_variable_jump_scalar 0.25
set player_moon_grav_variable_jump_period 500
set player_moon_grav_late_jump_period 200
set player_moon_grav_jump_boost_scalar 1.18
set weapon_view_moon_vertical_bob_amp 5
set weapon_view_moon_horizontal_bob_amp 1.5
set weapon_view_moon_bob_speed 0.5
set player_moon_grav_air_control_accel_scalar 1.35
set player_moon_grav_air_control_speed_scalar 1
//Hit Effects
set bg_hit_distortion_tear_start_offset 1.6
set bg_hit_distortion_tear_time_scale 3
//Pain Animations
set pain_debug 1
// UI
set cg_hudObjectiveTextScale 0.3
set cg_headIconMinScreenRadius 0.025
set cg_hudMapFriendlyHeight 15
set cg_hudMapFriendlyWidth 15
set cg_hudMapPlayerHeight 20
set cg_hudMapPlayerWidth 20
set cg_hudGrenadeIconMaxRangeFrag 250
set cg_weaponHintsCoD1Style 1
set cg_everyonehearseveryone 0
// SHARED GAMETYPE DEFAULTS
// gameplay
set scr_game_graceperiod 15
set scr_game_allowkillcam 1
set scr_game_onlyheadshots 0
set scr_game_deathpointloss 0
set scr_game_suicidepointloss 0
set scr_team_teamkillpointloss 1
set scr_game_spectatetype 1
set scr_game_perks 1
set scr_game_forceuav 0
set scr_game_hardpoints 1
// hardpoints
set scr_hardpoint_allowartillery 1
set scr_hardpoint_allowuav 1
set scr_hardpoint_allowhelicopter 1
// teams
set scr_team_fftype 0
set scr_team_respawntime 0
set scr_team_teamkillspawndelay 20
set scr_team_kickteamkillers 0
// player
set scr_player_numlives 0
set scr_player_respawndelay 0
set scr_player_maxhealth 100
set scr_player_suicidespawndelay 0
set scr_player_healthregentime 5
set scr_player_forcerespawn 1
set scr_player_sprinttime 4
// UI
set ui_hud_hardcore 0
set ui_hud_obituaries 1
set ui_hud_showobjicons 1
// DEATHMATCH
set scr_dm_scorelimit 1500
set scr_dm_timelimit 10
set scr_dm_roundlimit 1
set scr_dm_winlimit 1
set scr_dm_numlives 0
set scr_dm_playerrespawndelay 0
set scr_dm_waverespawndelay 0
set scr_dm_promode 0
// DOMINATION
set scr_dom_scorelimit 200
set scr_dom_timelimit 0
set scr_dom_roundlimit 1
set scr_dom_winlimit 1
set scr_dom_numlives 0
set scr_dom_playerrespawndelay 0
set scr_dom_waverespawndelay 0
set scr_dom_promode 0
// TEAM GUNGAME
set scr_gg_scorelimit 2500
set scr_gg_timelimit 0
set scr_gg_roundlimit 1
set scr_gg_winlimit 1
set scr_gg_numlives 0
set scr_gg_playerrespawndelay 0
set scr_gg_waverespawndelay 0
set scr_gg_promode 0
// TEAM DEATHMATCH
set scr_war_scorelimit 7500
set scr_war_timelimit 10
set scr_war_roundlimit 1
set scr_war_winlimit 1
set scr_war_numlives 0
set scr_war_playerrespawndelay 0
set scr_war_waverespawndelay 0
set scr_war_promode 0
// SABOTAGE
set scr_sab_scorelimit 0
set scr_sab_timelimit 20
set scr_sab_roundlimit 1
set scr_sab_winlimit 1
set scr_sab_roundswitch 1
set scr_sab_numlives 0
set scr_sab_bombtimer 45
set scr_sab_planttime 2.5
set scr_sab_defusetime 5
set scr_sab_hotpotato 0
set scr_sab_playerrespawndelay 7.5
set scr_sab_waverespawndelay 0
set scr_sab_promode 0
// cwtest
set scr_cwtest_scorelimit 12
set scr_cwtest_timelimit 15
set scr_cwtest_roundlimit 1
set scr_cwtest_winlimit 1
set scr_cwtest_roundswitch 0
set scr_cwtest_numlives 0
set scr_cwtest_planttime 5
set scr_cwtest_num_intel 2
set scr_cwtest_intelspawndelay 2.0
set scr_cwtest_playerrespawndelay 5.0
set scr_cwtest_spawnturretrate 3
set scr_cwtest_waverespawndelay 0
set scr_cwtest_promode 0
// SEARCH AND DESTROY CLASSIC
set scr_sd_scorelimit 1
set scr_sd_timelimit 2.5
set scr_sd_roundlimit 0
set scr_sd_winlimit 4
set scr_sd_roundswitch 3 // rounds between switching teams
set scr_sd_numlives 1 // elimination
set scr_sd_bombtimer 45
set scr_sd_planttime 5
set scr_sd_defusetime 5
set scr_sd_multibomb 0
set scr_sd_playerrespawndelay 0
set scr_sd_waverespawndelay 0
set scr_sd_promode 0
// KING OF THE HILL
set scr_koth_scorelimit 250
set scr_koth_timelimit 15
set scr_koth_roundlimit 1
set scr_koth_winlimit 1
set scr_koth_roundswitch 1
set scr_koth_numlives 0
set scr_koth_playerrespawndelay 0
set scr_koth_waverespawndelay 0
set koth_autodestroytime 60
set koth_spawntime 30
set koth_kothmode 0
set koth_capturetime 20
set koth_destroytime 10
set koth_delayPlayer 0
set koth_spawnDelay 60
set koth_proMode 0
set scr_koth_promode 0
// ONE FLAG CTF
set scr_oneflag_scorelimit 1
set scr_oneflag_timelimit 3
set scr_oneflag_roundlimit 0
set scr_oneflag_winlimit 4
set scr_oneflag_roundswitch 3 // rounds between switching teams
set scr_oneflag_numlives 0
set scr_oneflag_playerrespawndelay 0
set scr_oneflag_waverespawndelay 0
set scr_oneflag_promode 0
// ARENA
set scr_arena_scorelimit 1
set scr_arena_timelimit 2.5
set scr_arena_roundlimit 0
set scr_arena_winlimit 4
set scr_arena_numlives 1
set scr_arena_roundswitch 3
set scr_arena_promode 0
// DD
set scr_dd_scorelimit 1
set scr_dd_timelimit 2.5
set scr_dd_roundlimit 3
set scr_dd_winlimit 2
set scr_dd_numlives 0
set scr_dd_roundswitch 1
set scr_dd_playerrespawndelay 0
set scr_dd_waverespawndelay 0
set scr_dd_bombtimer 45
set scr_dd_planttime 5
set scr_dd_defusetime 5
set scr_dd_addtime 2.5
set scr_dd_promode 0
// VIP
set scr_vip_scorelimit 1
set scr_vip_timelimit 2.5
set scr_vip_roundlimit 3
set scr_vip_winlimit 2
set scr_vip_numlives 0
set scr_vip_roundswitch 1
set scr_vip_promode 0
// CTF
set scr_ctf_scorelimit 0
set scr_ctf_timelimit 10
set scr_ctf_roundlimit 1
set scr_ctf_winlimit 1
set scr_ctf_waverespawndelay 10
set scr_ctf_halftime 1
set scr_ctf_numlives 0
set scr_ctf_playerrespawndelay 0
set scr_ctf_returntime 30
set scr_ctf_promode 0
// 3rd Person
set camera_thirdperson 0
set aim_autoaim_enabled 0
// GTNW
set scr_gtnw_scorelimit 101
set scr_gtnw_timelimit 10
set scr_gtnw_roundlimit 1
set scr_gtnw_winlimit 1
set scr_gtnw_roundswitch 0
set scr_gtnw_numlives 0
set scr_gtnw_playerrespawndelay 0
set scr_gtnw_waverespawndelay 0
set scr_gtnw_promode 0
// GLADIATOR GAMES
set scr_glad_scorelimit 1000
set scr_glad_timelimit 1.5
set scr_glad_roundlimit 0
set scr_glad_roundswitch 1 // rounds between switching teams
set scr_dm_winlimit 1
set scr_glad_numlives 1
set scr_dm_playerrespawndelay 0
set scr_dm_waverespawndelay 0
set scr_glad_promode 0
// ASSAULT
set scr_glad_assault_timelimit 1.5
set scr_glad_assault_weapon_fired_score 100
set scr_glad_assault_max_score 1000
set scr_glad_assault_finish_line_score 100
// HVT
set scr_hvt_scorelimit 4000
set scr_hvt_timelimit 10
set scr_hvt_roundlimit 1
set scr_hvt_winlimit 1
set scr_hvt_numlives 0
set scr_hvt_playerrespawndelay 0
set scr_hvt_waverespawndelay 0
set scr_hvt_promode 0
// ESCORTPLUS
set scr_escortplus_scorelimit 0
set scr_escortplus_timelimit 4
set scr_escortplus_checktime 2
set scr_escortplus_roundlimit 2
set scr_escortplus_countdown 10
set scr_escortplus_winlimit 2
set scr_escortplus_roundswitch 1 // rounds between switching teams
set scr_escortplus_numlives 0
set scr_escortplus_playerrespawndelay 3
set scr_escortplus_waverespawndelay 0
set scr_escortplus_promode 0

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// Remove all debug output for demo playthroughs
set developer 0
set developer_script 0
set logfile 0
set com_statmon 0
set con_minicon 0
set cg_drawfps 0
set cg_drawviewpos 0
set cg_drawversion 0
set cg_drawStaticBudgets 0
set loc_warnings 0
set loc_warningsAsErrors 0
set profile_show_loading 0
set snd_touchStreamFilesOnLoad 0
set r_showMissingLightGrid 0
set r_clearColor 0 0 0 0
set r_clearColor2 0 0 0 0
set replay_time 0
set replay_autosave 0
set r_vsync 1
// disable the exterior 100 hud debug info
set debug_hud 0

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// Remove all debug output for demo playthroughs
set logfile 0
set com_statmon 0
set con_minicon 0
set cg_drawfps 0
set cg_drawviewpos 0
set cg_drawversion 0
set loc_warnings 0
set loc_warningsAsErrors 0
set profile_show_loading 0
set snd_touchStreamFilesOnLoad 0
set r_showMissingLightGrid 0
set r_clearColor 0 0 0 0
set r_clearColor2 0 0 0 0
set replay_time 0
set replay_autosave 0
set r_vsync 1
// disable the exterior 100 hud debug info
set debug_hud 0

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// ** Graphics **
bind i toggle r_showtris 2 0
bind ] toggle r_showtris 1 0
bind j toggle r_showtricounts 1 0
bind o toggle r_fullbright 1 0
bind . toggle r_fullbright 1 0
bind u toggle cg_drawmaterial 1 0
bind v toggle cg_draw2d 0 1
bind , toggle r_normalmaps flat unchanged
bind [ toggle fx_enable 0 1
bind f11 "toggle fx_profile 0 1; toggle cg_drawHUD 0 1"
// ** Game **
bind pause toggle cl_paused 0 1
bind p toggle cl_paused 0 1
bind t toggle timescale 1 5
bind y toggle timescale 1 0.1
bind q toggle timescale 1 0.3
// ** Macros **
// hides stuff that makes screenshots look worse
bind z "toggle cg_draw2d 0 1; toggle cg_drawbreathhint 0 1; toggle cg_drawcrosshair 0 1; toggle cg_drawfps 0 1; toggle cg_drawgun 0 1; toggle cg_drawhud 0 1; toggle cg_drawmantlehint 0 1; toggle cg_drawpaused 0 1; toggle cg_drawperformancewarnings 0 1; toggle cg_drawplayerposinfreemove 0 1; toggle cg_drawshellshock 0 1; toggle cg_drawturretcrosshair 0 1; toggle cg_drawversion 0 1"
// zoomes in and hides the world
bind 5 "toggle r_drawWorld 1 0; r_clearColor .25 .25 .25 1; r_clearColor2 .25 .25 .25 1; toggle cg_draw2d 1 0; toggle cg_drawHUD 1 0;toggle cg_fov 10 65;toggle r_drawBModels;toggle r_drawSModels;toggle r_forceLod 0 4"
// ** Sound **
bind pgdn toggle snd_drawinfo 0 1 2 3
bind pgup toggle snd_draw3d 2 0
bind 1 snd_volume 0
bind 2 snd_volume 0.25
bind 3 snd_volume 0.6
bind 4 snd_volume 1
// ** Geo **
bind home toggle r_lockpvs 1 0
bind end toggle r_showportals 0 1 2
// ** Configs and Tools **
bind f1 devgui
bind f2 exec developer_mp
bind f3 exec robotg
bind f5 give ammo
bind f6 fast_restart
bind f7 "set tweak 1; map_restart; exec devgui_fog"
bind f8 toggle animsound on off
bind f9 exec createFX
// transparent hud is for flashy release feature, not useful dev tool
set con_outputwindowcolor 0.32 0.35 0.36 1
bind g toggle g_entinfo 4 5 6 0
bind \ map_restart
bind b ufo
bind r "set scr_war_timelimit 0; set scr_dm_timelimit 0; set scr_sd_timelimit 0; set scr_sab_timelimit 0; set scr_dom_timelimit 0; set scr_hq_timelimit 0; set scr_ctf_timelimit 0; set scr_dd_timelimit 0; set scr_gtnw_timelimit 0"

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// debug controller shortcuts
bind BACK_LT "set debug_start 1"
bind BACK_LB replay_back 3
bind BACK_RT profile_toggleInvertedPitch
bind BACK_RB fast_restart
bind BACK_B ufo
bind BACK_Y give ammo
bind BACK_UP kill
bind BACK_DOWN "set scr_ctf_timelimit 0; set scr_dm_timelimit 0; set scr_dom_timelimit 0; set scr_koth_timelimit 0; set scr_oneflag_timelimit 0; set scr_sab_timelimit 0; set scr_sd_timelimit 0; set scr_war_timelimit 0;"
bind BACK_RSTICK capture_screenshot

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devgui_dvar "Aim Assist/Input Graph:1/Enabled:1" aim_input_graph_enabled
devgui_dvar "Aim Assist/Input Graph:1/Debug:2" aim_input_graph_debug
devgui_dvar "Aim Assist/Input Graph:1/Index:3" aim_input_graph_index
devgui_dvar "Aim Assist/Turn Rates:2/Pitch Hip:1" aim_turnrate_pitch
devgui_dvar "Aim Assist/Turn Rates:2/Pitch ADS:2" aim_turnrate_pitch_ads
devgui_dvar "Aim Assist/Turn Rates:2/Yaw Hip:3" aim_turnrate_yaw
devgui_dvar "Aim Assist/Turn Rates:2/Yaw ADS:4" aim_turnrate_yaw_ads
devgui_dvar "Aim Assist/Turn Rate Accel:3/Enabled:1" aim_accel_turnrate_enabled
devgui_dvar "Aim Assist/Turn Rate Accel:3/Debug:2" aim_accel_turnrate_debug
devgui_dvar "Aim Assist/Turn Rate Accel:3/Lerp Rate:3" aim_accel_turnrate_lerp
devgui_dvar "Aim Assist/Slowdown:4/Enabled:1" aim_slowdown_enabled
devgui_dvar "Aim Assist/Slowdown:4/Debug:2" aim_slowdown_debug
devgui_dvar "Aim Assist/Slowdown:4/Region Width:3" aim_slowdown_region_width
devgui_dvar "Aim Assist/Slowdown:4/Region Height:4" aim_slowdown_region_height
devgui_dvar "Aim Assist/Slowdown:4/Pitch Scale:5" aim_slowdown_pitch_scale
devgui_dvar "Aim Assist/Slowdown:4/Pitch Scale ADS:6" aim_slowdown_pitch_scale_ads
devgui_dvar "Aim Assist/Slowdown:4/Yaw Scale:7" aim_slowdown_yaw_scale
devgui_dvar "Aim Assist/Slowdown:4/Yaw Scale ADS:8" aim_slowdown_yaw_scale_ads
devgui_dvar "Aim Assist/ADS Auto Aim:5/Enabled:1" aim_autoaim_enabled
devgui_dvar "Aim Assist/ADS Auto Aim:5/Debug:2" aim_autoaim_debug
devgui_dvar "Aim Assist/ADS Auto Aim:5/Lerp Rate:3" aim_autoaim_lerp
devgui_dvar "Aim Assist/ADS Auto Aim:5/Region Width:4" aim_autoaim_region_width
devgui_dvar "Aim Assist/ADS Auto Aim:5/Region Height:5" aim_autoaim_region_height
devgui_dvar "Aim Assist/Auto Melee:6/Enabled:1" aim_automelee_enabled
devgui_dvar "Aim Assist/Auto Melee:6/Debug:2" aim_automelee_debug
devgui_dvar "Aim Assist/Auto Melee:6/Lerp Rate:3" aim_automelee_lerp
devgui_dvar "Aim Assist/Auto Melee:6/Region Width:4" aim_automelee_region_width
devgui_dvar "Aim Assist/Auto Melee:6/Region Height:5" aim_automelee_region_height
devgui_dvar "Aim Assist/Auto Melee:6/Range:6" aim_automelee_range
devgui_dvar "Aim Assist/Lock On:7/Enabled:1" aim_lockon_enabled
devgui_dvar "Aim Assist/Lock On:7/Debug:2" aim_lockon_debug
devgui_dvar "Aim Assist/Lock On:7/Deflection:3" aim_lockon_deflection
devgui_dvar "Aim Assist/Lock On:7/Strength:4" aim_lockon_strength
devgui_dvar "Aim Assist/Lock On:7/Region Width:5" aim_lockon_region_width
devgui_dvar "Aim Assist/Lock On:7/Region Height:6" aim_lockon_region_height
devgui_dvar "Aim Assist/Misc:8/Scale View Axis:1" aim_scale_view_axis
devgui_dvar "Aim Assist/Misc:8/Sentient Radius:2" aim_target_sentient_radius

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devgui_cmd "Main:1/Development:2/Map Restart:1" map_restart
devgui_cmd "Main:1/Development:2/Exec Demo:2" "exec demo"
devgui_cmd "Main:1/Development:2/Toggle UFO:3" ufo
devgui_cmd "Main:1/Development:2/Toggle CG UFO:4" cg_ufo
devgui_cmd "Main:1/Development:2/Toggle God Mode:5" god
devgui_cmd "Main:1/Development:2/Toggle DemiGod:6" demigod
devgui_cmd "Main:1/Development:2/Toggle NoClip:7" noclip
devgui_cmd "Main:1/Development:2/Toggle Ignored By AI:8" notarget
devgui_dvar "Main:1/Development:2/Time Scale:10" timescale
devgui_cmd "Main:1/Development:2/Give All:11" "give all"
devgui_dvar "Main:1/Development:2/MaxHealth:12" g_player_maxhealth
devgui_cmd "Main:1/Development:2/Minicon:13" "togglep con_minicon"
devgui_cmd "Main:1/Development:2/Jump to Start:14" "debug_start 1;devgui"
devgui_cmd "Main:1/Development:2/Localization Warnings:15/Off:1" "set loc_warnings 0"
devgui_cmd "Main:1/Development:2/Localization Warnings:15/On:2" "set loc_warnings 1"
devgui_cmd "Main:1/Bug Reporting:3/Next Bug Number:1" "bug_name_inc"
devgui_cmd "Main:1/Bug Reporting:3/Bug (Copy Console Log):2" "bug"
devgui_dvar "Main:1/Game Pad:4/Button Deadzone:1" gpad_button_deadzone
devgui_dvar "Main:1/Game Pad:4/Stick Deadzone Min:2" gpad_stick_deadzone_min
devgui_dvar "Main:1/Game Pad:4/Stick Deadzone Max:3" gpad_stick_deadzone_max
devgui_dvar "Main:1/Game Pad:4/Stick Pressed Deflection:4" gpad_stick_pressed
devgui_dvar "Main:1/Game Pad:4/L3 Deflect Max:5" gpad_button_lstick_deflect_max
devgui_dvar "Main:1/Game Pad:4/R3 Deflect Max:6" gpad_button_rstick_deflect_max
devgui_dvar "Main:1/Game Pad:4/Analog Attack Threshold:7" cl_analog_attack_threshold
devgui_dvar "Main:1/Game Pad:4/Rumble:8" gpad_rumble
devgui_dvar "Main:1/Player:5/View:1/Pitch Up Cap:1" player_view_pitch_up
devgui_dvar "Main:1/Player:5/View:1/Pitch Down Cap:2" player_view_pitch_down
devgui_dvar "Main:1/Player:5/Breath:2/Hold Time:1" player_breath_hold_time
devgui_dvar "Main:1/Player:5/Breath:2/Gasp Time:2" player_breath_gasp_time
devgui_dvar "Main:1/Player:5/Breath:2/Fire Delay:3" player_breath_fire_delay
devgui_dvar "Main:1/Player:5/Breath:2/Gasp Scale:4" player_breath_gasp_scale
devgui_dvar "Main:1/Player:5/Breath:2/Hold Lerp:5" player_breath_hold_lerp
devgui_dvar "Main:1/Player:5/Breath:2/Gasp Lerp:6" player_breath_gasp_lerp
devgui_dvar "Main:1/Player:5/Breath:2/Sound Lerp:7" player_breath_snd_lerp
devgui_dvar "Main:1/Player:5/Breath:2/Sound Delay:8" player_breath_snd_delay
devgui_dvar "Main:1/Player:5/Melee:3/Range:1" player_meleeRange
devgui_dvar "Main:1/Player:5/Melee:3/Width:2" player_meleeWidth
devgui_dvar "Main:1/Player:5/Melee:3/Height:3" player_meleeHeight
devgui_dvar "Main:1/Player:5/Melee:3/Charge Scale:3" player_meleeChargeScale
devgui_dvar "Main:1/Player:5/Mantle:4/Enable:1" mantle_enable;
devgui_dvar "Main:1/Player:5/Mantle:4/Debug:2" mantle_debug;
devgui_dvar "Main:1/Player:5/Mantle:4/Check Range:3" mantle_check_range
devgui_dvar "Main:1/Player:5/Mantle:4/Check Radius:4" mantle_check_radius
devgui_dvar "Main:1/Player:5/Mantle:4/Check Angle:5" mantle_check_angle
devgui_dvar "Main:1/Player:5/Mantle:4/View Yaw Cap:6" mantle_view_yawcap
devgui_dvar "Main:1/Player Settings:5/Jump:5/Height:1" jump_height
devgui_dvar "Main:1/Player Settings:5/Jump:5/Step Size:2" jump_stepSize
devgui_dvar "Main:1/Player Settings:5/Jump:5/Slowdown Enabled:3" jump_slowdownEnable
devgui_dvar "Main:1/Player Settings:5/Jump:5/Ladder Push Vel:4" jump_ladderPushVel
devgui_dvar "Main:1/Player Settings:5/Jump:5/Weapon Spread Add:5" jump_spreadAdd
devgui_dvar "Main:1/Overlays:6/Misc:1" debugOverlay
devgui_cmd "Main:1/Overlays:6/Toggle Ammo Counter:2" "togglep ammoCounterHide"
devgui_dvar "Main:1/Overlays:6/Draw FPS:3" cg_drawFps
devgui_dvar "Main:1/Overlays:6/Draw Material:4" gp_cg_draw_material
devgui_dvar "Main:1/Overlays:6/Draw 2D:5" cg_draw2D
devgui_dvar "Main:1/Overlays:6/Draw Gun:6" cg_drawGun
devgui_dvar "Main:1/Overlays:6/Draw Image Cache:7" cg_drawImageCache
devgui_dvar "Main:1/Overlays:6/Draw Memory Map:8" cg_drawMemmap
devgui_dvar "Main:1/Overlays:6/Draw Static Memory Budgets:9" cg_drawStaticBudgets
devgui_dvar "Main:1/Overlays:6/Status Monitor:10" com_statmon
devgui_dvar "Main:1/Overlays:6/Profile Scripts:11" profile_script_by_file
devgui_cmd "Main:1/Overlays:6/Profile GProbes:12" "profile gprobe"
devgui_cmd "Main:1/Overlays:6/Reset GProbes:13" "profile reset"
devgui_dvar "Main:1/Physics:7/Show Collision:1" r_showCollision
devgui_dvar "Main:1/Physics:7/Show Collision Groups:2" r_showCollisionGroups
devgui_dvar "Main:1/Physics:7/Show Collision Poly Type:3" r_showCollisionPolyType
devgui_dvar "Main:1/Physics:7/Show Collision Coloring:4" gp_r_showCollisionColoring
devgui_dvar "Main:1/Physics:7/Show Collision Depth test:5" r_showCollisionDepthTest
devgui_dvar "Main:1/Physics:7/Show Collision Dist:6" r_showCollisionDist
devgui_dvar "Main:1/Physics:7/Draw Active Collision:7" phys_drawCollisionWorld
devgui_dvar "Main:1/Physics:7/Draw Debug Info:8" phys_drawDebugInfo
devgui_dvar "Main:1/Physics:7/Draw Object Collision:9" phys_drawCollisionObj
devgui_dvar "Main:1/Physics:7/Draw Awake Objects:10" phys_drawAwake
devgui_dvar "Main:1/Physics:7/Draw Contact Points:11" phys_drawContacts
devgui_dvar "Main:1/Physics:7/Scale Gravity:12" phys_global_gravity_scale
devgui_dvar "Main:1/Snd:8/snd_volume:1" snd_volume
devgui_dvar "Main:1/Snd:8/snd_enable2D:2" snd_enable2D
devgui_dvar "Main:1/Snd:8/snd_enable3D:3" snd_enable3D
devgui_dvar "Main:1/Snd:8/snd_enableStream:4" snd_enableStream
devgui_dvar "Main:1/Snd:8/snd_enableReverb:5" snd_enableReverb
devgui_dvar "Main:1/Camera:9/FOV" cg_fov
devgui_dvar "Main:1/Entities:10/Entity Info" g_entinfo
devgui_dvar "Main:1/AI:11/Cover:4/Arrival Debug Tool:1/Toggle:1" ai_debugCoverArrivalsTool
devgui_dvar "Main:1/AI:11/Cover:4/Arrival Debug Tool:1/Node Selection:2" ai_debugCoverArrivalsToolShowNodes
devgui_dvar "Main:1/AI:11/Cover:4/Arrival Debug Tool:1/CQB Mode:3" ai_debugCoverArrivalsToolType
devgui_cmd "Main:1/AI:11/Safe Delete Axis:1" "ai axis safe_delete"
devgui_cmd "Main:1/AI:11/Safe Delete Allies:2" "ai allies safe_delete"
devgui_dvar "Main:1/AI:11/Cover:3/Placement Tool:2/Show:1" ai_debugCoverTool
devgui_dvar "Main:1/AI:11/Cover:3/Placement Tool:2/Update Pos:2" ai_debugCoverToolUpdatePos
devgui_dvar "Main:1/AI:11/Show Paths:4" ai_showPaths
devgui_dvar "Main:1/AI:11/Show Nodes:5" ai_showNodes
devgui_dvar "Main:1/AI:11/Show Nearest Node:6" ai_showNearestNode
devgui_dvar "Main:1/AI:11/Show Chains:7" ai_showFriendlyChains
devgui_cmd "Main:1/AI:11/Toggle Bad Path Spam:8" "togglep ai_badPathSpam"
devgui_cmd "Main:1/AI:11/Toggle Ragdoll Deaths:9" "togglep ragdoll_enable"
devgui_cmd "Main:1/HUD:12/Safe Area - Show:1" "set ui_safearea 1"
devgui_cmd "Main:1/HUD:12/Safe Area - Hide:2" "set ui_safearea 0"
devgui_dvar "Main:1/HUD:12/Horizontal Safe Area:3" safeArea_horizontal
devgui_dvar "Main:1/HUD:12/Vertical Safe Area:4" safeArea_vertical
devgui_cmd "Main:1/HUD:12/Debug Grid - Show:5" "set ui_grid 1"
devgui_cmd "Main:1/HUD:12/Debug Grid - Hide:6" "set ui_grid 0"
devgui_cmd "Main:1/HUD:12/Center Area - Show:7" "set ui_centerarea 1"
devgui_cmd "Main:1/HUD:12/Center Area - Hide:8" "set ui_centerarea 0"
devgui_dvar "Main:1/HUD:12/ThreatID 2D/Boxes Active:1" threatID2DActive
devgui_dvar "Main:1/HUD:12/ThreatID 2D/Zoom Time:2" threatID2DZoomTime
//devgui_dvar "Main:1/HUD:12/ThreatID 2D/Zoom Start Scale:3" threatID2DZoomStartScale
devgui_dvar "Main:1/HUD:12/ThreatID 2D/Persist Time:4" threatID2DPersistTime
devgui_dvar "Main:1/HUD:12/ThreatID 2D/Box Width:5" threatID2DDefaultWidth
devgui_dvar "Main:1/HUD:12/ThreatID 2D/Box Height:6" threatID2DDefaultHeight
devgui_dvar "Main:1/HUD:12/ThreatID 2D/Box Color:7" threatID2DColor
devgui_dvar "Main:1/Missiles:13/Debug Draw:1" missileDebugDraw
devgui_dvar "Main:1/Missiles:13/Debug Text:2" missileDebugText
devgui_dvar "Main:1/Missiles:13/Macross Test:3" missileMacross
devgui_cmd "Main:1/Test Funcs:14/testscript0:1" "g_testscript 0"
devgui_cmd "Main:1/Test Funcs:14/testscript1:2" "g_testscript 1"
devgui_cmd "Main:1/Test Funcs:14/testscript2:3" "g_testscript 2"
devgui_cmd "Main:1/Test Funcs:14/testscript3:4" "g_testscript 3"
devgui_cmd "Main:1/Test Funcs:14/testscript4:5" "g_testscript 4"
devgui_cmd "Main:1/Test Funcs:14/testscript5:6" "g_testscript 5"
devgui_cmd "Main:1/Test Funcs:14/testscript6:7" "g_testscript 6"
devgui_cmd "Main:1/Test Funcs:14/testscript7:8" "g_testscript 7"
devgui_cmd "Main:1/Test Funcs:14/cg_test:9" "cg_test"
devgui_cmd "Main:1/Test Funcs:14/g_test:10" "g_test"
devgui_cmd "Main:1/Disconnect:15" "disconnect"
devgui_cmd "Main:1/Quit:16" "quit"
exec devgui_vehicles
exec devgui_scriptart

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devgui_cmd "Main:1/Maps:3/mp_backlot" "devmap mp_backlot"
devgui_cmd "Main:1/Maps:3/mp_strike" "devmap mp_strike"
devgui_cmd "Main:1/Maps:3/mp_war" "devmap mp_war"

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devgui_cmd "Main:1/Maps:3/-Unlock Mission Select-:1" "set ui_dev_levels 1"
devgui_cmd "Main:1/Maps:3/FiringRange:2" "devmap firingrange"
devgui_cmd "AI/Tools/Spawn AI" dynamic_ai_spawning

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devgui_dvar "Model Previewer/Models:1/Recently Loaded:1" modPrvModelMru
devgui_dvar "Model Previewer/Models:1/Load Model:2" modPrvLoadModel
devgui_dvar "Model Previewer/Models:1/Move Model:3" modPrvOrigin
devgui_dvar "Model Previewer/Models:1/Rotate Model:4" modPrvRotationAngles
devgui_dvar "Model Previewer/Models:1/Move View Offset:5" modPrvCenterOffset
devgui_cmd "Model Previewer/Models:1/Reset Orientation:6" modPrvResetOrientation
devgui_dvar "Model Previewer/Models:1/Force LOD:7" r_forceLod
devgui_cmd "Model Previewer/Models:1/Draw Axis:8" "toggle modPrvDrawAxis"
devgui_dvar "Model Previewer/Models:1/Draw Bone Info:9" modPrvDrawBoneInfo
devgui_cmd "Model Previewer/Models:1/Cache All Models:10" modPrvCacheAllModels
devgui_dvar "Model Previewer/Models:1/Load AIType:11" modPrvLoadAIType
devgui_dvar "Model Previewer/Animations:2/Recently 'From' Loaded:1" modPrvFromAnimMru
devgui_dvar "Model Previewer/Animations:2/Load 'From' Anim:2" modPrvLoadFromAnim
devgui_dvar "Model Previewer/Animations:2/Recently 'To' Loaded:3" modPrvToAnimMru
devgui_dvar "Model Previewer/Animations:2/Load 'To' Anim:4" modPrvLoadToAnim
devgui_cmd "Model Previewer/Animations:2/Play//Pause Anim:5" cg_mppauseanim
devgui_cmd "Model Previewer/Animations:2/Step Anim:6" cg_mppauseanim
devgui_cmd "Model Previewer/Animations:2/Force Loop:7" "toggle modPrvAnimForceLoop"
devgui_dvar "Model Previewer/Animations:2/Anim Rate:8" modPrvAnimRate
devgui_dvar "Model Previewer/Animations:2/Blend Mode:9" modPrvAnimBlendMode
devgui_dvar "Model Previewer/Animations:2/Cross Blend Time:10" modPrvAnimCrossBlendTime
devgui_dvar "Model Previewer/Animations:2/Cross Blend Duration:11" modPrvAnimCrossBlendDuration
devgui_dvar "Model Previewer/Animations:2/Anim Blend Weight:12" modPrvAnimBlendWeight
devgui_cmd "Model Previewer/Animations:2/Apply Delta:13" "toggle modPrvAnimApplyDelta"
devgui_dvar "Model Previewer/Materials:3/Select:1" modPrvMatSelect
devgui_dvar "Model Previewer/Materials:3/Replace Selected:2" modPrvMatReplace
devgui_dvar "Model Previewer/Lights:4/Load Setup:1" modPrvLightSetup
devgui_dvar "Model Previewer/Lights:4/Sun Direction:2" modPrvSunDirection
devgui_dvar "Model Previewer/Lights:4/Sun Color:3" modPrvSunColor
devgui_dvar "Model Previewer/Lights:4/Sun Light:4" modPrvSunLight
devgui_dvar "Model Previewer/Lights:4/Sun Diffuse Color:5" modPrvSunDiffuseColor
devgui_dvar "Model Previewer/Lights:4/Sun Diffuse Fraction:6" modPrvSunDiffuseFraction
devgui_dvar "Model Previewer/Lights:4/Ambient Light Color:7" modPrvAmbientColor
devgui_dvar "Model Previewer/Lights:4/Ambient Scale:8" modPrvAmbientScale
devgui_dvar "Model Previewer/Misc:5/Toggle Display:1" modPrvDisplayToggle
devgui_dvar "Model Previewer/Misc:5/Gamepad Control Speed:2" modPrvGamepadControlSpeed
devgui_cmd "Model Previewer/Toggle 2D:6" "toggle cg_draw2D"
devgui_cmd "Model Previewer/Toggle Info:7" "toggle modPrvDisplayToggle"
devgui_cmd "Model Previewer/Toggle Skinned Models:8" "toggle r_drawSkinnedModels"
devgui_cmd "Model Previewer/Toggle Rigid Models:9" "toggle r_drawRigidModels"
devgui_dvar "Model Previewer/Draw Model Parts:10" r_xdebug
devgui_cmd "Model Previewer/Exit:10" modPrvExit

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devgui_cmd "MP/Timelimit Zero" "set scr_ctf_timelimit 0; set scr_dm_timelimit 0; set scr_dom_timelimit 0; set scr_koth_timelimit 0; set scr_oneflag_timelimit 0; set scr_sab_timelimit 0; set scr_sd_timelimit 0; set scr_war_timelimit 0;"
devgui_cmd "MP/Toggle Infinite Ammo" "togglep player_sustainAmmo"
devgui_cmd "MP/Bots/+1" "set scr_testclients 1"
devgui_cmd "MP/Bots/+2" "set scr_testclients 2"
devgui_cmd "MP/Bots/+4" "set scr_testclients 4"
devgui_cmd "MP/Bots/-Drop All" "DropAllBots"
devgui_dvar "MP/Bots/Move" testClients_doMove
devgui_dvar "MP/Bots/Attack" testClients_doAttack
devgui_dvar "MP/Bots/Crouch" testClients_doCrouch
devgui_dvar "MP/Bots/Reload" testClients_doReload
devgui_cmd "MP/Bots/+7" "set scr_testclients 7"
devgui_cmd "MP/Bots/+11" "set scr_testclients 11"
devgui_cmd "MP/Bots/+15" "set scr_testclients 15"
devgui_cmd "MP/Bots/+17" "set scr_testclients 17"
devgui_cmd "MP/Bots/Kill Player" "set scr_testclients_killplayer 1"
devgui_cmd "MP/Bots/Damage Info" "togglep g_debugDamage 0 1"
devgui_cmd "MP/Bots/Call Killstreak/UGV" "set scr_testclients_givekillstreak tank"
devgui_cmd "MP/Debug/Missile Draw" "togglep missileDebugDraw 0 1"
devgui_cmd "MP/Debug/Missile Text" "togglep missileDebugText 0 1"
devgui_cmd "MP/Killstreak/UAV" "set scr_givekillstreak uav"
devgui_cmd "MP/Killstreak/Care Package" "set scr_givekillstreak airdrop"
devgui_cmd "MP/Killstreak/X Weapons Drop" "set scr_givekillstreak weapdrop"
devgui_cmd "MP/Killstreak/Counter UAV" "set scr_givekillstreak counter_uav"
devgui_cmd "MP/Killstreak/Sentry Gun (Airdrop)" "set scr_givekillstreak airdrop_sentry_minigun"
devgui_cmd "MP/Killstreak/Sentry Gun" "set scr_givekillstreak sentry"
devgui_cmd "MP/Killstreak/Hellfire" "set scr_givekillstreak predator_missile"
devgui_cmd "MP/Killstreak/Precision Airstrike" "set scr_givekillstreak precision_airstrike"
devgui_cmd "MP/Killstreak/Attack Helicopter" "set scr_givekillstreak helicopter"
devgui_cmd "MP/Killstreak/Emergency Airdrop" "set scr_givekillstreak airdrop_mega"
devgui_cmd "MP/Killstreak/Pave Low" "set scr_givekillstreak helicopter_flares"
devgui_cmd "MP/Killstreak/Stealth Bomber" "set scr_givekillstreak stealth_airstrike"
devgui_cmd "MP/Killstreak/Chopper Gunner" "set scr_givekillstreak helicopter_minigun"
devgui_cmd "MP/Killstreak/AC130" "set scr_givekillstreak ac130"
devgui_cmd "MP/Killstreak/EMP" "set scr_givekillstreak emp"
devgui_cmd "MP/Killstreak/Tactical Nuke" "set scr_givekillstreak nuke"
devgui_cmd "MP/Killstreak/Exo" "set scr_givekillstreak exosuit"
devgui_cmd "MP/Killstreak/Atbr" "set scr_givekillstreak atbr"
devgui_cmd "MP/Killstreak/Rods of God" "set scr_givekillstreak remote_mortar"
devgui_cmd "MP/Killstreak/Reaper" "set scr_givekillstreak reaper"
devgui_cmd "MP/Killstreak/Minigun Turret" "set scr_givekillstreak minigun_turret"
devgui_cmd "MP/Killstreak/Laser Strike" "set scr_givekillstreak uav_strike"
devgui_cmd "MP/Killstreak/Predator Marker" "set scr_givekillstreak predator_marker"
devgui_cmd "MP/Killstreak/Jet" "set scr_givekillstreak jet"
devgui_cmd "MP/Killstreak/Blueshell" "set scr_givekillstreak blueshell"
devgui_cmd "MP/Killstreak/LockSeekDie" "set scr_givekillstreak lockseekdie"
devgui_cmd "MP/LiveMode/Live" "set useonlinestats 1; set xblive_privatematch 0;"
devgui_cmd "MP/LiveMode/System Link" "set useonlinestats 0; set xblive_privatematch 1;"
devgui_cmd "MP/Players/Print Perks:3" "set scr_printperks 1"
devgui_cmd "MP/Spawns/Show" "set scr_showspawns 1"
devgui_cmd "MP/Spawns/Hide" "set scr_showspawns 0"
devgui_cmd "MP/Spawns/Spawn Closest" "set scr_spawnclosest 1"
devgui_cmd "MP/3rd Person/Toggle:1" "togglep cg_thirdPerson"
devgui_dvar "MP/3rd Person/Angle:2" cg_thirdPersonAngle
devgui_dvar "MP/3rd Person/Range:3" cg_thirdPersonRange
devgui_cmd "MP/XParty - MinPlayers 2" "party_minPlayers 2"

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devgui_dvar "Renderer/Fullbright:1" r_fullbright
devgui_dvar "Renderer/Hardware Gamma:2" r_gamma
devgui_cmd "Renderer/Vid Restart:3" vid_restart
dvar_int debug_reflection "0" "0" "3"
devgui_dvar "Renderer/Reflection Probe:4" debug_reflection
devgui_dvar "Renderer/Brightness:5" "r_brightness"
devgui_dvar "Renderer/Contrast:6" "r_contrast"
devgui_dvar "Renderer/Desaturation:7" "r_desaturation"
devgui_cmd "Renderer/Debug Model Lighting:8" "r_debugLighting"
devgui_cmd "Renderer/Debug Model Lighting Box:8" "r_debugLightingBox"
devgui_dvar "Renderer/Hero Lighting:8" "r_herolighting"
devgui_dvar "Renderer/Cache Model Lighting:9" "r_cacheModelLighting"
devgui_dvar "Renderer/Disable Sun Occluders:10" "gp_rdvar_disable_sun_occluders"
devgui_dvar "Renderer/CloakingEnabled:11" "gp_rdvar_cloaking_enabled"
devgui_dvar "Renderer/XRay/Skin Rendering Mode:1" "gp_rdvar_xray_skins"
devgui_dvar "Renderer/XRay/Cone Angle:2" "gp_rdvar_xray_cone_angle"
devgui_dvar "Renderer/XRay/Cone Length:3" "gp_rdvar_xray_cone_length"
devgui_dvar "Renderer/XRay/Draw Cone:4" "gp_rdvar_draw_cone"
devgui_dvar "Renderer/XRay/Noise Level:5" "gp_rdvar_xray_noise_level"
devgui_dvar "Renderer/XRay/Blur Level:6" "gp_rdvar_xray_blur_level"
devgui_dvar "Renderer/XRay/Fade Dist:7" "gp_rdvar_xray_fade_distance"
devgui_dvar "Renderer/XRay/Cone Subtract Color/Alpha" "gp_rdvar_xray_cone_sub_alpha"
devgui_dvar "Renderer/XRay/Cone Subtract Color/Red" "gp_rdvar_xray_cone_sub_red"
devgui_dvar "Renderer/XRay/Cone Subtract Color/Green" "gp_rdvar_xray_cone_sub_green"
devgui_dvar "Renderer/XRay/Cone Subtract Color/Blue" "gp_rdvar_xray_cone_sub_blue"
devgui_dvar "Renderer/XRay/Cone Invert Color/Alpha" "gp_rdvar_xray_cone_inv_alpha"
devgui_dvar "Renderer/XRay/Cone Invert Color/Red" "gp_rdvar_xray_cone_inv_red"
devgui_dvar "Renderer/XRay/Cone Invert Color/Green" "gp_rdvar_xray_cone_inv_green"
devgui_dvar "Renderer/XRay/Cone Invert Color/Blue" "gp_rdvar_xray_cone_inv_blue"
devgui_dvar "Renderer/Camo/Enabled:1" "gp_rdvar_camo_enabled"
devgui_dvar "Renderer/Camo/Blend Speed:2" "gp_rdvar_camo_blend_speed"
devgui_dvar "Renderer/Camo/Intensity:3" "gp_rdvar_camo_intensity"
devgui_dvar "Renderer/Camo/Debug Display:4" "gp_rdvar_camo_debug_display"
devgui_dvar "Renderer/Camo/Ref Palette:5" "gp_rdvar_camo_ref_palette"
devgui_dvar "Renderer/Camo/Distortion Effect:6" "gp_camo_distortion_effect"
devgui_dvar "Renderer/Camo/Sat/Std Dev 0" "gp_rdvar_camo_sat_std_dev_0"
devgui_dvar "Renderer/Camo/Sat/Std Dev 1" "gp_rdvar_camo_sat_std_dev_1"
devgui_dvar "Renderer/Camo/Sat/Std Dev 2" "gp_rdvar_camo_sat_std_dev_2"
devgui_dvar "Renderer/Camo/Sat/Std Dev 3" "gp_rdvar_camo_sat_std_dev_3"
devgui_dvar "Renderer/Camo/Val/Std Dev 0" "gp_rdvar_camo_val_std_dev_0"
devgui_dvar "Renderer/Camo/Val/Std Dev 1" "gp_rdvar_camo_val_std_dev_1"
devgui_dvar "Renderer/Camo/Val/Std Dev 2" "gp_rdvar_camo_val_std_dev_2"
devgui_dvar "Renderer/Camo/Val/Std Dev 3" "gp_rdvar_camo_val_std_dev_3"
devgui_dvar "Renderer/ThreatID/Fullscreen On:1" gp_threatid_fullscreen_on
devgui_dvar "Renderer/ThreatID/Fullscreen Base Color:2" gp_threatid_fullscreen_base_color
devgui_dvar "Renderer/ThreatID/Fullscreen Enemy Color:3" gp_threatid_fullscreen_enemy_color
devgui_dvar "Renderer/ThreatID/Fullscreen Friend Color:4" gp_threatid_fullscreen_friend_color
devgui_dvar "Renderer/ThreatID/Fullscreen Neutral Color:5" gp_threatid_fullscreen_neutral_color
devgui_dvar "Renderer/ThreatID/Fullscreen Height:6" gp_threatid_fullscreen_height
devgui_dvar "Renderer/ThreatID/Fullscreen Speed:7" gp_threatid_fullscreen_speed
devgui_dvar "Renderer/ThreatID/Fullscreen Optimized:8" gp_threatid_fullscreen_optimized
devgui_dvar "Renderer/ThreatID/Force On:8" gp_threatid_force_on
devgui_dvar "Renderer/ThreatID/Fade Start:9" gp_threatid_fade_start
devgui_dvar "Renderer/ThreatID/Fade End:10" gp_threatid_fade_end
devgui_dvar "Renderer/ThreatID/Fade Ratio:11" gp_threatid_fade_ratio
devgui_dvar "Renderer/Streaming/Taint Stream MIPs:14" "gp_r_taint_stream_mips"
devgui_dvar "Renderer/Streaming/Log Loading Images:15" "gp_r_debug_log_loading_images"
devgui_dvar "Renderer/Streaming/Display Move Sizes:16" "gp_r_debug_image_move_size"
devgui_dvar "Renderer/Streaming/Display Current Material:17" "gp_cg_draw_material"
devgui_cmd "Renderer/Streaming/Dump Current Images:18" "stream_memory"
devgui_dvar "Renderer/Streaming/Dump Failed Requests:19" "gp_r_dump_failed_image_requests"
devgui_dvar "Renderer/Shader Override/Texture Maps:1" gp_rdvar_shdr_ovrd_texture_map
devgui_dvar "Renderer/Shader Override/Static Light Maps:2" gp_rdvar_shdr_ovrd_static_light_maps
devgui_dvar "Renderer/Shader Override/Sun Light:3" gp_rdvar_shdr_ovrd_sun_light
devgui_dvar "Renderer/Shader Override/Spot Lights:4" gp_rdvar_shdr_ovrd_spot_lights
devgui_dvar "Renderer/Shader Override/Texel Density:5" gp_rdvar_shdr_ovrd_texel_density
devgui_dvar "Renderer/Shader Override/Texel Density Sampler:6" gp_rdvar_shdr_ovrd_texel_density_sampler
devgui_dvar "Renderer/Texture Override/Opaque Only" r_overrideOpaqueOnly
devgui_dvar "Renderer/Texture Override/Color Map" r_colorMap
devgui_dvar "Renderer/Texture Override/Detail Map" r_detailMap
devgui_dvar "Renderer/Texture Override/Light Map" r_lightMap
devgui_dvar "Renderer/Texture Override/Normal Map" r_normalMap
devgui_dvar "Renderer/Texture Override/Specular Map" r_specularMap
devgui_dvar "Renderer/Texture Override/Debug Shader" r_debugShader
devgui_dvar "Renderer/Show/Show Tris:1" r_showTris
devgui_dvar "Renderer/Show/Show Tri Counts:2" r_showTriCounts
devgui_dvar "Renderer/Show/Show Vert Counts:3" r_showVertCounts
devgui_dvar "Renderer/Show/Show Prim Counts:4" r_showSurfCounts
devgui_dvar "Renderer/Show/Show LOD Levels:5" r_showLODLevels
devgui_dvar "Renderer/Show/Show Portals:6" r_showPortals
devgui_dvar "Renderer/Show/Show Fb Color Debug:7" r_showFbColorDebug
devgui_dvar "Renderer/Show/Show Light Conflicts:8" r_lightConflicts
devgui_dvar "Renderer/Show/Show Color Histogram:9" ch_showOverlay
devgui_dvar "Renderer/Show/Show Render Timing:10" r_drawGpuTimingOverlay
devgui_dvar "Renderer/Show/Show FX Spawn Cull Radii:11" fx_draw_spawn_cull_radii
devgui_dvar "Renderer/Filter/Draw Entities:1" r_drawEntities
devgui_dvar "Renderer/Filter/Draw Brush Models:2" r_drawBModels
devgui_dvar "Renderer/Filter/Draw Static Models:3" r_drawSModels
devgui_dvar "Renderer/Filter/Draw XModels:4" r_drawXModels
devgui_dvar "Renderer/Filter/Draw World:5" r_drawWorld
devgui_dvar "Renderer/Filter/Draw Decals:6" r_drawDecals
devgui_dvar "Renderer/Filter/Draw Effects:7" fx_draw
devgui_dvar "Renderer/Shadows/Enable:1" sm_enable
devgui_dvar "Renderer/Shadows/Draw Casters:2" sm_drawCasters
devgui_dvar "Renderer/Shadows/Depth Scale:4" sm_polygonOffsetScale
devgui_dvar "Renderer/Shadows/Depth Bias:5" sm_polygonOffsetBias
devgui_dvar "Renderer/Shadows/Sun Sample Size Near:6" sm_sunSampleSizeNear
devgui_dvar "Renderer/Shadows/View Model Hacks:7" viewModelHacks
devgui_dvar "Renderer/Shadows/Show Overlay:12" sm_showOverlay
devgui_dvar "Renderer/ShadowCookies/Enable:1" sc_enable
devgui_dvar "Renderer/ShadowCookies/Blur:2" sc_blur
devgui_dvar "Renderer/ShadowCookies/Count:3" sc_count
devgui_dvar "Renderer/ShadowCookies/Debug Emitter Count:4" sc_debugCasterCount
devgui_dvar "Renderer/ShadowCookies/Debug Receiver Count:5" sc_debugReceiverCount
devgui_dvar "Renderer/ShadowCookies/Want Count:7" sc_wantCount
devgui_dvar "Renderer/ShadowCookies/Want Count Margin:8" sc_wantCountMargin
devgui_dvar "Renderer/ShadowCookies/Fade Range:9" sc_fadeRange
devgui_dvar "Renderer/ShadowCookies/Shadow In Rate:10" sc_shadowInRate
devgui_dvar "Renderer/ShadowCookies/Shadow Out Rate:11" sc_shadowOutRate
devgui_dvar "Renderer/LightTweak/Sun Tweaks Enable:1" r_lightTweakEnable
devgui_dvar "Renderer/LightTweak/Sun Light:3" r_lightTweakSunLight
devgui_dvar "Renderer/LightTweak/Sun Color:5" r_lightTweakSunColor
devgui_dvar "Renderer/LightTweak/Sun Pitch:6" r_lightTweakSunPitch
devgui_dvar "Renderer/LightTweak/Sun Heading:7" r_lightTweakSunHeading
devgui_dvar "Renderer/LightTweak/Specular Color Scale:8" r_specularColorScale
devgui_dvar "Renderer/LightTweak/Diffuse Color Scale:9" r_diffuseColorScale
devgui_dvar "Renderer/LightTweak/Char Light Grid/Enable Tweaks:1" "r_lightGridEnableTweaks"
devgui_dvar "Renderer/LightTweak/Char Light Grid/Show Tweaked Lighting:2" "r_lightGridUseTweakedValues"
devgui_dvar "Renderer/LightTweak/Char Light Grid/Intensity:3" "r_lightGridIntensity"
devgui_dvar "Renderer/LightTweak/Char Light Grid/Contrast:4" "r_lightGridContrast"
devgui_dvar "Renderer/Post FX/Vision Set Lock:4" visionSetsEnabled
devgui_dvar "Renderer/Post FX/Sun/Sun From Dvars:1" r_sun_from_dvars
devgui_dvar "Renderer/Post FX/Sun/Sun Sprite Size:2" r_sunsprite_size
devgui_dvar "Renderer/Post FX/Sun/Sun Effects Position:3" r_sun_fx_position
devgui_dvar "Renderer/Post FX/Sun/Sun Flare Min Size:4" r_sunflare_min_size
devgui_dvar "Renderer/Post FX/Sun/Sun Flare Max Size:5" r_sunflare_max_size
devgui_dvar "Renderer/Post FX/Sun/Sun Flare Min Angle:6" r_sunflare_min_angle
devgui_dvar "Renderer/Post FX/Sun/Sun Flare Max Angle:7" r_sunflare_max_angle
devgui_dvar "Renderer/Post FX/Sun/Sun Flare Max Alpha:8" r_sunflare_max_alpha
devgui_dvar "Renderer/Post FX/Sun/Sun Flare Fade In Time:9" r_sunflare_fadein
devgui_dvar "Renderer/Post FX/Sun/Sun Flare Fade Out Time:10" r_sunflare_fadeout
devgui_dvar "Renderer/Post FX/Sun/Sun Blind Min Angle:11" r_sunblind_min_angle
devgui_dvar "Renderer/Post FX/Sun/Sun Blind Max Angle:12" r_sunblind_max_angle
devgui_dvar "Renderer/Post FX/Sun/Sun Blind Max Darken:13" r_sunblind_max_darken
devgui_dvar "Renderer/Post FX/Sun/Sun Blind Fade In Time:14" r_sunblind_fadein
devgui_dvar "Renderer/Post FX/Sun/Sun Blind Fade Out Time:15" r_sunblind_fadeout
devgui_dvar "Renderer/Post FX/Sun/Sun Glare Min Angle:16" r_sunglare_min_angle
devgui_dvar "Renderer/Post FX/Sun/Sun Glare Max Angle:17" r_sunglare_max_angle
devgui_dvar "Renderer/Post FX/Sun/Sun Glare Max Lighten:18" r_sunglare_max_lighten
devgui_dvar "Renderer/Post FX/Sun/Sun Glare Fade In Time:19" r_sunglare_fadein
devgui_dvar "Renderer/Post FX/Sun/Sun Glare Fade Out Time:20" r_sunglare_fadeout
devgui_dvar "Renderer/Post FX/Glow Tweaks/Use Tweaks:1" r_glowUseTweaks
devgui_cmd "Renderer/Post FX/Glow Tweaks/Update From VISION File:2" updateGlowTweaks
devgui_dvar "Renderer/Post FX/Glow Tweaks/Enable Glow:3" r_glowTweakEnable
devgui_dvar "Renderer/Post FX/Glow Tweaks/Radius:4" r_glowTweakRadius0
devgui_dvar "Renderer/Post FX/Glow Tweaks/Bloom Cutoff:5" r_glowTweakBloomCutoff
devgui_dvar "Renderer/Post FX/Glow Tweaks/Bloom Desaturation:6" r_glowTweakBloomDesaturation
devgui_dvar "Renderer/Post FX/Glow Tweaks/Bloom Intensity:7" r_glowTweakBloomIntensity0
devgui_dvar "Renderer/Post FX/Glow Tweaks/XY Stretch Ratio:8" r_glowTweakStretchRatio
devgui_dvar "Renderer/Post FX/Glow Tweaks/Low Tint:9" r_glowTweakLowTint
devgui_dvar "Renderer/Post FX/Glow Tweaks/High Tint:10" r_glowTweakHighTint
devgui_dvar "Renderer/Post FX/Glow Tweaks/Tint Mid:11" r_glowTweakTintMid
devgui_dvar "Renderer/Post FX/Film Color Tweaks/Use New Shader:1" r_filmAltShader
devgui_dvar "Renderer/Post FX/Film Color Tweaks/Use Tweaks:2" r_filmUseTweaks
devgui_cmd "Renderer/Post FX/Film Color Tweaks/Update From VISION File:3" updateFilmTweaks
devgui_dvar "Renderer/Post FX/Film Color Tweaks/Enable Film Color:4" r_filmTweakEnable
devgui_dvar "Renderer/Post FX/Film Color Tweaks/Contrast:5" r_filmTweakContrast
devgui_dvar "Renderer/Post FX/Film Color Tweaks/Brightness:6" r_filmTweakBrightness
devgui_dvar "Renderer/Post FX/Film Color Tweaks/Light Desaturation:7" r_filmTweakDesaturation
devgui_dvar "Renderer/Post FX/Film Color Tweaks/Dark Desaturation:8" r_filmTweakDesaturationDark
devgui_dvar "Renderer/Post FX/Film Color Tweaks/Invert:9" r_filmTweakInvert
devgui_dvar "Renderer/Post FX/Film Color Tweaks/Light Tint:10" r_filmTweakLightTint
devgui_dvar "Renderer/Post FX/Film Color Tweaks/Medium Tint:11" r_filmTweakMediumTint
devgui_dvar "Renderer/Post FX/Film Color Tweaks/Dark Tint:12" r_filmTweakDarkTint
devgui_dvar "Renderer/Post FX/Film Color/Sharpen:1" r_filmSharpen
devgui_dvar "Renderer/Post FX/Color Curve Tweaks/Use Tweaks:1" r_colorCurveUseTweaks
devgui_cmd "Renderer/Post FX/Color Curve Tweaks/Update From VISION File:2" updateColorCurveTweaks
devgui_dvar "Renderer/Post FX/Color Curve Tweaks/Enable:3" r_colorCurveEnable
devgui_dvar "Renderer/Post FX/Color Curve Tweaks/Min:4" r_colorCurveTweakMin
devgui_dvar "Renderer/Post FX/Color Curve Tweaks/Max:5" r_colorCurveTweakMax
devgui_dvar "Renderer/Post FX/Color Curve Tweaks/Mid:6" r_colorCurveTweakMid
devgui_dvar "Renderer/Post FX/Color Curve Tweaks/Out Min:7" r_colorCurveTweakOutMin
devgui_dvar "Renderer/Post FX/Color Curve Tweaks/Out Max:8" r_colorCurveTweakOutMax
devgui_dvar "Renderer/Post FX/DOF/Enable:1" r_dof_enable
devgui_dvar "Renderer/Post FX/DOF/Enable Tweaks:2" r_dof_tweak
devgui_dvar "Renderer/Post FX/DOF/Near Blur:3" r_dof_nearBlur
devgui_dvar "Renderer/Post FX/DOF/Far Blur:4" r_dof_farBlur
devgui_dvar "Renderer/Post FX/DOF/View model start:5" r_dof_viewModelStart
devgui_dvar "Renderer/Post FX/DOF/View model end:6" r_dof_viewModelEnd
devgui_dvar "Renderer/Post FX/DOF/Near start:7" r_dof_nearStart
devgui_dvar "Renderer/Post FX/DOF/Near end:8" r_dof_nearEnd
devgui_dvar "Renderer/Post FX/DOF/Far start:9" r_dof_farStart
devgui_dvar "Renderer/Post FX/DOF/Far end:10" r_dof_farEnd
devgui_dvar "Renderer/Post FX/HitEffect/Tweak Tear Loop:1" bg_hit_distortion_tweak_tear_loop
devgui_dvar "Renderer/Post FX/HitEffect/Tear Intensity:2" r_hit_distortion_tear_intensity
devgui_dvar "Renderer/Post FX/HitEffect/Tear Start Offset:3" bg_hit_distortion_tear_start_offset
devgui_dvar "Renderer/Post FX/HitEffect/Tear Time Scale:4" bg_hit_distortion_tear_time_scale
devgui_dvar "Renderer/Post FX/HitEffect/Tweak Noise Intensity:5" r_hit_distortion_tweak_noise_intensity
devgui_dvar "Renderer/Post FX/HitEffect/RGB Scale:6" r_hit_distortion_params
devgui_dvar "Renderer/Post FX/HitEffect/Noise Time Scale:7" r_hit_distortion_noise_time_scale
devgui_dvar "Renderer/Post FX/HitEffect/Noise Saturation:8" r_hit_distortion_noise_saturation
devgui_dvar "Renderer/Post FX/HudNoise/Enable Tweaks:1" r_hud_noise_effect_tweak
devgui_dvar "Renderer/Post FX/HudNoise/Noise Intensity:2" r_hud_noise_effect_tweak_intensity
devgui_dvar "Renderer/Post FX/HudNoise/Noise Speed:3" r_hud_noise_effect_tweak_speed
devgui_dvar "Renderer/Post FX/HudNoise/Noise Width:4" r_hud_noise_effect_tweak_width
devgui_dvar "Renderer/Post FX/HudNoise/Noise Color:5" r_hud_noise_effect_tweak_color
devgui_dvar "Renderer/Post FX/HudNoise/Noise Level:6" r_hud_noise_effect_tweak_noise_level
devgui_dvar "Renderer/Post FX/HudNoise/Grid Base:7" r_hud_noise_effect_tweak_grid_base
devgui_dvar "Renderer/Post FX/HudNoise/Grid Blend:8" r_hud_noise_effect_tweak_grid_blend
devgui_dvar "Renderer/Post FX/HudNoise/Grid Spacing:9" r_hud_noise_effect_tweak_grid_spacing
devgui_dvar "Renderer/Post FX/HudNoise/Loop Time:10" r_hud_noise_effect_tweak_loop_time
devgui_dvar "Renderer/Prepass/Lit0:1" r_lit0_prepass
devgui_dvar "Renderer/Prepass/Lit1:2" r_lit1_prepass
devgui_dvar "Renderer/Prepass/Lit2:3" r_lit2_prepass
devgui_dvar "Renderer/ScreenWarp/Enabled:1" r_warp_enable
devgui_dvar "Renderer/ScreenWarp/Screen Center X:2" r_warp_center_x
devgui_dvar "Renderer/ScreenWarp/Screen Center Y:3" r_warp_center_y
devgui_dvar "Renderer/ScreenWarp/Curve Strength:4" r_warp_curve_strength
devgui_dvar "Renderer/ScreenWarp/Curve Offset:5" r_warp_curve_offset
devgui_dvar "Renderer/ScreenWarp/Width Offset To Angle:6" r_warp_angle_mul
devgui_dvar "Renderer/ScreenWarp/View Bob Scale X:7" r_warp_bob_x
devgui_dvar "Renderer/ScreenWarp/View Bob Scale Y:8" r_warp_bob_y
devgui_dvar "Renderer/Texture Filtering/Disable Texture Filtering:1" r_texFilterDisable
devgui_dvar "Renderer/Texture Filtering/Mip Mode:2" r_texFilterMipMode
devgui_dvar "Renderer/Texture Filtering/Mip Bias:3" r_texFilterMipBias
devgui_dvar "Renderer/Texture Filtering/Anisotropy Min:4" r_texFilterAnisoMin
devgui_dvar "Renderer/Texture Filtering/Anisotropy Max:5" r_texFilterAnisoMax
devgui_dvar "Renderer/LODs/LOD Bias" "r_lodBias"
devgui_dvar "Renderer/LODs/LOD Scale" "r_lodScale"
dvar_int debug_fxlighting "0" "0" "1"
devgui_dvar "Renderer/Debug FX Lighting:8" debug_fxlighting
devgui_dvar "Renderer/Vision Set Info" visionSetInfo

84
devgui_scriptart.cfg Normal file
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dvar_int scr_art_tweak 0 0 1
//dvar_float scr_dof_nearBlur 5 4 10
//dvar_float scr_dof_farBlur 0 0 9.85
//dvar_int scr_dof_nearStart 0 0 999
//dvar_int scr_dof_nearEnd 1 1 1000
//dvar_int scr_dof_farStart 8000 1 20000
//dvar_int scr_dof_farEnd 10000 0 19999
dvar_int scr_fog_disable 0 0 1
dvar_int scr_map_exploder_dump 0 0 1
dvar_float scr_fog_exp_halfplane 5000 1 300000
dvar_float scr_fog_nearplane 0 0 100000
dvar_vec3_color scr_fog_color 0.5 0.5 0.5
dvar_float scr_fog_max_opacity 1 0 1
dvar_bool scr_sunFogEnabled 0
dvar_vec3_color scr_sunFogColor 0.5 0.5 0.5
dvar_vec3 scr_sunFogDir 0.0 0.0 0.0 -1 1
dvar_float scr_sunFogBeginFadeAngle 0.0 0 180
dvar_float scr_sunFogEndFadeAngle 0.0 0 180
dvar_float scr_sunFogBlue 0.5 0 1
dvar_float scr_sunFogScale 1.0 0 10.0
dvar_float scr_mulFogblend 0.0 0 1.0
dvar_vec3_color scr_mulFogNearColor 0.5 0.5 0.5
dvar_vec3_color scr_mulFogFarColor 0.5 0.5 0.5
dvar_int createfx_drawdist 1500 500 30000
dvar_float createfx_scaleid 1.0 1.0 30.0
devgui_dvar "Script Tools/Script Art/Fog/Halfplane(Exp):3" scr_fog_exp_halfplane
devgui_dvar "Script Tools/Script Art/Fog/Nearplane:4" scr_fog_nearplane
devgui_dvar "Script Tools/Script Art/Fog/Color:6" scr_fog_color
devgui_dvar "Script Tools/Script Art/Fog/Max Opacity:9" scr_fog_max_opacity
devgui_dvar "Script Tools/Script Art/Fog/Sun Fog Enabled:11" scr_sunFogEnabled
devgui_dvar "Script Tools/Script Art/Fog/Sun Fog Color:12" scr_sunFogColor
devgui_dvar "Script Tools/Script Art/Fog/Sun Fog Dir/Sun Fog Dir:13" scr_sunFogDir
devgui_cmd "Script Tools/Script Art/Fog/Sun Fog Dir/---Set From Player View:14" "scr_cmd_plr_sun 1"
devgui_dvar "Script Tools/Script Art/Fog/Sun Fog Fade Start Angle:15" scr_sunFogBeginFadeAngle
devgui_dvar "Script Tools/Script Art/Fog/Sun Fog Fade End Angle:16" scr_sunFogEndFadeAngle
devgui_dvar "Script Tools/Script Art/Fog/Sun Fog Fog Scale:17" scr_sunFogScale
devgui_dvar "Script Tools/Script Art/Fog/Disable Fog:18" scr_fog_disable
devgui_dvar "Script Tools/Script Art/Fog/Mul Fog Blend:19" scr_mulFogBlend
devgui_dvar "Script Tools/Script Art/Fog/Mul Fog Near Color:20" scr_mulFogNearColor
devgui_dvar "Script Tools/Script Art/Fog/Mul Fog Far Color:21" scr_mulFogFarColor
devgui_dvar "Script Tools/Script Art/Fog/Fog Height Start:22" r_fog_height_start
devgui_dvar "Script Tools/Script Art/Fog/Fog Height End:23" r_fog_height_end
devgui_dvar "Script Tools/Script Art/Fog/Fog Height Blend:24" r_fog_height_blend
devgui_dvar "Script Tools/Script Art/Glow Tweaks/Enable Glow:1" r_glowTweakEnable
devgui_cmd "Script Tools/Script Art/Glow Tweaks/Update From VISION File:2" updateGlowTweaks
devgui_dvar "Script Tools/Script Art/Glow Tweaks/Bloom Cutoff:3" r_glowTweakBloomCutoff
devgui_dvar "Script Tools/Script Art/Glow Tweaks/Bloom Intensity:4" r_glowTweakBloomIntensity0
devgui_dvar "Script Tools/Script Art/Glow Tweaks/Radius:5" r_glowTweakRadius0
devgui_dvar "Script Tools/Script Art/Glow Tweaks/Bloom Desaturation:6" r_glowTweakBloomDesaturation
devgui_dvar "Script Tools/Script Art/Film Tweaks/Enable Film Color:1" r_filmTweakEnable
devgui_cmd "Script Tools/Script Art/Film Tweaks/Update From VISION File:2" updateFilmTweaks
devgui_dvar "Script Tools/Script Art/Film Tweaks/Contrast:4" r_filmTweakContrast
devgui_dvar "Script Tools/Script Art/Film Tweaks/Brightness:5" r_filmTweakBrightness
devgui_dvar "Script Tools/Script Art/Film Tweaks/Light Desaturation:6" r_filmTweakDesaturation
devgui_dvar "Script Tools/Script Art/Film Tweaks/Dark Desaturation:7" r_filmTweakDesaturationDark
devgui_dvar "Script Tools/Script Art/Film Tweaks/Invert:8" r_filmTweakInvert
devgui_dvar "Script Tools/Script Art/Film Tweaks/Light Tint:9" r_filmTweakLightTint
devgui_dvar "Script Tools/Script Art/Film Tweaks/Medium Tint:10" r_filmTweakMediumTint
devgui_dvar "Script Tools/Script Art/Film Tweaks/Dark Tint:11" r_filmTweakDarkTint
devgui_dvar "Script Tools/Script Art/Character Light Tweaks/Enable Tweaks:1" r_primaryLightUseTweaks
devgui_cmd "Script Tools/Script Art/Character Light Tweaks/Update From VISION File:2" updateCharPrimaryTweaks
devgui_dvar "Script Tools/Script Art/Character Light Tweaks/Primary Diffuse Scale:3" r_primaryLightTweakDiffuseStrength
devgui_dvar "Script Tools/Script Art/Character Light Tweaks/Primary Specular Scale:4" r_primaryLightTweakSpecularStrength
devgui_cmd "Script Tools/Script Art/Enable Art Tweaks:1" "exec enable_artscript"
devgui_dvar "Script Tools/Script Art/Vision Set Lock:2" visionSetsEnabled
devgui_cmd "Script Tools/Script Art/DumpSettings:3" "scr_art_dump 1"
devgui_cmd "Script Tools/Create FX/Start Createfx:1" "exec createfx"
devgui_dvar "Script Tools/Create FX/Map FX Export:2" scr_map_exploder_dump
devgui_dvar "Script Tools/Create FX/Draw scale:3" createfx_scaleid
devgui_dvar "Script Tools/Create FX/Draw Distance:4" createfx_drawdist
devgui_cmd "Script Tools/Create FX/Export Createfx:5" "set scr_createfx_dump 1"
devgui_cmd "Script Tools/Node Placement:1" "exec noder"
devgui_cmd "Script Tools/Painter:2" "exec painter"
devgui_cmd "Script Tools/Turn off Script Tools:3" "exec clear_script_tools;map_restart"

15
devgui_vehicles.cfg Normal file
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devgui_dvar "Vehicles/Camera:1/Free Look:1" vehCam_freeLook
devgui_dvar "Vehicles/Camera:1/Edit Mode:2" vehCam_editMode
devgui_dvar "Vehicles/Camera:1/Angles:3" vehCam_angles
devgui_dvar "Vehicles/Camera:1/Offset:4" vehCam_offset
devgui_dvar "Vehicles/Camera:1/Radius:5" vehCam_radius
devgui_dvar "Vehicles/Camera:1/Speed Influence:6" vehCam_speedInfluence
devgui_dvar "Vehicles/Camera:1/Pitch Turn Rate:7" vehCam_pitchTurnRate
devgui_dvar "Vehicles/Camera:1/Pitch Clamp:8" vehCam_pitchClamp
devgui_dvar "Vehicles/Camera:1/Yaw Turn Rate:9" vehCam_yawTurnRate
devgui_dvar "Vehicles/Camera:1/Yaw Clamp:10" vehCam_yawClamp
devgui_dvar "Vehicles/Camera:1/Z Offset Mode:11" vehCam_zOffsetMode
// tagBK<NOTE> Added in player jet support.
devgui_dvar "Vehicles/PlayerJet:2" playerJet_enabled

12
devgui_visibility.cfg Normal file
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devgui_cmd "Visibility/Toggle Lock PVS:1" "toggle r_lockPvs"
devgui_cmd "Visibility/Toggle Single Cell:2" "toggle r_singleCell"
devgui_cmd "Visibility/Toggle Cull Brush Models:3" "toggle r_cullBModels"
devgui_cmd "Visibility/Toggle Cull XModels:4" "toggle r_cullXModels"
devgui_dvar "Visibility/Show Cull Brush Models:5" r_showCullBModels
devgui_dvar "Visibility/Show Cull Static Models:6" r_showCullSModels
devgui_dvar "Visibility/Show Cull XModels:7" r_showCullXModels
devgui_dvar "Visibility/Show Portals:8" r_showPortals
devgui_dvar "Visibility/Show AABB Trees:9" r_showAabbTrees
devgui_dvar "Visibility/Portal Walk Limit:12" r_portalWalkLimit
devgui_dvar "Visibility/Portal Min Clip Area:13" r_portalMinClipArea
devgui_dvar "Visibility/Portal Bevel Cutoff:14" r_portalBevels

77
dj.cfg Normal file
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// generated by Robert Gaines Please do not modify
//bind dpad_down scr_giveairstrike 1
bind TAB "+melee"
bind ESCAPE "togglemenu"
bind SPACE "+moveup"
bind , "toggle r_normalMaps 0 1"
bind 0 "toggle cg_Draw2D 0 1"
bind 1 "weaponslot primary"
bind 2 "weaponslot primaryb"
bind 3 "+binoculars"
bind 4 "toggle r_drawWorld 1 0;r_clearColor .25 .25 .25 1;r_clearColor2 .25 .25 .25 1;toggle cg_draw2d 1 0;toggle cg_drawHUD 1 0;toggle cg_fov 10 65;toggle r_drawBModels;toggle r_drawSModels;toggle r_forceLod 0 4"
bind ` "toggleconsole"
bind A "+moveleft"
bind B "god"
bind C "gocrouch"
bind D "+moveright"
bind E "+leanright"
bind F "+activate"
bind H "+holdbreath"
bind o "toggle r_fullbright"
bind Q "+leanleft"
bind R "+reload"
bind S "+back"
bind W "+forward"
bind PAUSE "pause"
bind ALT "+melee_breath"
bind CTRL "goprone"
bind SHIFT "+movedown"
bind END "toggleads"
bind F1 "devgui"
bind F7 "set tweak 1;map_restart;exec devgui_fog"
bind F11 "toggle fx_profile 0 1; toggle cg_drawHUD 0 1"
bind F12 "cg_drawMaterial 1;con_minicon 1;fs_debug 0; mapname;viewpos;wait 6;screenshotJPEG;cg_drawMaterial 0;con_minicon 0; fs_debug 2"
bind KP_UPARROW "raisestance"
bind KP_DOWNARROW "lowerstance"
bind - "replay_mark"
bind = "replay_goto"
bind UPARROW "replay_back 3"
bind DOWNARROW "replay_live"
bind RIGHTARROW "replay_forward 10"
bind LEFTARROW "replay_back 10"
bind MOUSE1 "+attack"
bind MOUSE2 "+speed"
bind MOUSE3 "+frag"
bind MOUSE4 "+talk"
bind MOUSE5 "+smoke"
bind MWHEELDOWN "weapnext"
bind MWHEELUP "weapprev"
bind ins "exec createfx"
bind t "toggle timescale 1 100"
bind y "toggle timescale 1 .25"
bind b "god"
bind g "give ammo"
bind x "give health"
bind k "debug_nuke on"
bind n "ufo"
bind j "cg_ufo"
bind [ "toggle fx_enable 0 1"
bind ] "toggle r_showtris"
bind i "toggle g_entinfo 3 2 1 0"
bind m "map_restart"
bind \ "toggle cl_paused 0 2"
bind u "toggle cg_drawmaterial"
bind , "toggle r_normalMaps 0 1"
// set'em
//set cg_drawFPS 0; replay_time 0
seta in_mouse "1"
set g_entinfo 0
set ai_badPathSpam 0
set profile_show_loading 0
set logfile 2
set replay_autosave 5
set g_gametype war
set com_statmon 0
set LOC_WARNINGSASERRORS 0
set LOC_WARNINGS 0

12
dvar_defaults.cfg Normal file
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// reset any dvars that might have been tweaked by script
set cg_hudGrenadeIconMaxRangeFrag 250
// oldschool dvars set in script
reset ragdoll_explode_force
reset ragdoll_explode_upbias
reset jump_height
reset jump_slowdownEnable
reset bg_fallDamageMinHeight
reset bg_fallDamageMaxHeight
// end oldschool dvars set in script

4
enable_art.cfg Normal file
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exec clear_script_tools.cfg
set scr_art_tweak 1
set r_glowUseTweaks 1
set r_filmUseTweaks 1

7
enable_artscript.cfg Normal file
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set scr_art_tweak 1
set scr_art_tweak_message 1
set r_glowUseTweaks 1
set r_filmUseTweaks 1
updateGlowTweaks
updateFilmTweaks
updateCharPrimaryTweaks

12
ericf.cfg Normal file
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exec splitscreencontrols
set systemlink 0
set splitscreen 1
set onlinegame 0
exec default_splitscreen
set ui_mptype 2
autosignin
devmap mp_afghan
set intro 0

35
gavin.cfg Normal file
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// Base map setup.
exec sp_launcher.cfg
set specialops 0
set intro 0
// Control options.
//profile_toggleInvertedPitch 1
//profile_setViewSensitivity 1.8
//profile_toggleRumble
// Misc.
god 1
set g_ai 1
autosignin
//set lmc 1 // My changes
// Aim assit.
set aim_slowdown_debug 0
set aim_autoaim_debug 0
set aim_automelee_debug 0
set aim_lockon_debug 0
set aim_lockon_enabled 1
set aim_slowdown_enabled 1
set aim_autoaim_enabled 0
set aim_automelee_enabled 0
set g_quiet_assert 1
// Controller bindings.
//bind BUTTON_RSHLDR "+gravjump"
//bind BUTTON_RSHLDR "+attack"

6
hardcore_disable.cfg Normal file
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reset scr_team_fftype
reset scr_player_maxhealth
reset scr_player_healthregentime
reset scr_player_respawndelay
reset scr_game_allowkillcam
reset scr_game_forceuav

6
hardcore_settings.cfg Normal file
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set scr_team_fftype 1
set scr_player_maxhealth 30
set scr_player_healthregentime 0
set scr_player_respawndelay 10
set scr_game_allowkillcam 0
set scr_game_forceuav 0

1
info/ai_lochit_dmgtable Normal file
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LOCDMGTABLE\none\1\helmet\4\head\4\neck\4\torso_upper\0.9\torso_lower\0.8\right_arm_upper\0.7\right_arm_lower\0.7\right_hand\0.5\left_arm_upper\0.7\left_arm_lower\0.7\left_hand\0.5\right_leg_upper\0.4\right_leg_lower\0.4\right_foot\0.2\left_leg_upper\0.4\left_leg_lower\0.4\left_foot\0.2\gun\0\shield\0

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BULLET_PEN_TABLE\small_bark\20\small_brick\6\small_carpet\20\small_cloth\72\small_concrete\6\small_dirt\0\small_flesh\24\small_foliage\72\small_glass\72\small_grass\0\small_gravel\32\small_ice\72\small_metal\12\small_mud\0\small_paper\72\small_plaster\12\small_rock\6\small_sand\0\small_snow\72\small_water\0\small_wood\12\small_asphalt\6\small_ceramic\72\small_plastic\32\small_rubber\72\small_cushion\72\small_fruit\72\small_paintedmetal\0\small_riotshield\0\small_slush\0\medium_bark\28\medium_brick\20\medium_carpet\20\medium_cloth\72\medium_concrete\12\medium_dirt\0\medium_flesh\34\medium_foliage\72\medium_glass\72\medium_grass\0\medium_gravel\32\medium_ice\72\medium_metal\20\medium_mud\0\medium_paper\72\medium_plaster\20\medium_rock\12\medium_sand\0\medium_snow\72\medium_water\0\medium_wood\16\medium_asphalt\12\medium_ceramic\72\medium_plastic\32\medium_rubber\72\medium_cushion\72\medium_fruit\72\medium_paintedmetal\0\medium_riotshield\0\medium_slush\0\large_bark\28\large_brick\20\large_carpet\20\large_cloth\72\large_concrete\12\large_dirt\0\large_flesh\40\large_foliage\72\large_glass\72\large_grass\0\large_gravel\32\large_ice\72\large_metal\20\large_mud\0\large_paper\72\large_plaster\20\large_rock\12\large_sand\0\large_snow\72\large_water\0\large_wood\16\large_asphalt\12\large_ceramic\72\large_plastic\32\large_rubber\72\large_cushion\72\large_fruit\72\large_paintedmetal\0\large_riotshield\0\large_slush\0

21
jake.cfg Normal file
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//DEBUG
//set cg_drawfps 0
//set cg_drawfpslabels 0
//set cg_drawversion 0
//set replay_time 0
set con_minicon 1
//set com_statmon 0
//DEVELOPER
bind ; "toggle ai_shownodesdist 325 800 1200 2500"
bind y "toggle timescale 1 0.25"
bind UPARROW "replay_restart"
bind DOWNARROW "replay_live"
bind LEFTARROW "replay_back 10"
bind RIGHTARROW "replay_forward 10"
bind PAUSE "toggle cl_paused 0 1 2"
bind p "toggle cg_drawfps 0 1; toggle cg_drawversion 0 1; toggle con_minicon 0 1; toggle replay_time 0 1; toggle cg_drawfpslabels 0 1; toggle com_statmon 0 1"
bind o "toggle cg_drawScriptUsage 0 1"

43
jiesang.cfg Normal file
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// generated by Call of Duty, do not modify
unbindall
bind TAB "+scores"
bind ESCAPE "togglemenu"
bind SPACE "+activate"
bind ' "map_restart"
bind - "replay_back 10"
bind / "scriptdebugger"
bind 0 "replay_back 3"
bind 1 "weapnext"
bind 2 "weapnext"
bind 4 "+frag"
bind 5 "+smoke"
bind 6 "replay_mark"
bind 7 "replay_goto"
bind 8 "replay_live"
bind [ "replay_restart"
bind ` "toggleconsole"
bind A "+melee"
bind B "gocrouch"
bind C "goprone"
bind D "+reload"
bind E "+gostand"
bind F "+leanright"
bind I "timescale 1"
bind L "cg_ufo"
bind O "timescale 0.1"
bind P "toggle r_fullbright 0 1"
bind Q "toggleads"
bind R "+moveright"
bind S "+leanleft"
bind U "timescale 4"
bind V "+back"
bind W "+moveleft"
bind ~ "toggleconsole"
bind PAUSE "pause"
bind CTRL "goprone"
bind SHIFT "+holdbreath"
bind F1 "devgui"
bind F12 "screenshotJPEG"
bind MOUSE1 "+attack"
bind MOUSE2 "+forward"
bind Y "scriptdebugger"

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dm
dom
sd
sab
war
koth
oneflag
arena
dd
vip
ctf
gtnw
gg
joe
crank
cwtest
mtdm
merc
escortplus
convoy
glad
hvt
gun
oic

532
maps/mp/gametypes/arena.gsc Normal file
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#include maps\mp\_utility;
#include maps\mp\gametypes\_hud_util;
/*
Arena
Objective: Eliminate the enemy team
Map ends: When one team eliminates the enemy team, or the flag is reached
Respawning: Beginning of next round
Level requirementss
------------------
Spawnpoints:
classname mp_tdm_spawn
All players spawn from these. The spawnpoint chosen is dependent on the current locations of teammates and enemies
at the time of spawn. Players generally spawn behind their teammates relative to the direction of enemies.
Spectator Spawnpoints:
classname mp_global_intermission
Spectators spawn from these and intermission is viewed from these positions.
Atleast one is required, any more and they are randomly chosen between.
*/
/*QUAKED mp_tdm_spawn (0.0 0.0 1.0) (-16 -16 0) (16 16 72)
Players spawn away from enemies and near their team at one of these positions.*/
/*QUAKED mp_tdm_spawn_axis_start (0.5 0.0 1.0) (-16 -16 0) (16 16 72)
Axis players spawn away from enemies and near their team at one of these positions at the start of a round.*/
/*QUAKED mp_tdm_spawn_allies_start (0.0 0.5 1.0) (-16 -16 0) (16 16 72)
Allied players spawn away from enemies and near their team at one of these positions at the start of a round.*/
main()
{
if(getdvar("mapname") == "mp_background")
return;
maps\mp\gametypes\_globallogic::init();
maps\mp\gametypes\_callbacksetup::SetupCallbacks();
maps\mp\gametypes\_globallogic::SetupCallbacks();
registerRoundSwitchDvar( level._gameType, 0, 0, 9 );
registerTimeLimitDvar( level._gameType, 10, 0, 1440 );
registerScoreLimitDvar( level._gameType, 500, 0, 5000 );
registerRoundLimitDvar( level._gameType, 1, 0, 10 );
registerWinLimitDvar( level._gameType, 1, 0, 10 );
registerRoundSwitchDvar( level._gameType, 3, 0, 30 );
registerNumLivesDvar( level._gameType, 0, 0, 10 );
registerHalfTimeDvar( level._gameType, 0, 0, 1 );
level._teamBased = true;
level._objectiveBased = true;
level._onPrecacheGameType = ::onPrecacheGameType;
level._onStartGameType = ::onStartGameType;
level._getSpawnPoint = ::getSpawnPoint;
level._onSpawnPlayer = ::onSpawnPlayer;
level._onNormalDeath = ::onNormalDeath;
level._onPlayerKilled = ::onPlayerKilled;
level._onDeadEvent = ::onDeadEvent;
game["dialog"]["gametype"] = "arena";
if ( getDvarInt( "g_hardcore" ) )
game["dialog"]["gametype"] = "hc_" + game["dialog"]["gametype"];
else if ( getDvarInt( "camera_thirdPerson" ) )
game["dialog"]["gametype"] = "thirdp_" + game["dialog"]["gametype"];
else if ( getDvarInt( "scr_diehard" ) )
game["dialog"]["gametype"] = "dh_" + game["dialog"]["gametype"];
game["strings"]["overtime_hint"] = &"MP_FIRST_BLOOD";
}
onPrecacheGameType()
{
precacheShader( "compass_waypoint_captureneutral" );
precacheShader( "compass_waypoint_capture" );
precacheShader( "compass_waypoint_defend" );
precacheShader( "waypoint_captureneutral" );
precacheShader( "waypoint_capture" );
precacheShader( "waypoint_defend" );
}
onStartGameType()
{
setClientNameMode("auto_change");
if ( !isdefined( game["switchedsides"] ) )
game["switchedsides"] = false;
if ( game["switchedsides"] )
{
oldAttackers = game["attackers"];
oldDefenders = game["defenders"];
game["attackers"] = oldDefenders;
game["defenders"] = oldAttackers;
}
setObjectiveText( "allies", &"OBJECTIVES_ARENA" );
setObjectiveText( "axis", &"OBJECTIVES_ARENA" );
if ( level._splitscreen )
{
setObjectiveScoreText( "allies", &"OBJECTIVES_ARENA" );
setObjectiveScoreText( "axis", &"OBJECTIVES_ARENA" );
}
else
{
setObjectiveScoreText( "allies", &"OBJECTIVES_ARENA_SCORE" );
setObjectiveScoreText( "axis", &"OBJECTIVES_ARENA_SCORE" );
}
setObjectiveHintText( "allies", &"OBJECTIVES_ARENA_HINT" );
setObjectiveHintText( "axis", &"OBJECTIVES_ARENA_HINT" );
level._spawnMins = ( 0, 0, 0 );
level._spawnMaxs = ( 0, 0, 0 );
maps\mp\gametypes\_spawnlogic::placeSpawnPoints( "mp_tdm_spawn_allies_start" );
maps\mp\gametypes\_spawnlogic::placeSpawnPoints( "mp_tdm_spawn_axis_start" );
maps\mp\gametypes\_spawnlogic::addSpawnPoints( "allies", "mp_tdm_spawn" );
maps\mp\gametypes\_spawnlogic::addSpawnPoints( "axis", "mp_tdm_spawn" );
level._mapCenter = maps\mp\gametypes\_spawnlogic::findBoxCenter( level._spawnMins, level._spawnMaxs );
setMapCenter( level._mapCenter );
allowed[0] = "dom";
allowed[1] = "airdrop_pallet";
allowed[2] = "arena";
maps\mp\gametypes\_rank::registerScoreInfo( "capture", 200 );
maps\mp\gametypes\_gameobjects::main(allowed);
precacheFlag();
thread arenaFlagWaiter();
thread arenaTimeFlagWaiter();
}
precacheFlag()
{
game["flagmodels"] = [];
game["flagmodels"]["neutral"] = "prop_flag_neutral";
game["flagmodels"]["allies"] = maps\mp\gametypes\_teams::getTeamFlagModel( "allies" );
game["flagmodels"]["axis"] = maps\mp\gametypes\_teams::getTeamFlagModel( "axis" );
precacheModel( game["flagmodels"]["neutral"] );
precacheModel( game["flagmodels"]["allies"] );
precacheModel( game["flagmodels"]["axis"] );
precacheString( &"MP_CAPTURING_FLAG" );
precacheString( &"MP_LOSING_FLAG" );
precacheString( &"MP_DOM_YOUR_FLAG_WAS_CAPTURED" );
precacheString( &"MP_DOM_ENEMY_FLAG_CAPTURED" );
precacheString( &"MP_DOM_NEUTRAL_FLAG_CAPTURED" );
precacheString( &"MP_ENEMY_FLAG_CAPTURED_BY" );
precacheString( &"MP_NEUTRAL_FLAG_CAPTURED_BY" );
precacheString( &"MP_FRIENDLY_FLAG_CAPTURED_BY" );
}
arenaTimeFlagWaiter()
{
level endon( "down_to_one" );
level endon( "game_end" );
for( ;; )
{
timeLeft = maps\mp\gametypes\_gamelogic::getTimeRemaining();
if ( timeLeft < 61000 )
break;
wait ( 1 );
}
level notify( "arena_flag_time" );
thread arenaFlag();
}
arenaFlagWaiter()
{
level endon( "game_end" );
level endon( "arena_flag_time" );
for ( ;; )
{
if ( level._inGracePeriod == 0 )
break;
wait ( 0.05 );
}
for ( ;; )
{
if ( getTeamPlayersAlive ( "axis" ) == 1 )
{
thread arenaFlag();
level notify( "down_to_one" );
break;
}
if ( getTeamPlayersAlive ( "allies" ) == 1 )
{
thread arenaFlag();
level notify( "down_to_one" );
break;
}
wait( 1 );
}
}
getSpawnPoint()
{
spawnteam = self.pers["team"];
if ( game["switchedsides"] )
spawnteam = getOtherTeam( spawnteam );
if ( level._inGracePeriod )
{
spawnPoints = maps\mp\gametypes\_spawnlogic::getSpawnpointArray( "mp_tdm_spawn_" + spawnteam + "_start" );
spawnPoint = maps\mp\gametypes\_spawnlogic::getSpawnpoint_Random( spawnPoints );
}
else
{
spawnPoints = maps\mp\gametypes\_spawnlogic::getTeamSpawnPoints( spawnteam );
spawnPoint = maps\mp\gametypes\_spawnlogic::getSpawnpoint_NearTeam( spawnPoints );
}
return spawnPoint;
}
onSpawnPlayer()
{
self.usingObj = undefined;
level notify ( "spawned_player" );
}
onNormalDeath( victim, attacker, lifeId )
{
score = maps\mp\gametypes\_rank::getScoreInfoValue( "kill" );
assert( isDefined( score ) );
attacker maps\mp\gametypes\_gamescore::giveTeamScoreForObjective( attacker.pers["team"], score );
team = victim.team;
if ( game["state"] == "postgame" )
attacker.finalKill = true;
}
onPlayerKilled(eInflictor, attacker, iDamage, sMeansOfDeath, sWeapon, vDir, sHitLoc, psOffsetTime, deathAnimDuration, killId)
{
thread checkAllowSpectating();
}
onTimeLimit()
{
if ( game["status"] == "overtime" )
{
winner = "forfeit";
}
else if ( game["teamScores"]["allies"] == game["teamScores"]["axis"] )
{
winner = "overtime";
}
else if ( game["teamScores"]["axis"] > game["teamScores"]["allies"] )
{
winner = "axis";
}
else
{
winner = "allies";
}
thread maps\mp\gametypes\_gamelogic::endGame( winner, game["strings"]["time_limit_reached"] );
}
checkAllowSpectating()
{
wait ( 0.05 );
update = false;
if ( !level._aliveCount[ game["attackers"] ] )
{
level._spectateOverride[game["attackers"]].allowEnemySpectate = 1;
update = true;
}
if ( !level._aliveCount[ game["defenders"] ] )
{
level._spectateOverride[game["defenders"]].allowEnemySpectate = 1;
update = true;
}
if ( update )
maps\mp\gametypes\_spectating::updateSpectateSettings();
}
arenaFlag()
{
level._lastStatus["allies"] = 0;
level._lastStatus["axis"] = 0;
arenaFlag = getEntArray("flag_arena", "targetname");
primaryFlags = getEntArray( "flag_primary", "targetname" );
secondaryFlags = getEntArray( "flag_secondary", "targetname" );
// check to see if arena flag is present otherwise throw a warning and use the dom Flag.
if ( !isDefined( arenaFlag[0] ) )
{
println("WARNING: no arena flags specified attempting to use Dom flag_b" );
if ( (primaryFlags.size + secondaryFlags.size) < 1 )
{
printLn( "^1Not enough domination flags found in level!" );
maps\mp\gametypes\_callbacksetup::AbortLevel();
return;
}
self setupDomFlag(primaryFlags, secondaryFlags);
}
else
level._arenaFlag = arenaFlag[0];
trigger = level._arenaFlag;
if ( isDefined( trigger.target ) )
{
visuals[0] = getEnt( trigger.target, "targetname" );
}
else
{
visuals[0] = spawn( "script_model", trigger.origin );
visuals[0].angles = trigger.angles;
}
visuals[0] setModel( game["flagmodels"]["neutral"] );
arenaFlag = maps\mp\gametypes\_gameobjects::createUseObject( "neutral", trigger, visuals, (0,0,100) );
arenaFlag maps\mp\gametypes\_gameobjects::allowUse( "enemy" );
arenaFlag maps\mp\gametypes\_gameobjects::setUseTime( 20.0 );
arenaFlag maps\mp\gametypes\_gameobjects::setUseText( &"MP_CAPTURING_FLAG" );
label = arenaFlag maps\mp\gametypes\_gameobjects::getLabel();
arenaFlag.label = label;
arenaFlag maps\mp\gametypes\_gameobjects::set2DIcon( "friendly", "compass_waypoint_defend");
arenaFlag maps\mp\gametypes\_gameobjects::set3DIcon( "friendly", "waypoint_defend");
arenaFlag maps\mp\gametypes\_gameobjects::set2DIcon( "enemy", "compass_waypoint_captureneutral");
arenaFlag maps\mp\gametypes\_gameobjects::set3DIcon( "enemy", "waypoint_captureneutral");
arenaFlag maps\mp\gametypes\_gameobjects::setVisibleTeam( "any" );
arenaFlag.onUse = ::onUse;
arenaFlag.onBeginUse = ::onBeginUse;
arenaFlag.onUseUpdate = ::onUseUpdate;
arenaFlag.onEndUse = ::onEndUse;
arenaFlag.isArena = true;
//play sound to show flag is now available for capture
iPrintLnBold( "Arena flag spawned" );
level._arenaFlag playSound( "flag_spawned" );
traceStart = visuals[0].origin + (0,0,32);
traceEnd = visuals[0].origin + (0,0,-32);
trace = bulletTrace( traceStart, traceEnd, false, undefined );
upangles = vectorToAngles( trace["normal"] );
arenaFlag.baseeffectforward = anglesToForward( upangles );
arenaFlag.baseeffectright = anglesToRight( upangles );
arenaFlag.baseeffectpos = trace["position"];
arenaFlag.levelFlag = level._arenaFlag;
level._arenaFlag = arenaFlag;
}
setupDomFlag( primaryFlags, secondaryFlags )
{
for ( index = 0; index < primaryFlags.size; index++ )
{
label = primaryFlags[index].script_label;
if ( label != "_b" )
{
primaryFlags[index] delete();
}
else
{
level._arenaFlag = primaryFlags[index];
return;
}
}
}
onDeadEvent( team )
{
if ( team == game["attackers"] )
{
level thread arena_endGame( game["defenders"], game["strings"][game["attackers"]+"_eliminated"] );
}
else if ( team == game["defenders"] )
{
level thread arena_endGame( game["attackers"], game["strings"][game["defenders"]+"_eliminated"] );
}
}
arena_endGame( winningTeam, endReasonText )
{
thread maps\mp\gametypes\_gamelogic::endGame( winningTeam, endReasonText );
}
giveFlagCaptureXP( touchList )
{
level endon ( "game_ended" );
wait .05;
WaitTillSlowProcessAllowed();
players = getArrayKeys( touchList );
for ( index = 0; index < players.size; index++ )
{
player = touchList[players[index]].player;
player thread [[level._onXPEvent]]( "capture" );
maps\mp\gametypes\_gamescore::givePlayerScore( "capture", player );
player thread maps\mp\_matchdata::logGameEvent( "capture", player.origin );
}
}
onUse( player )
{
team = player.pers["team"];
oldTeam = self maps\mp\gametypes\_gameobjects::getOwnerTeam();
label = self maps\mp\gametypes\_gameobjects::getLabel();
//player logString( "flag captured: " + self.label );
self.captureTime = getTime();
self maps\mp\gametypes\_gameobjects::setOwnerTeam( team );
self maps\mp\gametypes\_gameobjects::set2DIcon( "enemy", "compass_waypoint_capture" );
self maps\mp\gametypes\_gameobjects::set3DIcon( "enemy", "waypoint_capture" );
self.visuals[0] setModel( game["flagmodels"][team] );
assert( team != "neutral" );
if ( oldTeam == "neutral" )
{
otherTeam = getOtherTeam( team );
thread printAndSoundOnEveryone( team, otherTeam, &"MP_NEUTRAL_FLAG_CAPTURED_BY", &"MP_NEUTRAL_FLAG_CAPTURED_BY", "mp_war_objective_taken", undefined, player );
statusDialog( "captured_a", team );
statusDialog( "enemy_has_a", otherTeam );
}
else
thread printAndSoundOnEveryone( team, oldTeam, &"MP_ENEMY_FLAG_CAPTURED_BY", &"MP_FRIENDLY_FLAG_CAPTURED_BY", "mp_war_objective_taken", "mp_war_objective_lost", player );
thread giveFlagCaptureXP( self.touchList[team] );
player notify( "objective", "captured" );
thread flagCaptured( team, &"MP_DOM_NEUTRAL_FLAG_CAPTURED" );
}
onBeginUse( player )
{
ownerTeam = self maps\mp\gametypes\_gameobjects::getOwnerTeam();
self.didStatusNotify = false;
if ( ownerTeam == "neutral" )
{
otherTeam = getOtherTeam( player.pers["team"] );
statusDialog( "securing", player.pers["team"] );
self.objPoints[player.pers["team"]] thread maps\mp\gametypes\_objpoints::startFlashing();
statusDialog( "enemy_taking", otherTeam );
return;
}
if ( ownerTeam == "allies" )
otherTeam = "axis";
else
otherTeam = "allies";
self.objPoints["allies"] thread maps\mp\gametypes\_objpoints::startFlashing();
self.objPoints["axis"] thread maps\mp\gametypes\_objpoints::startFlashing();
}
onUseUpdate( team, progress, change )
{
if ( progress > 0.05 && change && !self.didStatusNotify )
{
otherTeam = getOtherTeam( team );
statusDialog( "losing_a", otherTeam );
statusDialog( "securing_a", team );
self.didStatusNotify = true;
}
}
onEndUse( team, player, success )
{
self.objPoints["allies"] thread maps\mp\gametypes\_objpoints::stopFlashing();
self.objPoints["axis"] thread maps\mp\gametypes\_objpoints::stopFlashing();
}
statusDialog( dialog, team )
{
time = getTime();
if ( getTime() < level._lastStatus[team] + 6000 )
return;
thread delayedLeaderDialog( dialog, team );
level._lastStatus[team] = getTime();
}
delayedLeaderDialog( sound, team )
{
level endon ( "game_ended" );
wait .1;
WaitTillSlowProcessAllowed();
leaderDialog( sound, team );
}
delayedLeaderDialogBothTeams( sound1, team1, sound2, team2 )
{
level endon ( "game_ended" );
wait .1;
WaitTillSlowProcessAllowed();
leaderDialogBothTeams( sound1, team1, sound2, team2 );
}
flagCaptured( winningTeam, endReasonText )
{
maps\mp\gametypes\_gamelogic::endGame( winningTeam, endReasonText );
}

449
maps/mp/gametypes/crank.gsc Normal file
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#include maps\mp\_utility;
#include maps\mp\gametypes\_hud_util;
/*
War
Objective: Score points for your team by eliminating players on the opposing team
Map ends: When one team reaches the score limit, or time limit is reached
Respawning: No wait / Near teammates
Level requirementss
------------------
Spawnpoints:
classname mp_tdm_spawn
All players spawn from these. The spawnpoint chosen is dependent on the current locations of teammates and enemies
at the time of spawn. Players generally spawn behind their teammates relative to the direction of enemies.
Spectator Spawnpoints:
classname mp_global_intermission
Spectators spawn from these and intermission is viewed from these positions.
Atleast one is required, any more and they are randomly chosen between.
*/
/*QUAKED mp_tdm_spawn (0.0 0.0 1.0) (-16 -16 0) (16 16 72)
Players spawn away from enemies and near their team at one of these positions.*/
/*QUAKED mp_tdm_spawn_axis_start (0.5 0.0 1.0) (-16 -16 0) (16 16 72)
Axis players spawn away from enemies and near their team at one of these positions at the start of a round.*/
/*QUAKED mp_tdm_spawn_allies_start (0.0 0.5 1.0) (-16 -16 0) (16 16 72)
Allied players spawn away from enemies and near their team at one of these positions at the start of a round.*/
main()
{
if(getdvar("mapname") == "mp_background")
return;
maps\mp\gametypes\_globallogic::init();
maps\mp\gametypes\_callbacksetup::SetupCallbacks();
maps\mp\gametypes\_globallogic::SetupCallbacks();
registerRoundSwitchDvar( level._gameType, 0, 0, 9 );
registerTimeLimitDvar( level._gameType, 10, 0, 1440 );
registerScoreLimitDvar( level._gameType, 500, 0, 5000 );
registerRoundLimitDvar( level._gameType, 1, 0, 10 );
registerWinLimitDvar( level._gameType, 1, 0, 10 );
registerRoundSwitchDvar( level._gameType, 3, 0, 30 );
registerNumLivesDvar( level._gameType, 0, 0, 10 );
registerHalfTimeDvar( level._gameType, 0, 0, 1 );
level._teamBased = true;
level._onStartGameType = ::onStartGameType;
level._getSpawnPoint = ::getSpawnPoint;
level._onNormalDeath = ::onNormalDeath;
level._onSpawnPlayer = ::onSpawnPlayer;
level._onPrecacheGameType = ::onPrecacheGameType;
//level.onTimeLimit = ::onTimeLimit; // overtime not fully supported yet
game["dialog"]["gametype"] = "tm_death";
if ( getDvarInt( "g_hardcore" ) )
game["dialog"]["gametype"] = "hc_" + game["dialog"]["gametype"];
else if ( getDvarInt( "camera_thirdPerson" ) )
game["dialog"]["gametype"] = "thirdp_" + game["dialog"]["gametype"];
else if ( getDvarInt( "scr_diehard" ) )
game["dialog"]["gametype"] = "dh_" + game["dialog"]["gametype"];
else if (getDvarInt( "scr_" + level._gameType + "_promode" ) )
game["dialog"]["gametype"] = game["dialog"]["gametype"] + "_pro";
game["strings"]["overtime_hint"] = &"MP_FIRST_BLOOD";
}
onPrecacheGameType()
{
precacheShader( "waypoint_captureneutral" );
precacheShader( "waypoint_captureneutral_a" );
precacheShader( "waypoint_captureneutral_b" );
precacheShader( "waypoint_captureneutral_c" );
}
onStartGameType()
{
setClientNameMode("auto_change");
if ( !isdefined( game["switchedsides"] ) )
game["switchedsides"] = false;
if ( game["switchedsides"] )
{
oldAttackers = game["attackers"];
oldDefenders = game["defenders"];
game["attackers"] = oldDefenders;
game["defenders"] = oldAttackers;
}
setObjectiveText( "allies", &"OBJECTIVES_WAR" );
setObjectiveText( "axis", &"OBJECTIVES_WAR" );
if ( level._splitscreen )
{
setObjectiveScoreText( "allies", &"OBJECTIVES_WAR" );
setObjectiveScoreText( "axis", &"OBJECTIVES_WAR" );
}
else
{
setObjectiveScoreText( "allies", &"OBJECTIVES_WAR_SCORE" );
setObjectiveScoreText( "axis", &"OBJECTIVES_WAR_SCORE" );
}
setObjectiveHintText( "allies", &"OBJECTIVES_WAR_HINT" );
setObjectiveHintText( "axis", &"OBJECTIVES_WAR_HINT" );
level._spawnMins = ( 0, 0, 0 );
level._spawnMaxs = ( 0, 0, 0 );
maps\mp\gametypes\_spawnlogic::placeSpawnPoints( "mp_tdm_spawn_allies_start" );
maps\mp\gametypes\_spawnlogic::placeSpawnPoints( "mp_tdm_spawn_axis_start" );
maps\mp\gametypes\_spawnlogic::addSpawnPoints( "allies", "mp_tdm_spawn" );
maps\mp\gametypes\_spawnlogic::addSpawnPoints( "axis", "mp_tdm_spawn" );
level._mapCenter = maps\mp\gametypes\_spawnlogic::findBoxCenter( level._spawnMins, level._spawnMaxs );
setMapCenter( level._mapCenter );
allowed[0] = "dom";
allowed[1] = "airdrop_pallet";
maps\mp\gametypes\_gameobjects::main(allowed);
thread campKiller();
thread crankBatteries();
}
crankBatteries()
{
game["flagmodels"] = [];
game["flagmodels"]["neutral"] = "prop_flag_neutral";
game["flagmodels"]["crate"] = "com_plasticcase_friendly";
precacheModel( game["flagmodels"]["neutral"] );
precacheModel( game["flagmodels"]["crate"] );
precacheShader( "waypoint_ammo_friendly" );
precacheShader( "compass_objpoint_ammo_friendly" );
primaryFlags = getEntArray( "flag_primary", "targetname" );
secondaryFlags = getEntArray( "flag_secondary", "targetname" );
if ( (primaryFlags.size + secondaryFlags.size) < 2 )
{
printLn( "^1Not enough domination flags found in level!" );
maps\mp\gametypes\_callbacksetup::AbortLevel();
return;
}
level._flags = [];
for ( index = 0; index < primaryFlags.size; index++ )
level._flags[level._flags.size] = primaryFlags[index];
for ( index = 0; index < secondaryFlags.size; index++ )
level._flags[level._flags.size] = secondaryFlags[index];
level._domFlags = [];
for ( index = 0; index < level._flags.size; index++ )
{
trigger = level._flags[index];
if ( isDefined( trigger.target ) )
{
visuals[0] = getEnt( trigger.target, "targetname" );
}
else
{
visuals[0] = spawn( "script_model", trigger.origin );
visuals[0].angles = trigger.angles;
}
visuals[0] setModel( game["flagmodels"]["crate"] );
domFlag = maps\mp\gametypes\_gameobjects::createUseObject( "neutral", trigger, visuals, (0,0,100) );
domFlag maps\mp\gametypes\_gameobjects::allowUse( "any" );
domFlag maps\mp\gametypes\_gameobjects::setUseTime( 0.5 );
label = domFlag maps\mp\gametypes\_gameobjects::getLabel();
domFlag.label = label;
printLn( "Flag Label: " + label );
domFlag maps\mp\gametypes\_gameobjects::set2DIcon( "friendly", "waypoint_captureneutral" + label );
domFlag maps\mp\gametypes\_gameobjects::set3DIcon( "friendly", "waypoint_captureneutral" + label );
domFlag maps\mp\gametypes\_gameobjects::set2DIcon( "enemy", "waypoint_captureneutral" + label );
domFlag maps\mp\gametypes\_gameobjects::set3DIcon( "enemy", "waypoint_captureneutral" + label );
domFlag maps\mp\gametypes\_gameobjects::setVisibleTeam( "any" );
domFlag.onUse = ::onUseBatt;
domFlag.onBeginUse = ::onBattBeginUse;
domFlag.onUseUpdate = ::onBattUseUpdate;
domFlag.onEndUse = ::onBattEndUse;
traceStart = visuals[0].origin + (0,0,32);
traceEnd = visuals[0].origin + (0,0,-32);
trace = bulletTrace( traceStart, traceEnd, false, undefined );
upangles = vectorToAngles( trace["normal"] );
domFlag.baseeffectforward = anglesToForward( upangles );
domFlag.baseeffectright = anglesToRight( upangles );
domFlag.baseeffectpos = trace["position"];
// legacy spawn code support
level._flags[index].useObj = domFlag;
level._flags[index].adjflags = [];
level._flags[index].nearbyspawns = [];
domFlag.levelFlag = level._flags[index];
level._domFlags[level._domFlags.size] = domFlag;
}
}
onUseBatt( player )
{
if( isDefined( player.canUseBatt ) && player.canUseBatt )
{
player thread maps\mp\_flashgrenades::applyFlash( 1.5, 1 );
player.health = player.maxHealth;
player thread batteryUseCooldown();
}
}
batteryUseCooldown()
{
level endon( "game_ended" );
self endon( "death" );
self endon( "disconnect" );
self.canUseBatt = false;
wait( 10 );
self.canUseBatt = true;
}
onBattBeginUse( player )
{
}
onBattUseUpdate( team, progress, change )
{
}
onBattEndUse( team, player, success )
{
}
onSpawnPlayer()
{
println( "onSpawnPlayer() player = " + self.name );
self thread monitorCrankSprint();
self.canUseBatt = true;
}
monitorCrankSprint()
{
level endon( "game_ended" );
self endon( "death" );
self endon( "disconnect" );
println( "Started monitorCrankSprint() player = " + self.name );
while(1)
{
println( "waiting monitorCrankSprint()" );
self waittill("sprint_begin");
self thread monitorCrankSprintTime();
}
}
monitorCrankSprintTime()
{
println( "monitorCrankSprintTime()" );
level endon( "game_ended" );
self endon( "spawned_player" );
self endon( "death" );
self endon( "disconnect" );
self endon( "sprint_end" );
startTime = getTime();
while(1)
{
// wait one second, then award health
wait( 1 );
// we'll do this until they stop sprinting
self.health += 10;
if( self.health > self.maxHealth )
{
self.health = self.maxHealth;
}
println( "Giving health, health = " + self.health );
}
}
campKiller()
{
println( "Started campKiller()" );
level endon ( "game_ended" );
// var setup
level._minCampDistance = 280;
level._campCounter = 0;
level._numCampSpots = 3;
level._campSpots = [];
if( level._prematchPeriod > 0 )
{
wait( level._prematchPeriod + 3 ); // add in a bit of grace time
}
while ( !level._gameEnded )
{
/*if( isDefined( game["gamestarted"] ) && game["gamestarted"] )
{
wait(1);
continue;
}*/
// first update positions
foreach ( player in level._players )
{
player.campSpots[ level._campCounter % level._numCampSpots ] = player.origin;
}
// now, lets see how far each person has moved
startNum = ( level._campCounter + 1 ) % level._numCampSpots; // since this is a circular buffer, this should be the oldest num we have
endNum = level._campCounter % level._numCampSpots;
foreach ( player in level._players )
{
dist = 0;
prev = 0;
for( index = startNum; true; index = ( index + 1 ) % level._numCampSpots )
{
// skip the first, since we don't have a previous position to compare to
if( index != startNum )
{
if( index < player.campSpots.size ) // make sure we don'
{
if( isDefined( player.campSpots[index] ) && isDefined( player.campSpots[prev] ) )
{
dist += distance( player.campSpots[ prev ], player.campSpots[ index ] );
}
}
}
prev = index;
if( index == endNum )
{
break;
}
}
canTakeDamage = true;
// are they camping?
if( isDefined( player.selectingLocation ) && player.selectingLocation == true )
{
canTakeDamage = false;
}
if( player IsLinked() )
{
canTakeDamage = false;
}
if( canTakeDamage && dist < level._minCampDistance )
{
println( "Player " + player.name + " is camping! dist = " + dist );
//player maps\mp\_radiation::radiationEffect();
//player shellshock( "mp_radiation_low", 0.5);
player.radiationSound = "item_geigercouner_level3";
player stopLoopSound();
player playLoopSound( player.radiationSound );
player ViewKick( 3, player.origin );
player maps\mp\_radiation::doRadiationDamage(15);
}
else
{
player stopLoopSound();
if( !canTakeDamage )
{
println( "Player " + player.name + " ignored, airstriking" );
}
else
{
println( "Player " + player.name + " dist = " + dist );
}
//player notify( "leftTrigger");
}
}
level._campCounter++;
wait ( 1.0 );
}
}
getSpawnPoint()
{
spawnteam = self.pers["team"];
if ( game["switchedsides"] )
spawnteam = getOtherTeam( spawnteam );
if ( level._inGracePeriod )
{
spawnPoints = maps\mp\gametypes\_spawnlogic::getSpawnpointArray( "mp_tdm_spawn_" + spawnteam + "_start" );
spawnPoint = maps\mp\gametypes\_spawnlogic::getSpawnpoint_Random( spawnPoints );
}
else
{
spawnPoints = maps\mp\gametypes\_spawnlogic::getTeamSpawnPoints( spawnteam );
spawnPoint = maps\mp\gametypes\_spawnlogic::getSpawnpoint_NearTeam( spawnPoints );
}
return spawnPoint;
}
onNormalDeath( victim, attacker, lifeId )
{
score = maps\mp\gametypes\_rank::getScoreInfoValue( "kill" );
assert( isDefined( score ) );
attacker maps\mp\gametypes\_gamescore::giveTeamScoreForObjective( attacker.pers["team"], score );
if ( game["state"] == "postgame" && game["teamScores"][attacker.team] > game["teamScores"][level._otherTeam[attacker.team]] )
attacker.finalKill = true;
}
onTimeLimit()
{
if ( game["status"] == "overtime" )
{
winner = "forfeit";
}
else if ( game["teamScores"]["allies"] == game["teamScores"]["axis"] )
{
winner = "overtime";
}
else if ( game["teamScores"]["axis"] > game["teamScores"]["allies"] )
{
winner = "axis";
}
else
{
winner = "allies";
}
thread maps\mp\gametypes\_gamelogic::endGame( winner, game["strings"]["time_limit_reached"] );
}

View File

@ -0,0 +1,763 @@
#include common_scripts\utility;
#include maps\mp\_utility;
#include maps\mp\gametypes\_hud_util;
/*
"Cyber War Test"
// ...etc...
*/
/*QUAKED mp_sab_spawn_axis (0.75 0.0 0.5) (-16 -16 0) (16 16 72)
Axis players spawn away from enemies and near their team at one of these positions.*/
/*QUAKED mp_sab_spawn_axis_planted (0.75 0.0 0.5) (-16 -16 0) (16 16 72)
Axis players spawn away from enemies and near their team at one of these positions.*/
/*QUAKED mp_sab_spawn_allies (0.0 0.75 0.5) (-16 -16 0) (16 16 72)
Allied players spawn away from enemies and near their team at one of these positions.*/
/*QUAKED mp_sab_spawn_allies_planted (0.0 0.75 0.5) (-16 -16 0) (16 16 72)
Allied players spawn away from enemies and near their team at one of these positions.*/
/*QUAKED mp_sab_spawn_axis_start (1.0 0.0 0.5) (-16 -16 0) (16 16 72)
Axis players spawn away from enemies and near their team at one of these positions at the start of a round.*/
/*QUAKED mp_sab_spawn_allies_start (0.0 1.0 0.5) (-16 -16 0) (16 16 72)
Allied players spawn away from enemies and near their team at one of these positions at the start of a round.*/
main()
{
if ( getdvar("mapname") == "mp_background" )
return;
maps\mp\gametypes\_globallogic::init();
maps\mp\gametypes\_callbacksetup::SetupCallbacks();
maps\mp\gametypes\_globallogic::SetupCallbacks();
level._teamBased = true;
registerRoundSwitchDvar( level._gameType, 0, 0, 9 );
registerTimeLimitDvar( level._gameType, 10, 0, 1440 );
registerScoreLimitDvar( level._gameType, 6, 0, 25 );
registerRoundLimitDvar( level._gameType, 1, 0, 10 );
registerWinLimitDvar( level._gameType, 1, 0, 10 );
registerNumLivesDvar( level._gameType, 0, 0, 10 );
registerHalfTimeDvar( level._gameType, 0, 0, 1 );
setOverTimeLimitDvar( 2 );
level._onPrecacheGameType = ::onPrecacheGameType;
level._onStartGameType = ::onStartGameType;
level._getSpawnPoint = ::getSpawnPoint;
level._onSpawnPlayer = ::onSpawnPlayer;
level._onOneLeftEvent = ::onOneLeftEvent;
level._onTimeLimit = ::onTimeLimit;
level._onNormalDeath = ::onNormalDeath;
level._initGametypeAwards = ::initGametypeAwards;
game["dialog"]["gametype"] = "cyberwar";
if ( getDvarInt( "g_hardcore" ) )
game["dialog"]["gametype"] = "hc_" + game["dialog"]["gametype"];
else if ( getDvarInt( "camera_thirdPerson" ) )
game["dialog"]["gametype"] = "thirdp_" + game["dialog"]["gametype"];
else if ( getDvarInt( "scr_diehard" ) )
game["dialog"]["gametype"] = "dh_" + game["dialog"]["gametype"];
else if (getDvarInt( "scr_" + level._gameType + "_promode" ) )
game["dialog"]["gametype"] = game["dialog"]["gametype"] + "_pro";
game["dialog"]["offense_obj"] = "capture_obj";
game["dialog"]["defense_obj"] = "capture_obj";
}
onPrecacheGameType()
{
game["intel_dropped_sound"] = "mp_war_objective_lost";
game["intel_recovered_sound"] = "mp_war_objective_taken";
precacheShader("waypoint_captureneutral");
precacheShader("waypoint_kill");
precacheShader("waypoint_target");
precacheShader("waypoint_escort");
precacheShader("hud_suitcase_bomb");
precacheString(&"MP_EXPLOSIVES_RECOVERED_BY");
precacheString(&"MP_EXPLOSIVES_DROPPED_BY");
precacheString(&"PLATFORM_HOLD_TO_UPLOAD_INTEL");
precacheString(&"MP_UPLOADING_INTEL");
precacheString(&"MP_NO_RESPAWN");
precacheString(&"MP_TIE_BREAKER");
precacheString(&"MP_SUDDEN_DEATH");
}
onStartGameType()
{
if ( !isdefined( game["switchedsides"] ) )
game["switchedsides"] = false;
setClientNameMode("auto_change");
// tagTG<TODO> Need new objective hints and text
setObjectiveText( "allies", &"OBJECTIVES_SAB" );
setObjectiveText( "axis", &"OBJECTIVES_SAB" );
if ( level._splitscreen )
{
setObjectiveScoreText( "allies", &"OBJECTIVES_SAB" );
setObjectiveScoreText( "axis", &"OBJECTIVES_SAB" );
}
else
{
setObjectiveScoreText( "allies", &"OBJECTIVES_SAB_SCORE" );
setObjectiveScoreText( "axis", &"OBJECTIVES_SAB_SCORE" );
}
setObjectiveHintText( "allies", &"OBJECTIVES_SAB_HINT" );
setObjectiveHintText( "axis", &"OBJECTIVES_SAB_HINT" );
level._spawnMins = ( 0, 0, 0 );
level._spawnMaxs = ( 0, 0, 0 );
maps\mp\gametypes\_spawnlogic::placeSpawnPoints( "mp_tdm_spawn_allies_start" );
maps\mp\gametypes\_spawnlogic::placeSpawnPoints( "mp_tdm_spawn_axis_start" );
maps\mp\gametypes\_spawnlogic::addSpawnPoints( "allies", "mp_tdm_spawn" );
maps\mp\gametypes\_spawnlogic::addSpawnPoints( "axis", "mp_tdm_spawn" );
level._mapCenter = maps\mp\gametypes\_spawnlogic::findBoxCenter( level._spawnMins, level._spawnMaxs );
setMapCenter( level._mapCenter );
maps\mp\gametypes\_rank::registerScoreInfo( "plant", 200 );
maps\mp\gametypes\_rank::registerScoreInfo( "destroy", 1000 );
maps\mp\gametypes\_rank::registerScoreInfo( "defuse", 150 );
allowed[0] = "cwtest";
maps\mp\gametypes\_gameobjects::main(allowed);
thread updateGametypeDvars();
thread cyberWarSetup();
}
getSpawnPoint()
{
spawnteam = self.pers["team"];
if ( game["switchedsides"] )
spawnteam = getOtherTeam( spawnteam );
if ( level._inGracePeriod )
{
spawnPoints = maps\mp\gametypes\_spawnlogic::getSpawnpointArray( "mp_tdm_spawn_" + spawnteam + "_start" );
spawnPoint = maps\mp\gametypes\_spawnlogic::getSpawnpoint_Random( spawnPoints );
}
else
{
spawnPoints = maps\mp\gametypes\_spawnlogic::getTeamSpawnPoints( spawnteam );
spawnPoint = maps\mp\gametypes\_spawnlogic::getSpawnpoint_NearTeam( spawnPoints );
}
return spawnPoint;
}
onSpawnPlayer()
{
self.isPlanting = false;
if( ( inOvertime() ) && !isDefined( self.otSpawned ) )
self thread printOTHint();
}
printOTHint()
{
self endon ( "disconnect" );
// give the "Overtime!" message time to show
wait ( 0.25 );
self thread maps\mp\gametypes\_hud_message::SplashNotify( "sudden_death" );
self.otSpawned = true;
}
updateGametypeDvars()
{
level._plantTime = dvarFloatValue( "planttime", 5, 0, 20 );
level._num_active_intel = dvarIntValue( "num_intel", 2, 1, 5 );
level._intel_spawn_delay = dvarFloatValue( "intelspawndelay", 5.0, 0, 20.0 );
level._intel_to_spawn_turret = dvarIntValue( "spawnturretrate", 2, 0, 15 );
}
cyberWarSetup()
{
level._bombExploded = false;
level._effect["bombexplosion"] = loadfx("explosions/tanker_explosion");
triggers = getEntArray( "cwtest_intel_pickup", "targetname" );
if( triggers.size < 1 )
{
error( "No cwtest_intel_pickup triggers found in map." );
return;
}
intel_visuals = getEntArray( "cwtest_intel", "targetname" );
if( intel_visuals.size < 1 )
{
error( "No cwtest_intel script_model found in map." );
return;
}
maperrors = [];
level._cw_intel = [];
for ( i = 0; i < intel_visuals.size; i++ )
{
errored = false;
intel = intel_visuals[i];
intel.trig = undefined;
for ( j = 0; j < triggers.size; j++ )
{
if ( intel istouching( triggers[j] ) )
{
if ( isdefined( intel.trig ) )
{
maperrors[maperrors.size] = "Intel at " + intel.origin + " is touching more than one \"cwtest_intel_pickup\" trigger";
break;
}
intel.trig = triggers[j];
}
}
visuals = [];
visuals[0] = intel;
intel.visuals = visuals;
//intel maps\mp\gametypes\_gameobjects::setModelVisibility( false );
intel.gameObject = maps\mp\gametypes\_gameobjects::createCarryObject( "neutral", intel.trig, intel.visuals, (0,0,32) );
intel.gameObject maps\mp\gametypes\_gameobjects::allowCarry( "none" );
intel.gameObject maps\mp\gametypes\_gameobjects::setVisibleTeam( "none" );
intel.gameObject maps\mp\gametypes\_gameobjects::setModelVisibility( false );
intel.trig.useObj = intel.gameObject;
level._cw_intel[level._cw_intel.size] = intel;
}
if (maperrors.size > 0)
{
println("^1------------ Map Errors ------------");
for(i = 0; i < maperrors.size; i++)
println(maperrors[i]);
println("^1------------------------------------");
error("Map errors. See above");
maps\mp\gametypes\_callbacksetup::AbortLevel();
return;
}
upload_terminals = getEntArray( "terminal_upload", "targetname" );
if( upload_terminals.size < 1 )
{
error("No upload terminals trigger found in map.");
return;
}
level._bombZones["any"] = [];
for ( i = 0; i < upload_terminals.size; i++ )
{
level._bombZones["any"][level._bombZones["any"].size] = createUploadTerminalZone( "any", upload_terminals[i] );
}
level._active_intels = [];
for( i = 0; i < level._num_active_intel; i++ )
{
level._active_intels[i] = undefined;
intel = pickIntelToSpawn();
intel.gameobject makeIntelActive();
}
if ( inOvertime() )
level thread overtimeThread();
}
pickIntelToSpawn()
{
println("pickIntelToSpawn");
validAllies = [];
validAxis = [];
potential_intel = [];
println( "Potential intel size 0" );
for( i = 0; i < level._cw_intel.size; i++ )
{
intel_active = false;
// if( level.cw_intel.size > level.num_active_intel )
// {
// if we have more than the number active needed remove the active intel
for( j = 0; j < level._active_intels.size; j++ )
{
if( isDefined(level._active_intels[j]) && level._active_intels[j] == level._cw_intel[i].gameObject )
{
intel_active = true;
break;
}
}
// }
if( !intel_active )
{
println( "Adding potential intel" );
potential_intel[ potential_intel.size ] = level._cw_intel[i];
}
}
println( "Potential intel size" + potential_intel.size );
foreach ( player in level._players )
{
if ( player.team == "spectator" )
continue;
if ( !isAlive( player ) )
continue;
player.dist = 0;
if ( player.team == "allies" )
validAllies[validAllies.size] = player;
else
validAxis[validAxis.size] = player;
}
if ( !validAllies.size || !validAxis.size )
{
intel = potential_intel[ randomint( potential_intel.size) ];
return intel;
}
for ( i = 0; i < validAllies.size; i++ )
{
for ( j = i + 1; j < validAllies.size; j++ )
{
dist = distanceSquared( validAllies[i].origin, validAllies[j].origin );
validAllies[i].dist += dist;
validAllies[j].dist += dist;
}
}
for ( i = 0; i < validAxis.size; i++ )
{
for ( j = i + 1; j < validAxis.size; j++ )
{
dist = distanceSquared( validAxis[i].origin, validAxis[j].origin );
validAxis[i].dist += dist;
validAxis[j].dist += dist;
}
}
bestPlayer = validAllies[0];
foreach ( player in validAllies )
{
if ( player.dist < bestPlayer.dist )
bestPlayer = player;
}
avgpos["allies"] = bestPlayer.origin;
bestPlayer = validAxis[0];
foreach ( player in validAxis )
{
if ( player.dist < bestPlayer.dist )
bestPlayer = player;
}
avgpos["axis"] = validAxis[0].origin;
bestintel = undefined;
lowestcost = undefined;
for ( i = 0; i < potential_intel.size; i++ )
{
intel = potential_intel[i];
// (purposefully using distance instead of distanceSquared)
cost = abs( distance( intel.origin, avgpos["allies"] ) - distance( intel.origin, avgpos["axis"] ) );
for( j = 0; j < level._active_intels.size; j++ )
{
if( isDefined(level._active_intels[j]) && level._active_intels[j] == intel )
{
cost += 512;
break;
}
}
if ( !isdefined( lowestcost ) || cost < lowestcost )
{
lowestcost = cost;
bestintel = intel;
}
}
assert( isdefined( bestintel ) );
return bestintel;
}
makeIntelActive( use_wait_delay )
{
level endon( "game_ended" );
if( isDefined( use_wait_delay ) && use_wait_delay )
wait level._intel_spawn_delay;
self maps\mp\gametypes\_gameobjects::allowCarry( "any" );
self maps\mp\gametypes\_gameobjects::setVisibleTeam( "any" );
self maps\mp\gametypes\_gameobjects::setModelVisibility( true );
self maps\mp\gametypes\_gameobjects::set2DIcon( "enemy", "waypoint_flag_friendly" );
self maps\mp\gametypes\_gameobjects::set3DIcon( "enemy", "waypoint_flag_friendly" );
self maps\mp\gametypes\_gameobjects::set2DIcon( "friendly", "waypoint_flag_friendly" );
self maps\mp\gametypes\_gameobjects::set3DIcon( "friendly", "waypoint_flag_friendly" );
self maps\mp\gametypes\_gameobjects::setCarryIcon( "hud_suitcase_bomb" );
self.objIDPingEnemy = true;
self.onPickup = ::onPickup;
self.onDrop = ::onDrop;
self.allowWeapons = true;
self.objPoints["allies"].archived = true;
self.objPoints["axis"].archived = true;
self.autoResetTime = 60.0;
found_empty_spot = false;
for( j = 0; j < level._num_active_intel; j++ )
{
// find an empty spot in our array
if( !isDefined( level._active_intels[j] ))
{
found_empty_spot = true;
level._active_intels[j] = self;
break;
}
}
if( !found_empty_spot )
{
error( "Too many active intel( " + level._active_intels.size +" ) ... maybe the current one needs to be disabled first?" );
}
}
makeIntelInactive()
{
self maps\mp\gametypes\_gameobjects::returnHome();
self maps\mp\gametypes\_gameobjects::setModelVisibility( false );
self maps\mp\gametypes\_gameobjects::allowCarry( "none" );
self maps\mp\gametypes\_gameobjects::setVisibleTeam( "none" );
for( j = 0; j < level._num_active_intel; j++ )
{
if( isDefined(level._active_intels[j]) && level._active_intels[j] == self )
{
println( "setting active_intel to undefined index = " + j );
level._active_intels[j] = undefined;
break;
}
}
}
createUploadTerminalZone( team, trigger )
{
visuals = getEntArray( trigger.target, "targetname" );
// tagTG<TODO> figure out why we can't use any as the team here....
terminalZone = maps\mp\gametypes\_gameobjects::createUseObject( "neutral", trigger, visuals, (0,0,64) );
terminalZone resetTermimalSite();
terminalZone.onUse = ::onUse;
terminalZone.onBeginUse = ::onBeginUse;
terminalZone.onEndUse = ::onEndUse;
terminalZone.onCantUse = ::onCantUse;
terminalZone.useWeapon = "briefcase_bomb_mp";
terminalZone.teamUploads["axis"] = 0;
terminalZone.teamUploads["allies"] = 0;
return terminalZone;
}
onBeginUse( player )
{
// uploading intel
player.isPlanting = true;
}
onEndUse( team, player, result )
{
if ( !isAlive( player ) )
return;
player.isPlanting = false;
}
onPickup( player )
{
level notify ( "bomb_picked_up" );
self.autoResetTime = 60.0;
level._useStartSpawns = false;
team = player.pers["team"];
if ( team == "allies" )
otherTeam = "axis";
else
otherTeam = "allies";
player playLocalSound( "mp_suitcase_pickup" );
player leaderDialogOnPlayer( "obj_destroy", "bomb" );
excludeList[0] = player;
leaderDialog( "bomb_taken", team, "bomb", excludeList );
if ( !level._splitscreen )
{
leaderDialog( "bomb_lost", otherTeam, "bomb" );
leaderDialog( "obj_defend", otherTeam, "bomb" );
}
player.isBombCarrier = true;
// recovered the bomb before abandonment timer elapsed
// tagTG<TODO> this is where in sab it would notify people that the bomb is recovered maybe intel recovery needs one too?
// if ( team == self maps\mp\gametypes\_gameobjects::getOwnerTeam() )
// {
// //printOnTeamArg( &"MP_EXPLOSIVES_RECOVERED_BY", team, player );
// playSoundOnPlayers( game["bomb_recovered_sound"], team );
// }
// else
// {
// //printOnTeamArg( &"MP_EXPLOSIVES_RECOVERED_BY", team, player );
// playSoundOnPlayers( game["bomb_recovered_sound"] );
// }
self maps\mp\gametypes\_gameobjects::setOwnerTeam( team );
self maps\mp\gametypes\_gameobjects::setVisibleTeam( "any" );
self maps\mp\gametypes\_gameobjects::set2DIcon( "enemy", "waypoint_kill" );
self maps\mp\gametypes\_gameobjects::set3DIcon( "enemy", "waypoint_kill" );
self maps\mp\gametypes\_gameobjects::set2DIcon( "friendly", "waypoint_escort" );
self maps\mp\gametypes\_gameobjects::set3DIcon( "friendly", "waypoint_escort" );
player incPlayerStat( "bombscarried", 1 );
player thread maps\mp\_matchdata::logGameEvent( "pickup", player.origin );
}
onDrop( player )
{
println( "onDrop" );
if ( isDefined( player ) )
{
// tagTG<TODO> Notify the team that we have dropped intel... we need a new string here
printOnTeamArg( &"MP_EXPLOSIVES_DROPPED_BY", self maps\mp\gametypes\_gameobjects::getOwnerTeam(), player );
if( player.isPlanting )
{
intel = pickIntelToSpawn();
// old intel needs to be deactivated prior to new activation
self makeIntelInactive();
intel.gameobject thread makeIntelActive( true );
}
else
{
playSoundOnPlayers( game["intel_dropped_sound"], self maps\mp\gametypes\_gameobjects::getOwnerTeam() );
thread abandonmentThink( 0.0 );
}
}
else
{
playSoundOnPlayers( game["intel_dropped_sound"], self maps\mp\gametypes\_gameobjects::getOwnerTeam() );
thread abandonmentThink( 0.0 );
}
}
abandonmentThink( delay )
{
level endon ( "bomb_picked_up" );
wait ( delay );
if ( isDefined( self.carrier ) )
return;
if ( self maps\mp\gametypes\_gameobjects::getOwnerTeam() == "allies" )
otherTeam = "axis";
else
otherTeam = "allies";
playSoundOnPlayers( game["intel_dropped_sound"], otherTeam );
self maps\mp\gametypes\_gameobjects::setOwnerTeam( "neutral" );
self maps\mp\gametypes\_gameobjects::setVisibleTeam( "any" );
self maps\mp\gametypes\_gameobjects::set2DIcon( "enemy", "waypoint_flag_friendly" );
self maps\mp\gametypes\_gameobjects::set3DIcon( "enemy", "waypoint_flag_friendly" );
self maps\mp\gametypes\_gameobjects::set2DIcon( "friendly", "waypoint_flag_friendly" );
self maps\mp\gametypes\_gameobjects::set3DIcon( "friendly", "waypoint_flag_friendly" );
}
onUse( player )
{
println( "onUse" );
team = player.pers["team"];
otherTeam = level._otherTeam[team];
// uploaded the intel...
player notify ( "bomb_planted" );
player playSound( "mp_bomb_plant" );
//Add player callout card here if neccesary
player thread maps\mp\gametypes\_hud_message::SplashNotify( "upload", maps\mp\gametypes\_rank::getScoreInfoValue( "plant" ) );
player thread maps\mp\gametypes\_rank::giveRankXP( "plant" );
maps\mp\gametypes\_gamescore::givePlayerScore( "plant", player );
player incPlayerStat( "bombsplanted", 1 );
player thread maps\mp\_matchdata::logGameEvent( "plant", player.origin );
intel_object = player.carryObject;
team = player.pers["team"];
//if ( !inOvertime() )
maps\mp\gametypes\_gamescore::giveTeamScoreForObjective( team, 1 );
self.teamUploads[team] = self.teamUploads[team] + 1;
if( self.teamUploads[team] >= level._intel_to_spawn_turret )
{
self.teamUploads[player.pers["team"]] = 0;
println( "Turret info" );
println( self.curOrigin );
terminalTurret = spawnTurret( "misc_turret", self.curOrigin, level._sentrySettings[ "sentry_minigun" ].weaponInfo );
terminalTurret.angles = self.visuals[0].baseAngles; // tagTG<TODO> find a better place to get angles from
if( isDefined( terminalTurret ) )
{
println( "turret is defined" );
terminalTurret maps\mp\killstreaks\_autosentry::sentry_initSentry( "sentry_minigun", player );
//terminalTurret maps\mp\killstreaks\_autosentry::sentry_setPlaced();
terminalTurret setModel( level._sentrySettings[ "sentry_minigun" ].modelBase );
terminalTurret maps\mp\killstreaks\_autosentry::sentry_makeSolid();
terminalTurret maps\mp\killstreaks\_autosentry::sentry_setActive();
terminalTurret MakeUnusable();
}
else
{
println( "turret is NOT defined" );
}
}
intel = pickIntelToSpawn();
// old intel needs to be deactivated prior to new activation
intel_object makeIntelInactive();
intel.gameobject thread makeIntelActive( true );
}
onCantUse( player )
{
player iPrintLnBold( &"MP_CANT_UPLOAD_WITHOUT_INTEL" );
}
giveLastOnTeamWarning()
{
self endon("death");
self endon("disconnect");
level endon( "game_ended" );
self waitTillRecoveredHealth( 3 );
otherTeam = getOtherTeam( self.pers["team"] );
level thread teamPlayerCardSplash( "callout_lastteammemberalive", self, self.pers["team"] );
level thread teamPlayerCardSplash( "callout_lastenemyalive", self, otherTeam );
level notify ( "last_alive", self );
//self maps\mp\gametypes\_missions::lastManSD();
}
onTimeLimit()
{
if( game["teamScores"]["axis"] > game["teamScores"]["allies"] )
{
thread maps\mp\gametypes\_gamelogic::endGame( "axis", game["strings"]["time_limit_reached"] );
}
else if( game["teamScores"]["axis"] < game["teamScores"]["allies"] )
{
thread maps\mp\gametypes\_gamelogic::endGame( "allies", game["strings"]["time_limit_reached"] );
}
else if( game["teamScores"]["axis"] == game["teamScores"]["allies"] )
{
if ( inOvertime() )
thread maps\mp\gametypes\_gamelogic::endGame( "tie", game["strings"]["time_limit_reached"] );
else
thread maps\mp\gametypes\_gamelogic::endGame( "overtime", game["strings"]["time_limit_reached"] );
}
}
overtimeThread( time )
{
level endon( "game_ended" );
level._inOvertime = true;
wait ( 5.0 );
level._disableSpawning = true;
}
resetTermimalSite()
{
self maps\mp\gametypes\_gameobjects::allowUse( "any" );
self maps\mp\gametypes\_gameobjects::setUseTime( level._plantTime );
self maps\mp\gametypes\_gameobjects::setUseText( &"MP_UPLOADING_INTEL" );
self maps\mp\gametypes\_gameobjects::setUseHintText( &"PLATFORM_HOLD_TO_UPLOAD_INTEL" );
for( i = 0; i < level._cw_intel.size; i++ )
{
self maps\mp\gametypes\_gameobjects::addKeyObject( level._cw_intel[i].gameobject );
}
self maps\mp\gametypes\_gameobjects::set2DIcon( "friendly", "waypoint_targetneutral" );
self maps\mp\gametypes\_gameobjects::set3DIcon( "friendly", "waypoint_targetneutral" );
self maps\mp\gametypes\_gameobjects::set2DIcon( "enemy", "waypoint_targetneutral" );
self maps\mp\gametypes\_gameobjects::set3DIcon( "enemy", "waypoint_targetneutral" );
self maps\mp\gametypes\_gameobjects::setVisibleTeam( "any" );
self.useWeapon = "briefcase_bomb_mp";
}
onOneLeftEvent( team )
{
lastPlayer = getLastLivingPlayer( team );
lastPlayer thread giveLastOnTeamWarning();
}
onNormalDeath( victim, attacker, lifeId, lifeId )
{
if ( victim.isPlanting )
{
thread maps\mp\_matchdata::logKillEvent( lifeId, "planting" );
}
}
initGametypeAwards()
{
maps\mp\_awards::initStatAward( "targetsdestroyed", 0, maps\mp\_awards::highestWins );
maps\mp\_awards::initStatAward( "bombsplanted", 0, maps\mp\_awards::highestWins );
maps\mp\_awards::initStatAward( "bombcarrierkills", 0, maps\mp\_awards::highestWins );
maps\mp\_awards::initStatAward( "bombscarried", 0, maps\mp\_awards::highestWins );
maps\mp\_awards::initStatAward( "killsasbombcarrier", 0, maps\mp\_awards::highestWins );
}

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maps/mp/gametypes/gg.gsc Normal file
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#include maps\mp\_utility;
#include maps\mp\gametypes\_hud_util;
#include common_scripts\utility;
/*
Gun Game
Objective: Score points for your team by eliminating players on the opposing team
Map ends: When one player reaches the max level gun, or time limit is reached
Respawning: No wait / Near teammates
Level requirementss
------------------
Spawnpoints:
classname mp_tdm_spawn
All players spawn from these. The spawnpoint chosen is dependent on the current locations of teammates and enemies
at the time of spawn. Players generally spawn behind their teammates relative to the direction of enemies.
Spectator Spawnpoints:
classname mp_global_intermission
Spectators spawn from these and intermission is viewed from these positions.
Atleast one is required, any more and they are randomly chosen between.
*/
/*QUAKED mp_tdm_spawn (0.0 0.0 1.0) (-16 -16 0) (16 16 72)
Players spawn away from enemies and near their team at one of these positions.*/
/*QUAKED mp_tdm_spawn_axis_start (0.5 0.0 1.0) (-16 -16 0) (16 16 72)
Axis players spawn away from enemies and near their team at one of these positions at the start of a round.*/
/*QUAKED mp_tdm_spawn_allies_start (0.0 0.5 1.0) (-16 -16 0) (16 16 72)
Allied players spawn away from enemies and near their team at one of these positions at the start of a round.*/
main()
{
if(getdvar("mapname") == "mp_background")
return;
maps\mp\gametypes\_globallogic::init();
maps\mp\gametypes\_callbacksetup::SetupCallbacks();
maps\mp\gametypes\_globallogic::SetupCallbacks();
registerRoundSwitchDvar( level._gameType, 0, 0, 9 );
registerTimeLimitDvar( level._gameType, 10, 0, 1440 );
registerScoreLimitDvar( level._gameType, 400 , 400, 400 );
registerRoundLimitDvar( level._gameType, 1, 0, 10 );
registerWinLimitDvar( level._gameType, 1, 0, 10 );
registerRoundSwitchDvar( level._gameType, 3, 0, 30 );
registerNumLivesDvar( level._gameType, 0, 0, 10 );
registerHalfTimeDvar( level._gameType, 0, 0, 1 );
level._teamBased = true;
level._onStartGameType = ::onStartGameType;
level._getSpawnPoint = ::getSpawnPoint;
level._onNormalDeath = ::onNormalDeath;
level._onSpawnPlayer = ::onSpawnPlayer;
//level.onTimeLimit = ::onTimeLimit; // overtime not fully supported yet
game["dialog"]["gametype"] = "gg";
game["strings"]["overtime_hint"] = &"MP_FIRST_BLOOD";
}
onStartGameType()
{
setClientNameMode("auto_change");
if ( !isdefined( game["switchedsides"] ) )
game["switchedsides"] = false;
if ( game["switchedsides"] )
{
oldAttackers = game["attackers"];
oldDefenders = game["defenders"];
game["attackers"] = oldDefenders;
game["defenders"] = oldAttackers;
}
setObjectiveText( "allies", &"OBJECTIVES_WAR" );
setObjectiveText( "axis", &"OBJECTIVES_WAR" );
if ( level._splitscreen )
{
setObjectiveScoreText( "allies", &"OBJECTIVES_WAR" );
setObjectiveScoreText( "axis", &"OBJECTIVES_WAR" );
}
else
{
setObjectiveScoreText( "allies", &"OBJECTIVES_WAR_SCORE" );
setObjectiveScoreText( "axis", &"OBJECTIVES_WAR_SCORE" );
}
setObjectiveHintText( "allies", &"OBJECTIVES_WAR_HINT" );
setObjectiveHintText( "axis", &"OBJECTIVES_WAR_HINT" );
level._spawnMins = ( 0, 0, 0 );
level._spawnMaxs = ( 0, 0, 0 );
maps\mp\gametypes\_spawnlogic::placeSpawnPoints( "mp_tdm_spawn_allies_start" );
maps\mp\gametypes\_spawnlogic::placeSpawnPoints( "mp_tdm_spawn_axis_start" );
maps\mp\gametypes\_spawnlogic::addSpawnPoints( "allies", "mp_tdm_spawn" );
maps\mp\gametypes\_spawnlogic::addSpawnPoints( "axis", "mp_tdm_spawn" );
level._mapCenter = maps\mp\gametypes\_spawnlogic::findBoxCenter( level._spawnMins, level._spawnMaxs );
setMapCenter( level._mapCenter );
level._killstreakRewards = false;
allowed[0] = level._gameType;
allowed[1] = "airdrop_pallet";
maps\mp\gametypes\_gameobjects::main(allowed);
}
getSpawnPoint()
{
spawnteam = self.pers["team"];
if ( game["switchedsides"] )
spawnteam = getOtherTeam( spawnteam );
if ( level._inGracePeriod )
{
spawnPoints = maps\mp\gametypes\_spawnlogic::getSpawnpointArray( "mp_tdm_spawn_" + spawnteam + "_start" );
spawnPoint = maps\mp\gametypes\_spawnlogic::getSpawnpoint_Random( spawnPoints );
}
else
{
spawnPoints = maps\mp\gametypes\_spawnlogic::getTeamSpawnPoints( spawnteam );
spawnPoint = maps\mp\gametypes\_spawnlogic::getSpawnpoint_NearTeam( spawnPoints );
}
return spawnPoint;
}
onSpawnPlayer()
{
self thread onPlayerSpawned();
}
onPlayerSpawned()
{
self waittill( "spawned_player" );
giveGunGameWeapon( self, self.score );
}
onNormalDeath( victim, attacker, lifeId )
{
score = maps\mp\gametypes\_rank::getScoreInfoValue( "kill" );
assert( isDefined( score ) );
update_team_score( attacker, victim );
if ( game["state"] == "postgame" && game["teamScores"][attacker.team] > game["teamScores"][level._otherTeam[attacker.team]] )
attacker.finalKill = true;
}
update_team_score( player, victim )
{
if ( isDefined( level._nukeIncoming ) )
return;
score = player.pers["score"];
player.score = player.pers["score"];
if( player.score % 500 == 0 )
giveGunGameWeapon( player, player.score );
team = player.pers["team"];
team_score = game["teamScores"][team];
if( player.score > team_score )
{
player maps\mp\gametypes\_gamescore::giveTeamScoreForObjective( team, ( player.score - team_score ));
}
}
giveGunGameWeapon( player, score )
{
score_value = maps\mp\gametypes\_rank::getScoreInfoValue( "kill" );
assert( isDefined( score_value ) );
num_kills = ( score / score_value );
score_limit_kills = ( getScoreLimit() / score_value );
kills_per_level = ( score_limit_kills / 5 );
weapon = player getCurrentWeapon();
off_hand = player getCurrentOffhand();
while( player IsMeleeing() )
wait( 0.01 );
while( player IsThrowingGrenade() )
wait( 0.01 );
if( num_kills <= 0 )
{
player maps\mp\gametypes\_class::giveLoadout( player.pers["team"], "class0" );
player _clearPerks();
}
else if( num_kills <= ( 1 * kills_per_level ))
{
player maps\mp\gametypes\_class::giveLoadout( player.pers["team"], "class1" );
player _clearPerks();
}
else if( num_kills <= ( 2 * kills_per_level ))
{
player maps\mp\gametypes\_class::giveLoadout( player.pers["team"], "class2" );
player _clearPerks();
}
else if( num_kills <= ( 3 * kills_per_level ))
{
player maps\mp\gametypes\_class::giveLoadout( player.pers["team"], "class3" );
player _clearPerks();
}
else
{
player maps\mp\gametypes\_class::giveLoadout( player.pers["team"], "class4" );
player _clearPerks();
}
}
onTimeLimit()
{
if ( game["status"] == "overtime" )
{
winner = "forfeit";
}
else if ( game["teamScores"]["allies"] == game["teamScores"]["axis"] )
{
winner = "overtime";
}
else if ( game["teamScores"]["axis"] > game["teamScores"]["allies"] )
{
winner = "axis";
}
else
{
winner = "allies";
}
thread maps\mp\gametypes\_gamelogic::endGame( winner, game["strings"]["time_limit_reached"] );
}

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#include common_scripts\utility;
#include maps\mp\_utility;
#include maps\mp\gametypes\_hud_util;
/*
Domination
Objective: Capture all the flags by touching them
Map ends: When one team captures all the flags, or time limit is reached
Respawning: No wait / Near teammates
Level requirements
------------------
Spawnpoints:
classname mp_tdm_spawn
All players spawn from these. The spawnpoint chosen is dependent on the current locations of owned flags, teammates and
enemies at the time of spawn. Players generally spawn behind their teammates relative to the direction of enemies.
Optionally, give a spawnpoint a script_linkto to specify which flag it "belongs" to (see Flag Descriptors).
Spectator Spawnpoints:
classname mp_global_intermission
Spectators spawn from these and intermission is viewed from these positions.
Atleast one is required, any more and they are randomly chosen between.
Flags:
classname trigger_radius
targetname flag_primary or flag_secondary
Flags that need to be captured to win. Primary flags take time to capture; secondary flags are instant.
Flag Descriptors:
classname script_origin
targetname flag_descriptor
Place one flag descriptor close to each flag. Use the script_linkname and script_linkto properties to say which flags
it can be considered "adjacent" to in the level. For instance, if players have a primary path from flag1 to flag2, and
from flag2 to flag3, flag2 would have a flag_descriptor with these properties:
script_linkname flag2
script_linkto flag1 flag3
Set scr_domdebug to 1 to see flag connections and what spawnpoints are considered connected to each flag.
*/
/*QUAKED mp_dom_spawn (0.5 0.5 1.0) (-16 -16 0) (16 16 72)
Players spawn near their flags at one of these positions.*/
/*QUAKED mp_dom_spawn_axis_start (1.0 0.0 1.0) (-16 -16 0) (16 16 72)
Axis players spawn away from enemies and near their team at one of these positions at the start of a round.*/
/*QUAKED mp_dom_spawn_allies_start (0.0 1.0 1.0) (-16 -16 0) (16 16 72)
Allied players spawn away from enemies and near their team at one of these positions at the start of a round.*/
main()
{
if(getdvar("mapname") == "mp_background")
return;
maps\mp\gametypes\_globallogic::init();
maps\mp\gametypes\_callbacksetup::SetupCallbacks();
maps\mp\gametypes\_globallogic::SetupCallbacks();
registerTimeLimitDvar( level._gameType, 30, 0, 1440 );
registerScoreLimitDvar( level._gameType, 300, 0, 1000 );
registerRoundLimitDvar( level._gameType, 1, 0, 10 );
registerWinLimitDvar( level._gameType, 1, 0, 10 );
registerNumLivesDvar( level._gameType, 0, 0, 10 );
registerHalfTimeDvar( level._gameType, 0, 0, 1 );
registerNumLivesDvar( level._gameType, 1, 0, 5 );
level._teamBased = true;
level._onStartGameType = ::onStartGameType;
level._getSpawnPoint = ::getSpawnPoint;
level._onPrecacheGameType = ::onPrecacheGameType;
level._onSpawnPlayer = ::onSpawnPlayer;
level._onNormalDeath = ::onNormalDeath;
level._onDeadEvent = ::onDeadEvent;
game["dialog"]["gametype"] = "domination";
if ( getDvarInt( "g_hardcore" ) )
game["dialog"]["gametype"] = "hc_" + game["dialog"]["gametype"];
else if ( getDvarInt( "camera_thirdPerson" ) )
game["dialog"]["gametype"] = "thirdp_" + game["dialog"]["gametype"];
else if ( getDvarInt( "scr_diehard" ) )
game["dialog"]["gametype"] = "dh_" + game["dialog"]["gametype"];
else if (getDvarInt( "scr_" + level._gameType + "_promode" ) )
game["dialog"]["gametype"] = game["dialog"]["gametype"] + "_pro";
game["dialog"]["offense_obj"] = "capture_objs";
game["dialog"]["defense_obj"] = "capture_objs";
}
onPrecacheGameType()
{
precacheShader( "waypoint_captureneutral" );
precacheShader( "waypoint_capture" );
precacheShader( "waypoint_defend" );
precacheShader( "waypoint_captureneutral_a" );
precacheShader( "waypoint_capture_a" );
precacheShader( "waypoint_defend_a" );
precacheShader( "waypoint_captureneutral_b" );
precacheShader( "waypoint_capture_b" );
precacheShader( "waypoint_defend_b" );
precacheShader( "waypoint_captureneutral_c" );
precacheShader( "waypoint_capture_c" );
precacheShader( "waypoint_defend_c" );
precacheShader( "waypoint_captureneutral" );
precacheShader( "waypoint_capture" );
precacheShader( "waypoint_defend" );
precacheShader( "waypoint_captureneutral_a" );
precacheShader( "waypoint_capture_a" );
precacheShader( "waypoint_defend_a" );
precacheShader( "waypoint_captureneutral_b" );
precacheShader( "waypoint_capture_b" );
precacheShader( "waypoint_defend_b" );
precacheShader( "waypoint_captureneutral_c" );
precacheShader( "waypoint_capture_c" );
precacheShader( "waypoint_defend_c" );
}
onStartGameType()
{
setClientNameMode("auto_change");
if ( !isdefined( game["switchedsides"] ) )
game["switchedsides"] = false;
if ( game["switchedsides"] )
{
oldAttackers = game["attackers"];
oldDefenders = game["defenders"];
game["attackers"] = oldDefenders;
game["defenders"] = oldAttackers;
}
setObjectiveText( "allies", &"OBJECTIVES_WAR" );
setObjectiveText( "axis", &"OBJECTIVES_WAR" );
if ( level._splitscreen )
{
setObjectiveScoreText( "allies", &"OBJECTIVES_WAR" );
setObjectiveScoreText( "axis", &"OBJECTIVES_WAR" );
}
else
{
setObjectiveScoreText( "allies", &"OBJECTIVES_WAR_SCORE" );
setObjectiveScoreText( "axis", &"OBJECTIVES_WAR_SCORE" );
}
setObjectiveHintText( "allies", &"OBJECTIVES_WAR_HINT" );
setObjectiveHintText( "axis", &"OBJECTIVES_WAR_HINT" );
level._spawnMins = ( 0, 0, 0 );
level._spawnMaxs = ( 0, 0, 0 );
maps\mp\gametypes\_spawnlogic::placeSpawnPoints( "mp_tdm_spawn_allies_start" );
maps\mp\gametypes\_spawnlogic::placeSpawnPoints( "mp_tdm_spawn_axis_start" );
maps\mp\gametypes\_spawnlogic::addSpawnPoints( "allies", "mp_tdm_spawn" );
maps\mp\gametypes\_spawnlogic::addSpawnPoints( "axis", "mp_tdm_spawn" );
level._mapCenter = maps\mp\gametypes\_spawnlogic::findBoxCenter( level._spawnMins, level._spawnMaxs );
setMapCenter( level._mapCenter );
allowed[0] = "dom"; //level.gameType;
allowed[1] = "airdrop_pallet";
maps\mp\gametypes\_gameobjects::main(allowed);
level._flagBaseFXid[ "allies" ] = loadfx( maps\mp\gametypes\_teams::getTeamFlagFX( "allies" ) );
level._flagBaseFXid[ "axis" ] = loadfx( maps\mp\gametypes\_teams::getTeamFlagFX( "axis" ) );
thread domFlags();
}
getSpawnPoint()
{
spawnteam = self.pers["team"];
if ( game["switchedsides"] )
spawnteam = getOtherTeam( spawnteam );
if ( level._inGracePeriod )
{
spawnPoints = maps\mp\gametypes\_spawnlogic::getSpawnpointArray( "mp_tdm_spawn_" + spawnteam + "_start" );
spawnPoint = maps\mp\gametypes\_spawnlogic::getSpawnpoint_Random( spawnPoints );
}
else
{
spawnPoints = maps\mp\gametypes\_spawnlogic::getTeamSpawnPoints( spawnteam );
spawnPoint = maps\mp\gametypes\_spawnlogic::getSpawnpoint_NearTeam( spawnPoints );
}
return spawnPoint;
}
onNormalDeath( victim, attacker, lifeId )
{
score = maps\mp\gametypes\_rank::getScoreInfoValue( "kill" );
assert( isDefined( score ) );
attacker maps\mp\gametypes\_gamescore::giveTeamScoreForObjective( attacker.pers["team"], score );
if ( game["state"] == "postgame" && game["teamScores"][attacker.team] > game["teamScores"][level._otherTeam[attacker.team]] )
attacker.finalKill = true;
}
onTimeLimit()
{
if ( game["status"] == "overtime" )
{
winner = "forfeit";
}
else if ( game["teamScores"]["allies"] == game["teamScores"]["axis"] )
{
winner = "overtime";
}
else if ( game["teamScores"]["axis"] > game["teamScores"]["allies"] )
{
winner = "axis";
}
else
{
winner = "allies";
}
thread maps\mp\gametypes\_gamelogic::endGame( winner, game["strings"]["time_limit_reached"] );
}
onDeadEvent( team )
{
total_lives = 0;
foreach ( other_player in level._players )
{
if( other_player.pers["team"] == team )
{
total_lives += other_player.pers["lives"];
}
}
if( total_lives <= 0 )
{
if ( team == "allies" )
{
iPrintLn( game["strings"]["allies_eliminated"] );
logString( "team eliminated, win: opfor, allies: " + game["teamScores"]["allies"] + ", opfor: " + game["teamScores"]["axis"] );
thread maps\mp\gametypes\_gamelogic::endGame( "axis", game["strings"]["allies_eliminated"] );
}
else if ( team == "axis" )
{
iPrintLn( game["strings"]["axis_eliminated"] );
logString( "team eliminated, win: allies, allies: " + game["teamScores"]["allies"] + ", opfor: " + game["teamScores"]["axis"] );
thread maps\mp\gametypes\_gamelogic::endGame( "allies", game["strings"]["axis_eliminated"] );
}
else
{
logString( "tie, allies: " + game["teamScores"]["allies"] + ", opfor: " + game["teamScores"]["axis"] );
if ( level._teamBased )
thread maps\mp\gametypes\_gamelogic::endGame( "tie", game["strings"]["tie"] );
else
thread maps\mp\gametypes\_gamelogic::endGame( undefined, game["strings"]["tie"] );
}
}
}
domFlags()
{
level._lastStatus["allies"] = 0;
level._lastStatus["axis"] = 0;
game["flagmodels"] = [];
game["flagmodels"]["neutral"] = "prop_flag_neutral";
game["flagmodels"]["allies"] = maps\mp\gametypes\_teams::getTeamFlagModel( "allies" );
game["flagmodels"]["axis"] = maps\mp\gametypes\_teams::getTeamFlagModel( "axis" );
game["flagmodels"]["crate"] = "com_plasticcase_friendly";
precacheModel( game["flagmodels"]["neutral"] );
precacheModel( game["flagmodels"]["allies"] );
precacheModel( game["flagmodels"]["axis"] );
precacheModel( game["flagmodels"]["crate"] );
precacheShader( "waypoint_ammo_friendly" );
precacheShader( "compass_objpoint_ammo_friendly" );
precacheString( &"MP_SECURING_POSITION" );
primaryFlags = getEntArray( "flag_primary", "targetname" );
secondaryFlags = getEntArray( "flag_secondary", "targetname" );
if ( (primaryFlags.size + secondaryFlags.size) < 2 )
{
printLn( "^1Not enough domination flags found in level!" );
maps\mp\gametypes\_callbacksetup::AbortLevel();
return;
}
level._flags = [];
for ( index = 0; index < primaryFlags.size; index++ )
level._flags[level._flags.size] = primaryFlags[index];
for ( index = 0; index < secondaryFlags.size; index++ )
level._flags[level._flags.size] = secondaryFlags[index];
level._domFlags = [];
for ( index = 0; index < level._flags.size; index++ )
{
trigger = level._flags[index];
if ( isDefined( trigger.target ) )
{
visuals[0] = getEnt( trigger.target, "targetname" );
}
else
{
visuals[0] = spawn( "script_model", trigger.origin );
visuals[0].angles = trigger.angles;
}
visuals[0] setModel( game["flagmodels"]["neutral"] );
if( index == 2 )
{
visuals[0] setModel( game["flagmodels"]["crate"] );
}
domFlag = maps\mp\gametypes\_gameobjects::createUseObject( "neutral", trigger, visuals, (0,0,100) );
domFlag maps\mp\gametypes\_gameobjects::allowUse( "any" );
domFlag maps\mp\gametypes\_gameobjects::setUseTime( 10.0 );
domFlag maps\mp\gametypes\_gameobjects::setUseText( &"MP_SECURING_POSITION" );
label = domFlag maps\mp\gametypes\_gameobjects::getLabel();
domFlag.label = label;
printLn( "Flag Label: " + label );
domFlag maps\mp\gametypes\_gameobjects::set2DIcon( "friendly", "waypoint_defend" + label );
domFlag maps\mp\gametypes\_gameobjects::set3DIcon( "friendly", "waypoint_defend" + label );
domFlag maps\mp\gametypes\_gameobjects::set2DIcon( "enemy", "waypoint_captureneutral" + label );
domFlag maps\mp\gametypes\_gameobjects::set3DIcon( "enemy", "waypoint_captureneutral" + label );
domFlag maps\mp\gametypes\_gameobjects::setVisibleTeam( "any" );
if( index == 2 )
{
domFlag maps\mp\gametypes\_gameobjects::set2DIcon( "enemy", "compass_objpoint_ammo_friendly" );
domFlag maps\mp\gametypes\_gameobjects::set3DIcon( "enemy", "waypoint_ammo_friendly" );
domFlag.onUse = ::onUseMiddle;
domFlag.onBeginUse = ::onBeginUse;
domFlag.onUseUpdate = ::onUseUpdate;
domFlag.onEndUse = ::onEndUse;
}
else
{
domFlag.onUse = ::onUse;
domFlag.onBeginUse = ::onBeginUse;
domFlag.onUseUpdate = ::onUseUpdate;
domFlag.onEndUse = ::onEndUse;
}
traceStart = visuals[0].origin + (0,0,32);
traceEnd = visuals[0].origin + (0,0,-32);
trace = bulletTrace( traceStart, traceEnd, false, undefined );
upangles = vectorToAngles( trace["normal"] );
domFlag.baseeffectforward = anglesToForward( upangles );
domFlag.baseeffectright = anglesToRight( upangles );
domFlag.baseeffectpos = trace["position"];
// legacy spawn code support
level._flags[index].useObj = domFlag;
level._flags[index].adjflags = [];
level._flags[index].nearbyspawns = [];
domFlag.levelFlag = level._flags[index];
level._domFlags[level._domFlags.size] = domFlag;
}
// level.bestSpawnFlag is used as a last resort when the enemy holds all flags.
// level.bestSpawnFlag = [];
// level.bestSpawnFlag[ "allies" ] = getUnownedFlagNearestStart( "allies", undefined );
// level.bestSpawnFlag[ "axis" ] = getUnownedFlagNearestStart( "axis", level.bestSpawnFlag[ "allies" ] );
// flagSetup();
}
getUnownedFlagNearestStart( team, excludeFlag )
{
best = undefined;
bestdistsq = undefined;
for ( i = 0; i < level._flags.size; i++ )
{
flag = level._flags[i];
if ( flag getFlagTeam() != "neutral" )
continue;
distsq = distanceSquared( flag.origin, level._startPos[team] );
if ( (!isDefined( excludeFlag ) || flag != excludeFlag) && (!isdefined( best ) || distsq < bestdistsq) )
{
bestdistsq = distsq;
best = flag;
}
}
return best;
}
onBeginUse( player )
{
ownerTeam = self maps\mp\gametypes\_gameobjects::getOwnerTeam();
self.didStatusNotify = false;
if ( ownerTeam == "neutral" )
{
statusDialog( "securing"+self.label, player.pers["team"] );
self.objPoints[player.pers["team"]] thread maps\mp\gametypes\_objpoints::startFlashing();
return;
}
if ( ownerTeam == "allies" )
otherTeam = "axis";
else
otherTeam = "allies";
self.objPoints["allies"] thread maps\mp\gametypes\_objpoints::startFlashing();
self.objPoints["axis"] thread maps\mp\gametypes\_objpoints::startFlashing();
}
onUseUpdate( team, progress, change )
{
if ( progress > 0.05 && change && !self.didStatusNotify )
{
ownerTeam = self maps\mp\gametypes\_gameobjects::getOwnerTeam();
if ( ownerTeam == "neutral" )
{
statusDialog( "securing"+self.label, team );
}
else
{
statusDialog( "losing"+self.label, ownerTeam );
statusDialog( "securing"+self.label, team );
}
self.didStatusNotify = true;
}
}
statusDialog( dialog, team, forceDialog )
{
time = getTime();
if ( getTime() < level._lastStatus[team] + 5000 && (!isDefined( forceDialog ) || !forceDialog) )
return;
thread delayedLeaderDialog( dialog, team );
level._lastStatus[team] = getTime();
}
onEndUse( team, player, success )
{
self.objPoints["allies"] thread maps\mp\gametypes\_objpoints::stopFlashing();
self.objPoints["axis"] thread maps\mp\gametypes\_objpoints::stopFlashing();
}
resetFlagBaseEffect()
{
if ( isdefined( self.baseeffect ) )
self.baseeffect delete();
team = self maps\mp\gametypes\_gameobjects::getOwnerTeam();
if ( team != "axis" && team != "allies" )
return;
fxid = level._flagBaseFXid[ team ];
self.baseeffect = spawnFx( fxid, self.baseeffectpos, self.baseeffectforward, self.baseeffectright );
triggerFx( self.baseeffect );
}
onUse( player )
{
// return straight away if we are doing this too quickly
// I think this is a side affect of allowing you to capture a flag that is owned by your team already...
if( isDefined( self.captureTime ) && getTime() < self.captureTime + 3000 )
{
return;
}
team = player.pers["team"];
oldTeam = self maps\mp\gametypes\_gameobjects::getOwnerTeam();
label = self maps\mp\gametypes\_gameobjects::getLabel();
player.pers["lives"] = player.pers["lives"] + 1;
printLn( "Player " + player.name + "got another set of lives, teammates get 1 more! lives=" + player.pers["lives"] );
println( "My Team Lives" );
foreach ( other_player in level._players )
{
if( other_player.pers["team"] == player.pers["team"] )
{
println( other_player.name + " has " + other_player.pers["lives"] + " lives" );
other_player.pers["lives"] = other_player.pers["lives"] + 1;
if( !isAlive( other_player ))
{
// if the player went from 0 lives (dead) to 1 life, then we should spawn them a new client
if ( isValidClass( other_player.class ) )
{
println( "Now has " + other_player.pers["lives"] + " lives! Respawning" );
other_player thread maps\mp\gametypes\_playerlogic::spawnClient();
}
}
}
}
//player logString( "flag captured: " + self.label );
self.captureTime = getTime();
self maps\mp\gametypes\_gameobjects::setOwnerTeam( team );
// self maps\mp\gametypes\_gameobjects::set2DIcon( "enemy", "waypoint_capture" + label );
// self maps\mp\gametypes\_gameobjects::set3DIcon( "enemy", "waypoint_capture" + label );
self.visuals[0] setModel( game["flagmodels"][team] );
self resetFlagBaseEffect();
level._useStartSpawns = false;
assert( team != "neutral" );
if ( oldTeam == "neutral" )
{
otherTeam = getOtherTeam( team );
thread printAndSoundOnEveryone( team, otherTeam, undefined, undefined, "mp_war_objective_taken", undefined, player );
statusDialog( "secured"+self.label, team, true );
statusDialog( "enemy_has"+self.label, otherTeam, true );
}
else
{
thread printAndSoundOnEveryone( team, oldTeam, undefined, undefined, "mp_war_objective_taken", "mp_war_objective_lost", player );
// thread delayedLeaderDialogBothTeams( "obj_lost", oldTeam, "obj_taken", team );
if ( getTeamFlagCount( team ) == level._flags.size )
{
statusDialog( "secure_all", team );
statusDialog( "lost_all", oldTeam );
}
else
{
statusDialog( "secured"+self.label, team, true );
statusDialog( "lost"+self.label, oldTeam, true );
}
level._bestSpawnFlag[ oldTeam ] = self.levelFlag;
}
player notify( "objective", "captured" );
self thread giveFlagCaptureXP( self.touchList[team] );
self maps\mp\gametypes\_gameobjects::allowUse( "none" );
wait( 10 );
self maps\mp\gametypes\_gameobjects::setOwnerTeam( "neutral" );
self maps\mp\gametypes\_gameobjects::allowUse( "any" );
self.visuals[0] setModel( game["flagmodels"]["neutral"] );
}
onUseMiddle( player )
{
team = player.pers["team"];
// oldTeam = self maps\mp\gametypes\_gameobjects::getOwnerTeam();
label = self maps\mp\gametypes\_gameobjects::getLabel();
//player logString( "flag captured: " + self.label );
self.captureTime = getTime();
// self maps\mp\gametypes\_gameobjects::setOwnerTeam( team );
// self maps\mp\gametypes\_gameobjects::set2DIcon( "enemy", "waypoint_capture" + label );
// self maps\mp\gametypes\_gameobjects::set3DIcon( "enemy", "waypoint_capture" + label );
// self.visuals[0] setModel( game["flagmodels"][team] );
self resetFlagBaseEffect();
level._useStartSpawns = false;
streakName = "precision_airstrike";
if ( isDefined( level._killstreakFuncs[streakName] ) )
{
player maps\mp\killstreaks\_killstreaks::giveKillstreak( streakName );
}
otherTeam = getOtherTeam( team );
thread printAndSoundOnEveryone( team, otherTeam, undefined, undefined, "mp_war_objective_taken", undefined, player );
statusDialog( "secured"+self.label, team, true );
statusDialog( "enemy_has"+self.label, otherTeam, true );
player notify( "objective", "captured" );
//self thread giveFlagCaptureXP( self.touchList[team] );
self maps\mp\gametypes\_gameobjects::allowUse( "none" );
self maps\mp\gametypes\_gameobjects::disableObject();
self waitTillCanUse( 10 );
}
waitTillCanUse( time )
{
wait( time );
self maps\mp\gametypes\_gameobjects::allowUse( "any" );
self maps\mp\gametypes\_gameobjects::enableObject();
}
giveFlagCaptureXP( touchList )
{
level endon ( "game_ended" );
players = getArrayKeys( touchList );
for ( index = 0; index < players.size; index++ )
{
player = touchList[players[index]].player;
player thread maps\mp\gametypes\_hud_message::SplashNotify( "capture", maps\mp\gametypes\_rank::getScoreInfoValue( "capture" ) );
player thread updateCPM();
player thread maps\mp\gametypes\_rank::giveRankXP( "capture", maps\mp\gametypes\_rank::getScoreInfoValue( "capture" ) * player getCapXPScale() );
printLn( maps\mp\gametypes\_rank::getScoreInfoValue( "capture" ) * player getCapXPScale() );
maps\mp\gametypes\_gamescore::givePlayerScore( "capture", player );
// player incPlayerStat( "pointscaptured", 1 );
}
player = self maps\mp\gametypes\_gameobjects::getEarliestClaimPlayer();
level thread teamPlayerCardSplash( "callout_securedposition" + self.label, player );
player thread maps\mp\_matchdata::logGameEvent( "capture", player.origin );
}
delayedLeaderDialog( sound, team )
{
level endon ( "game_ended" );
wait .1;
WaitTillSlowProcessAllowed();
leaderDialog( sound, team );
}
delayedLeaderDialogBothTeams( sound1, team1, sound2, team2 )
{
level endon ( "game_ended" );
wait .1;
WaitTillSlowProcessAllowed();
leaderDialogBothTeams( sound1, team1, sound2, team2 );
}
getOwnedDomFlags()
{
domFlags = [];
foreach ( domFlag in level._domFlags )
{
if ( domFlag maps\mp\gametypes\_gameobjects::getOwnerTeam() != "neutral" && isDefined( domFlag.captureTime ) )
domFlags[domFlags.size] = domFlag;
}
return domFlags;
}
getTeamFlagCount( team )
{
score = 0;
for (i = 0; i < level._flags.size; i++)
{
if ( level._domFlags[i] maps\mp\gametypes\_gameobjects::getOwnerTeam() == team )
score++;
}
return score;
}
getFlagTeam()
{
return self.useObj maps\mp\gametypes\_gameobjects::getOwnerTeam();
}
getBoundaryFlags()
{
// get all flags which are adjacent to flags that aren't owned by the same team
bflags = [];
for (i = 0; i < level._flags.size; i++)
{
for (j = 0; j < level._flags[i].adjflags.size; j++)
{
if (level._flags[i].useObj maps\mp\gametypes\_gameobjects::getOwnerTeam() != level._flags[i].adjflags[j].useObj maps\mp\gametypes\_gameobjects::getOwnerTeam() )
{
bflags[bflags.size] = level._flags[i];
break;
}
}
}
return bflags;
}
getBoundaryFlagSpawns(team)
{
spawns = [];
bflags = getBoundaryFlags();
for (i = 0; i < bflags.size; i++)
{
if (isdefined(team) && bflags[i] getFlagTeam() != team)
continue;
for (j = 0; j < bflags[i].nearbyspawns.size; j++)
spawns[spawns.size] = bflags[i].nearbyspawns[j];
}
return spawns;
}
getSpawnsBoundingFlag( avoidflag )
{
spawns = [];
for (i = 0; i < level._flags.size; i++)
{
flag = level._flags[i];
if ( flag == avoidflag )
continue;
isbounding = false;
for (j = 0; j < flag.adjflags.size; j++)
{
if ( flag.adjflags[j] == avoidflag )
{
isbounding = true;
break;
}
}
if ( !isbounding )
continue;
for (j = 0; j < flag.nearbyspawns.size; j++)
spawns[spawns.size] = flag.nearbyspawns[j];
}
return spawns;
}
// gets an array of all spawnpoints which are near flags that are
// owned by the given team, or that are adjacent to flags owned by the given team.
getOwnedAndBoundingFlagSpawns(team)
{
spawns = [];
for (i = 0; i < level._flags.size; i++)
{
if ( level._flags[i] getFlagTeam() == team )
{
// add spawns near this flag
for (s = 0; s < level._flags[i].nearbyspawns.size; s++)
spawns[spawns.size] = level._flags[i].nearbyspawns[s];
}
else
{
for (j = 0; j < level._flags[i].adjflags.size; j++)
{
if ( level._flags[i].adjflags[j] getFlagTeam() == team )
{
// add spawns near this flag
for (s = 0; s < level._flags[i].nearbyspawns.size; s++)
spawns[spawns.size] = level._flags[i].nearbyspawns[s];
break;
}
}
}
}
return spawns;
}
// gets an array of all spawnpoints which are near flags that are
// owned by the given team
getOwnedFlagSpawns(team)
{
spawns = [];
for (i = 0; i < level._flags.size; i++)
{
if ( level._flags[i] getFlagTeam() == team )
{
// add spawns near this flag
for (s = 0; s < level._flags[i].nearbyspawns.size; s++)
spawns[spawns.size] = level._flags[i].nearbyspawns[s];
}
}
return spawns;
}
flagSetup()
{
maperrors = [];
descriptorsByLinkname = [];
// (find each flag_descriptor object)
descriptors = getentarray("flag_descriptor", "targetname");
flags = level._flags;
for (i = 0; i < level._domFlags.size; i++)
{
closestdist = undefined;
closestdesc = undefined;
for (j = 0; j < descriptors.size; j++)
{
dist = distance(flags[i].origin, descriptors[j].origin);
if (!isdefined(closestdist) || dist < closestdist) {
closestdist = dist;
closestdesc = descriptors[j];
}
}
if (!isdefined(closestdesc)) {
maperrors[maperrors.size] = "there is no flag_descriptor in the map! see explanation in dom.gsc";
break;
}
if (isdefined(closestdesc.flag)) {
maperrors[maperrors.size] = "flag_descriptor with script_linkname \"" + closestdesc.script_linkname + "\" is nearby more than one flag; is there a unique descriptor near each flag?";
continue;
}
flags[i].descriptor = closestdesc;
closestdesc.flag = flags[i];
descriptorsByLinkname[closestdesc.script_linkname] = closestdesc;
}
if (maperrors.size == 0)
{
// find adjacent flags
for (i = 0; i < flags.size; i++)
{
if (isdefined(flags[i].descriptor.script_linkto))
adjdescs = strtok(flags[i].descriptor.script_linkto, " ");
else
adjdescs = [];
for (j = 0; j < adjdescs.size; j++)
{
otherdesc = descriptorsByLinkname[adjdescs[j]];
if (!isdefined(otherdesc) || otherdesc.targetname != "flag_descriptor") {
maperrors[maperrors.size] = "flag_descriptor with script_linkname \"" + flags[i].descriptor.script_linkname + "\" linked to \"" + adjdescs[j] + "\" which does not exist as a script_linkname of any other entity with a targetname of flag_descriptor (or, if it does, that flag_descriptor has not been assigned to a flag)";
continue;
}
adjflag = otherdesc.flag;
if (adjflag == flags[i]) {
maperrors[maperrors.size] = "flag_descriptor with script_linkname \"" + flags[i].descriptor.script_linkname + "\" linked to itself";
continue;
}
flags[i].adjflags[flags[i].adjflags.size] = adjflag;
}
}
}
// assign each spawnpoint to nearest flag
spawnpoints = maps\mp\gametypes\_spawnlogic::getSpawnpointArray( "mp_dom_spawn" );
for (i = 0; i < spawnpoints.size; i++)
{
if (isdefined(spawnpoints[i].script_linkto)) {
desc = descriptorsByLinkname[spawnpoints[i].script_linkto];
if (!isdefined(desc) || desc.targetname != "flag_descriptor") {
maperrors[maperrors.size] = "Spawnpoint at " + spawnpoints[i].origin + "\" linked to \"" + spawnpoints[i].script_linkto + "\" which does not exist as a script_linkname of any entity with a targetname of flag_descriptor (or, if it does, that flag_descriptor has not been assigned to a flag)";
continue;
}
nearestflag = desc.flag;
}
else {
nearestflag = undefined;
nearestdist = undefined;
for (j = 0; j < flags.size; j++)
{
dist = distancesquared(flags[j].origin, spawnpoints[i].origin);
if (!isdefined(nearestflag) || dist < nearestdist)
{
nearestflag = flags[j];
nearestdist = dist;
}
}
}
nearestflag.nearbyspawns[nearestflag.nearbyspawns.size] = spawnpoints[i];
}
if (maperrors.size > 0)
{
println("^1------------ Map Errors ------------");
for(i = 0; i < maperrors.size; i++)
println(maperrors[i]);
println("^1------------------------------------");
error("Map errors. See above");
maps\mp\gametypes\_callbacksetup::AbortLevel();
return;
}
}
onSpawnPlayer()
{
}
updateCPM()
{
if ( !isDefined( self.CPM ) )
{
self.numCaps = 0;
self.CPM = 0;
}
self.numCaps++;
if ( getMinutesPassed() < 1 )
return;
self.CPM = self.numCaps / getMinutesPassed();
}
getCapXPScale()
{
if ( self.CPM < 4 )
return 1;
else
return 0.25;
}

685
maps/mp/gametypes/merc.gsc Normal file
View File

@ -0,0 +1,685 @@
#include maps\mp\_utility;
#include maps\mp\gametypes\_hud_util;
#include common_scripts\utility;
/*
Mercenary Timetrial
Objective: Hit as many of the enemy targets as possible while avoiding civilian targets.
Map ends: When the time limit is reached or all the targets are hit.
Respawning: No wait / Near teammates
Level requirementss
------------------
Spawnpoints:
classname mp_dm_spawn
All players spawn from these. The spawnpoint chosen is dependent on the current locations of teammates and enemies
at the time of spawn. Players generally spawn behind their teammates relative to the direction of enemies.
Spectator Spawnpoints:
classname mp_global_intermission
Spectators spawn from these and intermission is viewed from these positions.
Atleast one is required, any more and they are randomly chosen between.
*/
/*QUAKED mp_dm_spawn (1.0 0.5 0.0) (-16 -16 0) (16 16 72)
Players spawn away from enemies at one of these positions.*/
main()
{
if(getdvar("mapname") == "mp_background")
return;
maps\mp\gametypes\_globallogic::init();
maps\mp\gametypes\_callbacksetup::SetupCallbacks();
maps\mp\gametypes\_globallogic::SetupCallbacks();
registerRoundSwitchDvar( level._gameType, 0, 0, 9 );
registerTimeLimitDvar( level._gameType, 2, 0, 2 );
registerScoreLimitDvar( level._gameType, 500, 0, 5000 );
registerRoundLimitDvar( level._gameType, 1, 0, 10 );
registerWinLimitDvar( level._gameType, 1, 0, 10 );
registerRoundSwitchDvar( level._gameType, 3, 0, 30 );
registerNumLivesDvar( level._gameType, 0, 0, 10 );
registerHalfTimeDvar( level._gameType, 0, 0, 1 );
level._teamBased = false;
level._onStartGameType = ::onStartGameType;
level._getSpawnPoint = ::getSpawnPoint;
level._onSpawnPlayer = ::onSpawnPlayer;
level._onPlayerKilled = ::onPlayerKilled;
level._onNormalDeath = ::onNormalDeath;
// Turn off killstreaks
setDvar( "scr_game_hardpoints", "0" );
game["dialog"]["gametype"] = "freeforall";
if ( getDvarInt( "g_hardcore" ) )
game["dialog"]["gametype"] = "hc_" + game["dialog"]["gametype"];
else if ( getDvarInt( "camera_thirdPerson" ) )
game["dialog"]["gametype"] = "thirdp_" + game["dialog"]["gametype"];
else if ( getDvarInt( "scr_diehard" ) )
game["dialog"]["gametype"] = "dh_" + game["dialog"]["gametype"];
else if (getDvarInt( "scr_" + level._gameType + "_promode" ) )
game["dialog"]["gametype"] = game["dialog"]["gametype"] + "_pro";
game["strings"]["overtime_hint"] = &"MP_FIRST_BLOOD";
precacheshader( "nx_hud_merc_frame" );
}
onStartGameType()
{
setClientNameMode("auto_change");
setObjectiveText( "allies", &"OBJECTIVES_WAR" );
setObjectiveText( "axis", &"OBJECTIVES_WAR" );
if ( !isdefined( game["switchedsides"] ) )
game["switchedsides"] = false;
if ( game["switchedsides"] )
{
oldAttackers = game["attackers"];
oldDefenders = game["defenders"];
game["attackers"] = oldDefenders;
game["defenders"] = oldAttackers;
}
if ( level._splitscreen )
{
setObjectiveScoreText( "allies", &"OBJECTIVES_WAR" );
setObjectiveScoreText( "axis", &"OBJECTIVES_WAR" );
}
else
{
setObjectiveScoreText( "allies", &"OBJECTIVES_WAR_SCORE" );
setObjectiveScoreText( "axis", &"OBJECTIVES_WAR_SCORE" );
}
setObjectiveHintText( "allies", &"OBJECTIVES_WAR_HINT" );
setObjectiveHintText( "axis", &"OBJECTIVES_WAR_HINT" );
level._spawnMins = ( 0, 0, 0 );
level._spawnMaxs = ( 0, 0, 0 );
maps\mp\gametypes\_spawnlogic::addSpawnPoints( "allies", "mp_dm_spawn" );
maps\mp\gametypes\_spawnlogic::addSpawnPoints( "axis", "mp_dm_spawn" );
level._mapCenter = maps\mp\gametypes\_spawnlogic::findBoxCenter( level._spawnMins, level._spawnMaxs );
setMapCenter( level._mapCenter );
allowed[0] = level._gameType;
allowed[1] = "airdrop_pallet";
maps\mp\gametypes\_gameobjects::main(allowed);
maps\mp\gametypes\_rank::registerScoreInfo( "kill", 0 );
//maps\mp\gametypes\_rank::registerScoreInfo( "headshot", 0 );
//maps\mp\gametypes\_rank::registerScoreInfo( "assist", 0 );
//maps\mp\gametypes\_rank::registerScoreInfo( "suicide", 0 );
//maps\mp\gametypes\_rank::registerScoreInfo( "teamkill", 0 );
level._QuickMessageToAll = true;
// Merc mode object and rules setup
thread merc_mode_init();
}
getSpawnPoint()
{
spawnPoints = maps\mp\gametypes\_spawnlogic::getTeamSpawnPoints( self.pers["team"] );
spawnPoint = maps\mp\gametypes\_spawnlogic::getSpawnpoint_DM( spawnPoints );
return spawnPoint;
}
onNormalDeath( victim, attacker, lifeId )
{
// Register a score event
score = maps\mp\gametypes\_rank::getScoreInfoValue( "kill" );
assert( isDefined( score ) );
attacker maps\mp\gametypes\_gamescore::giveTeamScoreForObjective( attacker.pers["team"], score );
if ( game["state"] == "postgame" && game["teamScores"][attacker.team] > game["teamScores"][level._otherTeam[attacker.team]] )
attacker.finalKill = true;
}
onSpawnPlayer()
{
println( "onSpawnPlayer() player = " + self.name );
self merc_player_init();
self thread merc_create_HUD();
}
// A player has died
onPlayerKilled(eInflictor, attacker, iDamage, sMeansOfDeath, sWeapon, vDir, sHitLoc, psOffsetTime, deathAnimDuration, killId)
{
self thread merc_destroy_HUD();
// Clear attackers multiplier
if( attacker != self )
{
// Multiplier drops by 1 when you kill a player
if( attacker.mult > 1 )
{
attacker.mult -= 1;
}
attacker thread merc_update_HUD();
}
}
//=================================================================================================
//=================================================================================================
// Does general initialization and setup
merc_mode_init()
{
// Make sure targets exist in the map
if ( !isDefined( getentarray( "target_enemy", "targetname" ) ) )
{
iprintlnbold( "No Merc Mode targets were found in the map" );
}
level.targets_total = 0;
level.targets_remaining = 0;
level.mult_curve = [ 1.0, 1.0, 2.0, 2.8, 3.4, 3.9, 4.2, 4.4, 4.6, 4.8, 5.0 ];
// Target values
//level.target_normal.value = 100;
// Merc mode target and scoring logic
thread merc_mode_logic();
}
// Sets up data for each player in the game
merc_player_init()
{
// If this is the first time the script is run,
// initialize targets_hit
if( !isDefined( self.targets_hit ))
{
self.targets_hit = 0;
}
// If this is the first time the script is run,
// initialize targets_hit
if( !isDefined( self.score ))
{
self.score = 0;
//maps\mp\gametypes\_gamescore::_setPlayerScore( self, 0 );
}
// Reset multiplier to 1
self.mult = 1;
}
//=================================================================================================
//=================================================================================================
merc_mode_logic()
{
// Get a list of all the moving target start points
//level.target_rail_start_points = getentarray( "target_rail_start_point", "targetname" );
// Run the target think script on all the enemy targets
targets = getentarray( "target_enemy", "targetname" );
foreach( target in targets )
{
target thread target_think( "enemy" );
level.targets_total++;
level.targets_remaining++;
}
// Run the target think script on all the small round targets
targets = getentarray( "target_enemy_small", "targetname" );
foreach( target in targets )
{
target thread target_think( "enemy_small" );
level.targets_total++;
level.targets_remaining++;
}
// Run the target think script on all the friendly targets
targets = getentarray( "target_friendly", "targetname" );
foreach( target in targets )
{
target thread target_think( "friendly" );
// Civilians dont count towards the total
//level.targets_total++;
}
}
// Spawned on all the targets at map init
// Each popup target is made of multiple brushes and each brush targets the origin node
target_think( targetType )
{
while( true )
{
// Get this entity origin. Self must have a target key, and the target must have a targetName
self.orgEnt = getEnt( self.target, "targetname" );
// Assert if no origin node found
//assert( isdefined( self.orgEnt ) );
// Attach the geo to this origin node
self linkto ( self.orgEnt );
// No shadows
//self DontCastShadows();
// Hide the aim assist squares
aim_assist_target = getEnt( self.orgEnt.target, "targetname" );
aim_assist_target hide();
aim_assist_target notsolid();
// No collision on dead target
self solid();
// Make this target shootable
self setCanDamage( true );
/*------------------------------
SETUP LATERALLY MOVING TARGETS
--------------------------------*/
/*
// Only do this logic if object has script_parameters, and it is set to use_rail
if ( ( isdefined( self.script_parameters ) ) && ( self.script_parameters == "use_rail" ) )
{
// Links the aim assist block to the target, so they move together
//aim_assist_target linkTo( self );
// Grab closest rail start to this target
self.lateralStartPosition = getclosest( self.orgEnt.origin, level.target_rail_start_points, 10 );
assert( isdefined( self.lateralStartPosition ) );
assert( isdefined( self.lateralStartPosition.target ) );
// Set an end pos. The rail should have an end linked to its start
self.lateralEndPosition = getent( self.lateralStartPosition.target, "targetname" );
assert( isdefined( self.lateralEndPosition ) );
// Setup an array of movement positions
self.lateralMovementOrgs = [];
self.lateralMovementOrgs[ 0 ] = self.lateralStartPosition;
self.lateralMovementOrgs[ 1 ] = self.lateralEndPosition;
dist = distance( self.lateralMovementOrgs[ 0 ].origin, self.lateralMovementOrgs[ 1 ].origin );
self.lateralMoveTime = ( dist / 22 );
// Safety check the movement points
foreach( org in self.lateralMovementOrgs )
{
assertex( org.code_classname == "script_origin", "Pop up targets that move laterally need to be targeting 2 script_origins" );
}
// Randomize the target position
self target_lateral_reset_random();
}
// Movers start moving
if ( isdefined( self.lateralStartPosition ) )
{
self thread target_lateral_movement();
}
*/
/*-----------------------
WAIT FOR TARGET DAMAGE
-------------------------*/
while ( true )
{
// Waits for damage
self waittill ( "damage", amount, attacker, direction_vec, point, type );
// Play some sound
//self playSound( "nx_target_metal_hit" );
if( isDefined( attacker ))
{
// Show hit marker
if( isAlive( attacker ))
{
level._func[ "damagefeedback" ] = maps\mp\gametypes\_damagefeedback::updateDamageFeedback;
attacker maps\mp\gametypes\_damagefeedback::updateDamageFeedback( "" );
}
println( "attacker = " + attacker.name );
// Increase number of targets hit
if ( targetType == "friendly" )
{
//iprintlnbold( "YOU SHOT A CIVILIAN" );
attacker.score += int( -300.0 * merc_get_multiplier( attacker ));
//score = maps\mp\gametypes\_gamescore::_getPlayerScore( attacker );
//maps\mp\gametypes\_gamescore::_setPlayerScore( attacker, score + ( -100 * attacker.mult ));
attacker.mult = 1;
attacker thread merc_update_HUD();
//thread maps\mp\gametypes\_gamescore::sendUpdatedDMScores();
self playSound( "nx_target_mistake_buzzer" );
}
else if( targetType == "enemy_small" )
{
attacker.targets_hit++;
level.targets_remaining--;
attacker.score += int( 100.0 * merc_get_multiplier( attacker ) );
//score = maps\mp\gametypes\_gamescore::_getPlayerScore( attacker );
//maps\mp\gametypes\_gamescore::_setPlayerScore( attacker, score + ( 100 * attacker.mult ));
attacker thread merc_increase_multiplier();
attacker thread merc_update_HUD();
//thread maps\mp\gametypes\_gamescore::sendUpdatedDMScores();
self playSound( "nx_target_enemy_hit" );
}
else
{
attacker.targets_hit++;
level.targets_remaining--;
attacker.score += int( 300.0 * merc_get_multiplier( attacker ) );
//score = maps\mp\gametypes\_gamescore::_getPlayerScore( attacker );
//maps\mp\gametypes\_gamescore::_setPlayerScore( attacker, score + ( 300 * attacker.mult ));
attacker merc_increase_multiplier();
attacker thread merc_update_HUD();
//thread maps\mp\gametypes\_gamescore::sendUpdatedDMScores();
self playSound( "nx_target_enemy_hit" );
}
// Check for last target
if( level.targets_remaining <= 0 )
{
thread maps\mp\gametypes\_gamelogic::endGame( attacker, "All Targets Eliminated" );
}
break;
}
}
// No collision on dead target
self notsolid();
// Lay the target down again. Facedown targets drop facedown, contrary to physics.
if ( isdefined( self.orgEnt.script_noteworthy ) && self.orgEnt.script_noteworthy == "reverse" )
{
self.orgEnt rotatePitch( 90, 0.25 );
}
else if( isdefined( self.orgEnt.script_noteworthy ) && self.orgEnt.script_noteworthy == "sideways" )
{
self.orgEnt rotateYaw( -180, 0.5 );
}
else
{
self.orgEnt rotatePitch( -90, 0.25 );
}
self setCanDamage( false );
break;
}
}
// Increases the players multiplier up to a max of 10
merc_increase_multiplier()
{
if( self.mult < 10 )
{
self.mult += 1;
}
}
// Fetches the player's current multiplier
merc_get_multiplier( player )
{
return ( level.mult_curve[ player.mult ] );
}
//=================================================================================================
// HUD Scripts
//=================================================================================================
// Creates our proto HUD
// self = player
merc_create_HUD()
{
// Horrible hacked HUD
self.barOne = merc_hacky_hud_create_bar( -32, 108 );
self.barTwo = merc_hacky_hud_create_bar( -32, 126 );
self.barThree = merc_hacky_hud_create_bar( -32, 144 );
self.barFour = merc_hacky_hud_create_bar( -32, 162 );
//=============================================================
// Targets Hit Counter
self.counterElem = merc_hacky_hud_create_text( 12, 118, "TARGETS HIT" );
self.counter_valueElem = merc_hacky_hud_create_value( 127, 118 );
// Targets remaining counter
self.remainingElem = merc_hacky_hud_create_text( 12, 136, "REMAINING" );
self.remaining_valueElem= merc_hacky_hud_create_value( 127, 136 );
// Combo counter
self.multElem = merc_hacky_hud_create_text( 12, 154, "COMBO" );
self.mult_valueElem = merc_hacky_hud_create_value( 127, 154 );
// Score counter
self.scoreElem = merc_hacky_hud_create_text( 12, 172, "SCORE" );
self.score_valueElem = merc_hacky_hud_create_value( 127, 172 );
// Force an update now
self thread merc_update_HUD();
}
// This creates a HUD bar background for the text.
// There must be a better way to do this.
merc_hacky_hud_create_bar( xpos, ypos )
{
hudBar = createFontString( "fwmed", 1.0 );
hudBar setPoint( "TOPLEFT", undefined, xpos, ypos );
hudBar setText( "blank" );
hudBar.layer = "visor";
hudBar.shader = "nx_hud_merc_frame";
hudBar setShader( hudBar.shader, 200, 30 );
return hudBar;
}
merc_hacky_hud_create_text( xpos, ypos, text )
{
hudText = createFontString( "fwmed", 1.0 );
hudText setPoint( "TOPLEFT", undefined, xpos, ypos );
hudText setText( text );
hudText.layer = "visor";
return hudText;
}
merc_hacky_hud_create_value( xpos, ypos )
{
hudValue = createFontString( "fwmed", 1.0 );
hudValue setPoint( "TOPLEFT", undefined, xpos, ypos );
hudValue.alignX = "right";
hudValue.layer = "visor";
return hudValue;
}
// Updates the proto HUD
// self = player
merc_update_HUD()
{
if ( isDefined( self.counter_valueElem ) )
{
self.counter_valueElem setText( "" + self.targets_hit );
}
// Update the remaining targets on everyones HUD
foreach( player in level._players )
{
if ( isDefined( player.remaining_valueElem ) )
{
player.remaining_valueElem setText( "" + level.targets_remaining );
}
}
if ( isDefined( self.mult_valueElem ) )
{
multiplier = merc_get_multiplier( self );
self.mult_valueElem setText( "" + multiplier );
}
if ( isDefined( self.score_valueElem ) )
{
self.score_valueElem setText( "" + self.score );
}
}
// Cleans up our proto HUD
// self = player
merc_destroy_HUD()
{
self.barOne destroyElem();
self.barTwo destroyElem();
self.barThree destroyElem();
self.barFour destroyElem();
self.counterElem destroyElem();
self.counter_valueElem destroyElem();
self.remainingElem destroyElem();
self.remaining_valueElem destroyElem();
self.multElem destroyElem();
self.mult_valueElem destroyElem();
self.scoreElem destroyElem();
self.score_valueElem destroyElem();
}
//=================================================================================================
// Moving target scripts
//=================================================================================================
// This randomizes the mover direction
target_lateral_reset_random()
{
if ( cointoss() ) // 50/50 random func
{
self.lateralStartPosition = self.lateralMovementOrgs[ 0 ];
self.lateralEndPosition = self.lateralMovementOrgs[ 1 ];
}
else
{
self.lateralStartPosition = self.lateralMovementOrgs[ 1 ];
self.lateralEndPosition = self.lateralMovementOrgs[ 0 ];
}
// Move to the designated spot
self.orgEnt moveTo( self.lateralStartPosition.origin, .1 );
}
// This moves the mover targets back and forth
target_lateral_movement()
{
// Make a brand new script origin object
dummy = spawn( "script_origin", ( 0, 0, 0 ) );
dummy.angles = self.orgEnt.angles;
dummy.origin = self.orgEnt.origin;
self.orgEnt thread lateral_dummy_move( dummy );
// Kill dummy when player gets too close - Prevents player getting stuck in target
dummy endon( "deleted_because_player_was_too_close" );
dummy endon( "death" );
// Run the get too close thread
foreach( player in level._players )
{
dummy thread delete_when_player_too_close( player );
}
self thread dummy_delete_when_target_goes_back_down( dummy );
while ( true )
{
// Move back and forth
dummy moveTo( self.lateralEndPosition.origin, self.lateralMoveTime );
wait( self.lateralMoveTime );
dummy moveTo( self.lateralStartPosition.origin, self.lateralMoveTime );
wait( self.lateralMoveTime );
}
}
lateral_dummy_move( dummy )
{
dummy endon( "death" );
while( true )
{
wait( 0.05 );
self.origin = dummy.origin;
}
}
// A dummy object helps the target move
// Destroy it when the target is shot down
dummy_delete_when_target_goes_back_down( dummy )
{
dummy endon( "death" );
//self --> the target
self waittill( "target_going_back_down" );
dummy delete();
}
// Stop the mover when player is too close
// This is run on the lateral mover script
delete_when_player_too_close( player )
{
self endon( "death" );
dist = 128;
distSquared = dist * dist;
// Loop untill player is too close
while( true )
{
wait( .05 );
if ( distancesquared( player.origin, self.origin ) < distSquared )
break;
}
self notify( "deleted_because_player_was_too_close" );
self delete();
}
// Copied from single player _utility.gsc
getClosest( org, array, maxdist )
{
if ( !IsDefined( maxdist ) )
maxdist = 500000; // twice the size of the grid
ent = undefined;
foreach ( item in array )
{
newdist = Distance( item.origin, org );
if ( newdist >= maxdist )
continue;
maxdist = newdist;
ent = item;
}
return ent;
}

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maps/mp/gametypes/oic.gsc Normal file
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@ -0,0 +1,297 @@
//****************************************************************************
// **
// Confidential - (C) Activision Publishing, Inc. 2010 **
// **
//****************************************************************************
// **
// Module: The One-In-The_Chamber game mode ported from MW3 **
// (1) Players use only one predetermined weapon. **
// (2) No class change is allowed in the game mode. **
// (3) Players have limited ammo to start the game. **
// (4) Obtaining kills will reward players with additional ammo.**
// (5) Match terminates when there is only one player left. **
// **
// **
// Created: August 23rd, 2011 - James Chen **
// **
//***************************************************************************/
#include maps\mp\_utility;
#include maps\mp\gametypes\_hud_util;
#include maps\mp\gametypes\_class;
MATCHRULES_INITIALAMMO = 1;
MATCHRULES_REWARDAMMO = 1;
NUMBER_OF_LIVES = 3;
WARNING_START_WHEN_LIFE_LEFT = 2;
WEAPON_NAME = "coltanaconda_mp";
main()
{
precachestring( &"SPLASHES_SURVIVOR" );
precachestring( &"SPLASHES_OIC_LAST_LIFE" );
precachestring( &"SPLASHES_OIC_LIFE_LEFT" );
maps\mp\gametypes\_globallogic::init();
maps\mp\gametypes\_callbacksetup::SetupCallbacks();
maps\mp\gametypes\_globallogic::SetupCallbacks();
/* if ( isUsingMatchRulesData() )
{
// set common values
setCommonRulesFromMatchRulesData( true );
// set everything else (private match options, default .cfg file values, and what normally is registered in the 'else' below)
level.matchRules_initialAmmo = GetMatchRulesData( "oicData", "initialAmmoCount" );
level.matchRules_rewardAmmo = GetMatchRulesData( "oicData", "killRewardAmmoCount" );
SetDvar( "scr_oic_winlimit", 1 );
registerWinLimitDvar( "oic", 1 );
SetDvar( "scr_oic_roundlimit", 1 );
registerRoundLimitDvar( "oic", 1 );
SetDvar( "scr_oic_halftime", 0 );
registerHalfTimeDvar( "oic", 0 );
SetDvar( "scr_oic_promode", 0 );
}
else
{ */
registerTimeLimitDvar( level._gameType, 10, 0, 1440 );
registerScoreLimitDvar( level._gameType, 0, 0, 1000 );
registerRoundLimitDvar( level._gameType, 1, 0, 10 );
registerWinLimitDvar( level._gameType, 1, 0, 10 );
registerNumLivesDvar( level._gameType, NUMBER_OF_LIVES, 0, 10 );
registerHalfTimeDvar( level._gameType, 0, 0, 1 );
// }
level._teamBased = false;
level._doPrematch = true;
level._killstreakRewards = false;
level._onStartGameType = ::onStartGameType;
level._onSpawnPlayer = ::onSpawnPlayer;
level._getSpawnPoint = ::getSpawnPoint;
level._onPlayerKilled = ::onPlayerKilled;
level._modifyPlayerDamage = ::modifyPlayerDamage;
level._blockWeaponDrops = true;
level._blockRechargeablePerk = true;
level._blockClassChange = true;
level._overridePlayerModel = true;
level._disableWarSuit = true;
setDvar( "scr_game_hardpoints", "0" );
setDvar( "scr_game_perks", "0" );
setDvar( "scr_player_maxhealth", "30" );
game["dialog"]["gametype"] = "oic";
}
onStartGameType()
{
setClientNameMode("auto_change");
setObjectiveText( "allies", &"OBJECTIVES_OIC" );
setObjectiveText( "axis", &"OBJECTIVES_OIC" );
if ( level._splitscreen )
{
setObjectiveScoreText( "allies", &"OBJECTIVES_OIC" );
setObjectiveScoreText( "axis", &"OBJECTIVES_OIC" );
}
else
{
setObjectiveScoreText( "allies", &"OBJECTIVES_OIC_SCORE" );
setObjectiveScoreText( "axis", &"OBJECTIVES_OIC_SCORE" );
}
setObjectiveHintText( "allies", &"OBJECTIVES_OIC_HINT" );
setObjectiveHintText( "axis", &"OBJECTIVES_OIC_HINT" );
level._spawnMins = ( 0, 0, 0 );
level._spawnMaxs = ( 0, 0, 0 );
maps\mp\gametypes\_spawnlogic::addSpawnPoints( "allies", "mp_dm_spawn" );
maps\mp\gametypes\_spawnlogic::addSpawnPoints( "axis", "mp_dm_spawn" );
level._mapCenter = maps\mp\gametypes\_spawnlogic::findBoxCenter( level._spawnMins, level._spawnMaxs );
setMapCenter( level._mapCenter );
allowed[0] = "oic";
maps\mp\gametypes\_gameobjects::main(allowed);
maps\mp\gametypes\_rank::registerScoreInfo( "kill", 100 );
maps\mp\gametypes\_rank::registerScoreInfo( "headshot", 0 );
maps\mp\gametypes\_rank::registerScoreInfo( "assist", 0 );
maps\mp\gametypes\_rank::registerScoreInfo( "suicide", 0 );
maps\mp\gametypes\_rank::registerScoreInfo( "teamkill", 0 );
maps\mp\gametypes\_rank::registerScoreInfo( "survive", 25 );
level._QuickMessageToAll = true;
level._blockWeaponDrops = true;
level thread watchElimination();
}
getSpawnPoint()
{
spawnPoints = maps\mp\gametypes\_spawnlogic::getTeamSpawnPoints( self.pers["team"] );
spawnPoint = maps\mp\gametypes\_spawnlogic::getSpawnpoint_DM( spawnPoints );
return spawnPoint;
}
onSpawnPlayer()
{
// award ammo that the player might have been waiting to receive on death
if ( isDefined( self.oic_rewardAmmo ) && self.oic_rewardAmmo )
self giveAmmo();
else
self.oic_rewardAmmo = 0;
self thread waitLoadoutDone();
level notify ( "spawned_player" );
}
waitLoadoutDone()
{
level endon( "game_ended" );
self endon( "disconnect" );
level waittill( "player_spawned" );
if ( !isDefined( self.oic_life_remaining ))
{
self.oic_life_remaining = NUMBER_OF_LIVES;
}
else
{
self.oic_life_remaining -= 1;
}
if ( self.oic_life_remaining == 1 )
{
self thread maps\mp\gametypes\_rank::xpEventPopup( &"SPLASHES_OIC_LAST_LIFE" );
}
else if ( self.oic_life_remaining <= WARNING_START_WHEN_LIFE_LEFT )
{
self iPrintLnBold ( &"SPLASHES_OIC_LIFE_LEFT", self.oic_life_remaining );
}
// clear temp data
self takeAllWeapons();
// give gun
_giveWeapon( WEAPON_NAME );
self switchToWeapon( WEAPON_NAME );
self setSpawnWeapon( WEAPON_NAME );
primaryTokens = strtok( WEAPON_NAME, "_" );
self.pers["primaryWeapon"] = primaryTokens[0];
self.primaryWeapon = WEAPON_NAME;
// give ammo
clipAmmo = MATCHRULES_INITIALAMMO;
if( isDefined( self.pers["clip_ammo"] ) )
{
clipAmmo = self.pers["clip_ammo"];
self.pers["clip_ammo"] = undefined;
}
self SetWeaponAmmoClip( self.primaryWeapon, clipAmmo );
stockAmmo = 0;
if( isDefined( self.pers["stock_ammo"] ) )
{
stockAmmo = self.pers["stock_ammo"];
self.pers["stock_ammo"] = undefined;
}
self SetWeaponAmmoStock( self.primaryWeapon, stockAmmo );
// give knife
//self SetOffhandPrimaryClass( "throwingknife" );
//_giveWeapon( "throwingknife_mp" );
}
modifyPlayerDamage( victim, eAttacker, iDamage, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc )
{
if ( ( sMeansOfDeath == "MOD_PISTOL_BULLET" ) || ( sMeansOfDeath == "MOD_RIFLE_BULLET" ) || ( sMeansOfDeath == "MOD_HEAD_SHOT" ) )
iDamage = 999;
return iDamage;
}
onPlayerKilled( eInflictor, attacker, iDamage, sMeansOfDeath, sWeapon, vDir, sHitLoc, psOffsetTime, deathAnimDuration, lifeId )
{
if ( isDefined( attacker ) && isPlayer( attacker ) && self != attacker )
{
attacker.oic_rewardAmmo += MATCHRULES_REWARDAMMO;
if ( self attackButtonPressed() )
attacker thread waitGiveAmmo();
else
attacker giveAmmo();
}
}
waitGiveAmmo()
{
self endon( "death" );
self endon( "disconnect" );
level endon( "game_ended" );
self notify( "oic_waitGiveAmmo" );
self endon( "oic_waitGiveAmmo" );
while( self attackButtonPressed() )
wait( 0.05 );
giveAmmo();
}
giveAmmo()
{
currentWeapon = self getCurrentWeapon();
clipAmmo = self GetWeaponAmmoClip( currentWeapon );
self SetWeaponAmmoClip( currentWeapon, clipAmmo + self.oic_rewardAmmo );
self playLocalSound( "scavenger_pack_pickup" );
self.oic_rewardAmmo = 0;
}
watchElimination()
{
level endon( "game_ended" );
for ( ;; )
{
level waittill( "player_eliminated", player );
thread teamPlayerCardSplash( "callout_eliminated", player );
remainingPlayers = [];
foreach ( player in level._players )
{
if ( IsDefined( player ) && ( IsAlive( player ) || player.pers["lives"] > 0 ) )
{
remainingPlayers[remainingPlayers.size] = player;
player thread maps\mp\gametypes\_rank::xpEventPopup( &"SPLASHES_SURVIVOR" );
maps\mp\gametypes\_gamescore::givePlayerScore( "survive", player, undefined, true );
}
}
if ( remainingPlayers.size > 2 )
{
playSoundOnPlayers( "mp_enemy_obj_captured" );
}
else if ( remainingPlayers.size == 2 )
{
playSoundOnPlayers( "mp_obj_captured" );
remainingPlayers[0] thread maps\mp\gametypes\_hud_message::playerCardSplashNotify( "callout_lastenemyalive", remainingPlayers[1] );
remainingPlayers[1] thread maps\mp\gametypes\_hud_message::playerCardSplashNotify( "callout_lastenemyalive", remainingPlayers[0] );
}
}
}

54
massey.cfg Normal file
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bind H "toggle r_normalmap flat unchanged"
bind I "toggle g_entinfo 4 2 0"
bind J "toggle r_showtricounts"
bind K "toggle ai_shownodes 0 1"
bind L "toggle ai_shownearestnode 0 64"
bind 0 "debug_nuke on"
bind 9 "toggle r_fullbright 1 0"
bind G "god"
bind M "map_restart"
bind N "cg_ufo"
bind P "toggle r_showtris 0 2 1"
bind T "toggle timescale 3 1"
bind U "ufo"
bind X "give health"
bind Y "toggle timescale 1 .1"
bind ~ "toggleconsole"
bind 8 "toggle r_lockpvs 1 0"
bind PAUSE "pause"
bind F1 "devgui"
bind DPAD_UP "difficultyHard"
bind KP_HOME "difficultyMedium"
bind KP_PGUP "difficultyFu"
bind DPAD_DOWN "notarget"
// replay stuff
bind LEFTARROW "replay_back 10"
bind UPARROW "replay_restart"
bind DOWNARROW "replay_live"
bind RIGHTARROW "replay_forward 10"
bind 6 "replay_mark"
bind 7 "replay_goto"
// movement & abilities
bind A "+moveleft"
bind D "+moveright"
bind W "+forward"
bind S "+back"
bind Q "+left"
bind E "+right"
bind C "gocrouch"
bind CTRL "goprone"
bind R "+reload"
bind F "+activate"
bind 1 "weapnext"
bind 2 "weapnext"
bind 3 "weapprev"
bind 4 "cycleoffhand"
bind ALT "+holdbreath"
bind SHIFT "+melee_breath"
bind SPACE "+gostand"
// preset

71
mo.cfg Normal file
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// generated by mofo
con_minicon 1
// MISC
bind ESCAPE "togglemenu"
bind TAB "+scores"
bind W "+binoculars"
bind = "replay_live"
bind ` "toggleconsole"
bind PAUSE "toggle cl_paused 0 1"
bind R "+activate"
bind F5 "savegame hoopla"
bind F9 "loadgame hoopla"
bind F12 "screenshot"
// REPLAY
bind - "replay_back 10"
bind 0 "replay_back 3"
bind = "replay_live"
bind 6 replay_mark
bind 7 replay_goto
bind 8 replay_live
// DEV
bind . "toggle r_fullbright 0 1"
bind / "scriptdebugger"
bind B "toggle cl_paused 0 2"
bind T "toggle timescale 1 3"
bind Y "toggle timescale 1 .25 .1"
bind G "god"
bind I "toggle r_showtris 0 1 2"
bind j toggle ai_shownearbynodes 0 64
bind K "toggle ai_showNodes 0 1 2"
bind L "toggle g_entinfo 0 1 2"
bind semicolon "toggle g_entinfo 5 4 0"
bind / toggle debug_colornodes on off
bind [ toggle fx_enable 0 1
bind M "map_restart"
bind N "ufo"
bind H "cg_ufo"
bind O "toggle r_showportals 0 1 2"
bind P "toggle r_lockpvs 0 1"
bind F1 "devgui"
bind 1 "ai axis delete"
bind 2 "ai allies delete"
bind D "exec developer"
// kills the AI. Turns off ragdoll for a moment because otherwise the framerate takes a big hit.
bind x "ragdoll_enable 0; set debug_nuke on; wait 3; ragdoll_enable 1"
// ** Configs and Tools **
bind f1 devgui
bind f2 exec developer
bind f3 exec robotg
bind f5 give ammo
bind f6 fast_restart
bind f7 "set tweak 1; map_restart; exec devgui_fog"
bind f8 toggle animsound on off
bind f9 exec createFX
// WEAPONS
bind MWHEELDOWN "weapnext"
bind MWHEELUP "weapprev"
// FIRING
bind Q "+smoke"
bind A "+frag"
bind C "+melee_breath"
bind MOUSE1 "+attack"
bind MOUSE2 "+speed"
bind MOUSE3 "+reload"

536
mp/basemaps.arena Normal file
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{
map "mp_nx_pitstop"
longname "MPUI_MP_NX_PITSTOP"
gametype "dm war sab sab2 dom sd sd2 hc thc ctf koth hvt"
description "MPUI_DESC_MAP_MP_NX_PITSTOP"
mapimage "preview_mp_nx_pitstop"
mapoverlay "compass_overlay_map_blank"
allieschar "nx_us"
axischar "nx_ec"
environment "urban"
}
{
map "mp_nx_galleria"
longname "MPUI_MP_NX_GALLERIA"
gametype "dm war sab sab2 dom sd sd2 hc thc ctf koth hvt"
description "MPUI_DESC_MAP_MP_NX_GALLERIA"
mapimage "preview_mp_nx_galleria"
mapoverlay "compass_overlay_map_blank"
allieschar "nx_us"
axischar "nx_ec"
environment "urban"
}
{
map "mp_nx_stasis"
longname "MPUI_MP_NX_STASIS"
gametype "dm war sab sab2 dom sd sd2 hc thc ctf koth hvt"
description "MPUI_DESC_MAP_MP_NX_STASIS"
mapimage "preview_mp_nx_stasis"
mapoverlay "compass_overlay_map_blank"
allieschar "nx_us"
axischar "nx_ec"
environment "arctic"
}
{
map "mp_nx_fallout"
longname "MPUI_MP_NX_FALLOUT"
gametype "dm war sab sab2 dom sd sd2 hc thc ctf koth hvt"
description "MPUI_DESC_MAP_MP_NX_FALLOUT"
mapimage "preview_mp_nx_fallout"
mapoverlay "compass_overlay_map_blank"
allieschar "nx_us"
axischar "nx_ec"
environment "urban"
}
{
map "mp_nx_meteor"
longname "MPUI_MP_NX_METEOR"
gametype "dm war sab sab2 dom sd sd2 hc thc ctf koth hvt"
description "MPUI_DESC_MAP_MP_NX_METEOR"
mapimage "preview_mp_nx_METEOR"
mapoverlay "compass_overlay_map_blank"
allieschar "nx_us"
axischar "nx_ec"
environment "urban"
}
{
map "mp_nx_border"
longname "MPUI_MP_NX_BORDER"
gametype "dm war sab sab2 dom sd sd2 hc thc ctf koth hvt"
description "MPUI_DESC_MAP_MP_NX_BORDER"
mapimage "preview_mp_nx_border"
mapoverlay "compass_overlay_map_blank"
allieschar "nx_us"
axischar "nx_ec"
environment "urban"
}
{
map "mp_nx_lockdown_v2"
longname "MPUI_MP_NX_LOCKDOWN_V2"
gametype "dm war sab sab2 dom sd sd2 hc thc ctf koth hvt"
description "MPUI_DESC_MAP_MP_NX_LOCKDOWN_V2"
mapimage "preview_mp_nx_lockdown_v2"
mapoverlay "compass_overlay_map_blank"
allieschar "nx_us"
axischar "nx_ec"
environment "urban"
}
{
map "mp_nx_contact"
longname "MPUI_MP_NX_CONTACT"
gametype "dm war sab sab2 dom sd sd2 hc thc ctf koth hvt"
description "MPUI_DESC_MAP_MP_NX_CONTACT"
mapimage "preview_mp_nx_contact"
mapoverlay "compass_overlay_map_blank"
allieschar "nx_us"
axischar "nx_ec"
environment "urban"
}
{
map "mp_nx_ugvcontact"
longname "MPUI_MP_NX_UGVCONTACT"
gametype "dm war sab sab2 dom sd sd2 hc thc ctf koth hvt escortplus"
description "MPUI_DESC_MAP_MP_NX_UGVCONTACT"
mapimage "preview_mp_nx_ugvcontact"
mapoverlay "compass_overlay_map_ugvcontact"
allieschar "nx_us"
axischar "nx_ec"
environment "urban"
}
{
map "mp_nx_ugvhh"
longname "MPUI_MP_NX_UGVHH"
gametype "dm war sab sab2 dom sd sd2 hc thc ctf koth escort escortplus hvt"
description "MPUI_DESC_MAP_MP_NX_UGVHH"
mapimage "preview_mp_nx_ugvhh"
mapoverlay "compass_overlay_map_blank"
allieschar "nx_us"
axischar "nx_ec"
environment "urban"
}
{
map "mp_nx_asylum"
longname "MPUI_MP_NX_ASYLUM"
gametype "dm war sab sab2 dom sd sd2 hc thc ctf koth hvt"
description "MPUI_DESC_MAP_MP_NX_ASYLUM"
mapimage "preview_mp_nx_asylum"
mapoverlay "compass_overlay_map_blank"
allieschar "nx_us"
axischar "nx_ec"
environment "urban"
}
{
map "mp_nx_asylum_2"
longname "MPUI_MP_NX_ASYLUM_2"
gametype "dm war sab sab2 dom sd sd2 hc thc ctf koth hvt"
description "MPUI_DESC_MAP_MP_NX_ASYLUM_2"
mapimage "preview_mp_nx_asylum_2"
mapoverlay "compass_overlay_map_blank"
allieschar "nx_us"
axischar "nx_ec"
environment "urban"
}
{
map "mp_nx_bom"
longname "MPUI_MP_NX_BOM"
gametype "dm war sab sab2 dom sd sd2 hc thc ctf koth hvt"
description "MPUI_DESC_MAP_MP_NX_BOM"
mapimage "preview_mp_nx_bom"
mapoverlay "compass_overlay_map_blank"
allieschar "nx_us"
axischar "nx_ec"
environment "urban"
}
{
map "mp_nx_deadzone"
longname "MPUI_MP_NX_DEADZONE"
gametype "dm war sab sab2 dom sd sd2 hc thc ctf koth hvt"
description "MPUI_DESC_MAP_MP_NX_DEADZONE"
mapimage "preview_mp_nx_deadzone"
mapoverlay "compass_overlay_map_blank"
allieschar "nx_us"
axischar "nx_ec"
environment "urban"
}
{
map "mp_nx_dust"
longname "MPUI_MP_NX_DUST"
gametype "dm war sab sab2 dom sd sd2 hc thc ctf koth hvt"
description "MPUI_DESC_MAP_MP_NX_DUST"
mapimage "preview_mp_nx_dust"
mapoverlay "compass_overlay_map_blank"
allieschar "nx_us"
axischar "nx_ec"
environment "urban"
}
{
map "mp_nx_frontline"
longname "MPUI_MP_NX_FRONTLINE"
gametype "dm war sab sab2 dom sd sd2 hc thc ctf koth escort escortplus hvt"
description "MPUI_DESC_MAP_MP_NX_FRONTLINE"
mapimage "preview_mp_nx_frontline"
mapoverlay "compass_overlay_map_blank"
allieschar "nx_us"
axischar "nx_ec"
environment "urban"
}
{
map "mp_nx_import"
longname "MPUI_MP_NX_IMPORT"
gametype "dm war sab sab2 dom sd sd2 hc thc ctf koth hvt"
description "MPUI_DESC_MAP_MP_NX_IMPORT"
mapimage "preview_mp_nx_import"
mapoverlay "compass_overlay_map_blank"
allieschar "nx_us"
axischar "nx_ec"
environment "urban"
}
{
map "mp_nx_lunar"
longname "MPUI_MP_NX_LUNAR"
gametype "dm war sab sab2 dom sd sd2 hc thc ctf koth hvt"
description "MPUI_DESC_MAP_MP_NX_LUNAR"
mapimage "preview_mp_nx_lunar"
mapoverlay "compass_overlay_map_blank"
allieschar "nx_us_space"
axischar "nx_ec_space"
environment "space"
}
{
map "mp_nx_memorial"
longname "MPUI_MP_NX_MEMORIAL"
gametype "dm war sab sab2 dom sd sd2 hc thc ctf koth hvt"
description "MPUI_DESC_MAP_MP_NX_MEMORIAL"
mapimage "preview_mp_nx_memorial"
mapoverlay "compass_overlay_map_blank"
allieschar "nx_us"
axischar "nx_ec"
environment "urban"
}
{
map "mp_nx_monorail"
longname "MPUI_MP_NX_MONORAIL"
gametype "dm war sab sab2 dom sd sd2 hc thc ctf koth hvt"
description "MPUI_DESC_MAP_MP_NX_MONORAIL"
mapimage "preview_mp_nx_monorail"
mapoverlay "compass_overlay_map_blank"
allieschar "nx_us"
axischar "nx_ec"
environment "urban"
}
{
map "mp_nx_sandstorm"
longname "MPUI_MP_NX_SANDSTORM"
gametype "dm war sab sab2 dom sd sd2 hc thc ctf koth escort escortplus hvt"
description "MPUI_DESC_MAP_MP_NX_SANDSTORM"
mapimage "preview_mp_nx_sandstorm"
mapoverlay "compass_overlay_map_blank"
allieschar "nx_us"
axischar "nx_ec"
environment "desert"
}
{
map "mp_nx_seaport"
longname "MPUI_MP_NX_SEAPORT"
gametype "dm war sab sab2 dom sd sd2 hc thc ctf koth hvt"
description "MPUI_DESC_MAP_MP_NX_SEAPORT"
mapimage "preview_mp_nx_seaport"
mapoverlay "compass_overlay_map_blank"
allieschar "nx_us"
axischar "nx_ec"
environment "urban"
}
{
map "mp_nx_skylab"
longname "MPUI_MP_NX_SKYLAB"
gametype "dm war sab sab2 dom sd sd2 hc thc ctf koth hvt"
description "MPUI_DESC_MAP_MP_NX_SKYLAB"
mapimage "preview_mp_nx_skylab"
mapoverlay "compass_overlay_map_blank"
allieschar "nx_us"
axischar "nx_ec"
environment "urban"
}
{
map "mp_nx_skylight"
longname "MPUI_MP_NX_SKYLIGHT"
gametype "dm war sab sab2 dom sd sd2 hc thc ctf koth hvt"
description "MPUI_DESC_MAP_MP_NX_SKYLIGHT"
mapimage "preview_mp_nx_skylight"
mapoverlay "compass_overlay_map_blank"
allieschar "nx_us_space"
axischar "nx_ec_space"
environment "space"
}
{
map "mp_nx_streets"
longname "MPUI_MP_NX_STREETS"
gametype "dm war sab sab2 dom sd sd2 hc thc ctf koth hvt"
description "MPUI_DESC_MAP_MP_NX_STREETS"
mapimage "preview_mp_nx_streets"
mapoverlay "compass_overlay_map_blank"
allieschar "nx_us"
axischar "nx_ec"
environment "urban"
}
{
map "mp_nx_subyard"
longname "MPUI_MP_NX_SUBYARD"
gametype "dm war sab sab2 dom sd sd2 hc thc ctf koth hvt"
description "MPUI_DESC_MAP_MP_NX_SUBYARD"
mapimage "preview_mp_nx_subyard"
mapoverlay "compass_overlay_map_blank"
allieschar "nx_us"
axischar "nx_ec"
environment "urban"
}
{
map "mp_nx_ugvsand"
longname "MPUI_MP_NX_UGVSAND"
gametype "dm war sab sab2 dom sd sd2 hc thc ctf koth hvt escortplus"
description "MPUI_DESC_MAP_MP_NX_UGVSAND"
mapimage "preview_mp_nx_ugvsand"
mapoverlay "compass_overlay_map_blank"
allieschar "socom_141_desert"
axischar "opforce_composite"
environment "desert"
}
{
map "mp_nx_whiteout"
longname "MPUI_MP_NX_WHITEOUT"
gametype "dm war sab sab2 dom sd sd2 hc thc ctf koth hvt"
description "MPUI_DESC_MAP_MP_NX_whiteout"
mapimage "preview_mp_nx_whiteout"
mapoverlay "compass_overlay_map_blank"
allieschar "nx_us"
axischar "nx_ec"
environment "arctic"
}
{
map "mp_nx_leg_afghan"
longname "MPUI_NX_LEG_AFGHAN"
gametype "dm war sab sab2 dom sd sd2 hc thc ctf koth hvt"
description "MPUI_DESC_MAP_NX_LEG_AFGHAN"
mapimage "preview_mp_nx_leg_afghan"
mapoverlay "compass_overlay_map_blank"
allieschar "socom_141_desert"
axischar "opforce_composite"
environmenT "desert"
}
{
map "mp_nx_leg_crash"
longname "MPUI_NX_LEG_CRASH"
gametype "dm war sab sab2 dom sd sd2 hc thc ctf koth hvt"
description "MPUI_DESC_MAP_NX_LEG_CRASH"
mapimage "preview_mp_nx_leg_crash"
mapoverlay "compass_overlay_map_blank"
allieschar "socom_141_desert"
axischar "opforce_composite"
environment "urban"
}
{
map "mp_nx_leg_outpost"
longname "MPUI_NX_LEG_OUTPOST"
gametype "dm war sab sab2 dom sd sd2 hc thc ctf koth hvt"
description "MPUI_DESC_MAP_NX_LEG_OUTPOST"
mapimage "preview_mp_nx_leg_outpost"
mapoverlay "compass_overlay_map_blank"
allieschar "socom_141_arctic"
axischar "opforce_arctic"
environment "arctic"
}
{
map "mp_nx_leg_over"
longname "MPUI_NX_LEG_OVER"
gametype "dm war sab sab2 dom sd sd2 hc thc ctf koth hvt"
description "MPUI_DESC_MAP_NX_LEG_OVER"
mapimage "preview_mp_nx_leg_over"
mapoverlay "compass_overlay_map_blank"
allieschar "socom_141_forest"
axischar "opforce_airborne"
environment "forest"
}
{
map "mp_nx_leg_term"
longname "MPUI_NX_LEG_TERM"
gametype "dm war sab sab2 dom sd sd2 hc thc ctf koth hvt"
description "MPUI_DESC_MAP_NX_LEG_TERM"
mapimage "preview_mp_nx_leg_term"
mapoverlay "compass_overlay_map_blank"
allieschar "nx_us"
axischar "nx_ec"
environment "urban"
}
{
map "mp_nx_apt"
longname "MPUI_MP_NX_APT"
gametype "dm war sab sab2 dom sd sd2 hc thc ctf koth hvt"
description "MPUI_DESC_MAP_MP_NX_APT"
mapimage "preview_mp_nx_apt"
mapoverlay "compass_overlay_map_blank"
allieschar "nx_us_specops"
axischar "nx_ec_specops"
environment "urban"
}
{
map "mp_nx_binscrib"
longname "MPUI_MP_NX_BINSCRIB"
gametype "dm war sab sab2 dom sd sd2 hc thc ctf koth hvt"
description "MPUI_DESC_MAP_MP_NX_binscrib"
mapimage "preview_mp_nx_binscrib"
mapoverlay "compass_overlay_map_blank"
allieschar "nx_us_specops"
axischar "nx_ec_army"
environment "urban"
}
{
map "mp_nx_g_assault"
longname "MPUI_MP_NX_G_ASSAULT"
gametype "dm glad"
description "MPUI_DESC_MAP_MP_NX_G_ASSAULT"
mapimage "preview_mp_nx_g_assault"
mapoverlay "compass_overlay_map_blank"
allieschar "us_army"
axischar "opforce_composite"
environment "urban"
}
{
map "mp_nx_merc_over"
longname "MPUI_MP_NX_MERC_OVER"
gametype "merc"
description "MPUI_DESC_MAP_MP_NX_MERC_OVER"
mapimage "preview_mp_nx_blank1"
mapoverlay "compass_overlay_map_blank"
allieschar "us_army"
axischar "opforce_composite"
environment "urban"
}
{
map "mp_nx_mercmode"
longname "MPUI_MP_NX_MERCMODE"
gametype "merc"
description "MPUI_DESC_MAP_MP_NX_MERCMODE"
mapimage "preview_mp_nx_blank1"
mapoverlay "compass_overlay_map_blank"
allieschar "us_army"
axischar "opforce_composite"
environment "urban"
}
{
map "mp_nx_test_benk_04"
longname "MPUI_MP_NX_TEST_BENK"
gametype "dm war"
description "MPUI_DESC_MP_NX_TEST_BENK"
mapimage "loadscreen_mp_nx_test_og_04"
mapoverlay "compass_overlay_map_blank"
allieschar "us_army"
axischar "opforce_composite"
environment "urban"
}
{
map "mp_nx_blank1"
longname "MPUI_MP_NX_BLANK1"
gametype "dm war sab sab2 dom sd sd2 hc thc ctf koth"
description "MPUI_DESC_MAP_MP_NX_BLANK1"
mapimage "preview_mp_nx_blank1"
mapoverlay "compass_overlay_map_blank"
allieschar "socom_141_arctic"
axischar "opforce_arctic"
environment "urban"
}
{
map "mp_nx_jku"
longname "MPUI_MP_NX_JKU"
gametype "war"
description "MPUI_DESC_MAP_MP_NX_JKU"
mapimage "preview_mp_nx_jku"
mapoverlay "compass_overlay_map_blank"
allieschar "socom_141_desert"
axischar "militia"
environment "arctic"
}
{
map "mp_nx_jpldock"
longname "MPUI_MP_nx_jpldock"
gametype "dm war"
description "MPUI_DESC_MAP_MP_NX_JPLDOCK"
mapimage "loadscreen_mp_nx_jpldock"
mapoverlay "compass_overlay_map_blank"
allieschar "us_army"
axischar "opforce_composite"
environment "urban"
}
{
map "mp_nx_milota1"
longname "MPUI_MP_NX_MILOTA1"
gametype "dm war sab sab2 dom sd sd2 hc thc ctf koth hvt"
description "MPUI_DESC_MAP_MP_NX_MILOTA1"
mapimage "preview_mp_nx_milota1"
mapoverlay "compass_overlay_map_blank"
allieschar "socom_141_arctic"
axischar "opforce_arctic"
environment "arctic"
}
{
map "mp_nx_testmap"
longname "MPUI_MP_NX_TESTMAP"
gametype "dm war sab sab2 dom sd sd2 hc thc ctf koth"
description "MPUI_DESC_MAP_MP_NX_TESTMAP"
mapimage "preview_mp_nx_testmap"
mapoverlay "compass_overlay_map_blank"
allieschar "us_army"
axischar "opforce_composite"
environment "urban"
}

2827
mp/playeranim.script Normal file

File diff suppressed because it is too large Load Diff

3
mp/stats_init.cfg Normal file
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setPlayerData "killstreaks" 0 "uav"
setPlayerData "killstreaks" 1 "airdrop_sentry_minigun"
setPlayerData "killstreaks" 2 "lockseekdie"

5
mp_launcher.cfg Normal file
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set disconnectOnSignout 0
set scr_game_graceperiod 0
set xblive_systemlink 1
nosplitscreen

10
news/mp_newsfeed1.news Normal file
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[MOTD]
[FRIEND]
[GAMERTAG] @MPUI_NEWSFEED_IS [PRESENCE]
[GAMERTAG] @MPUI_KILLS @MPUI_RANK_PRE [LB LB_KILLS]
[ME]
[GAMERTAG] @MPUI_KILLS @MPUI_RANK_PRE [LB LB_KILLS]
[FRIEND]
[GAMERTAG] @MPUI_SCORE @MPUI_RANK_PRE [LB LB_TOTALXP]
[ME]
[GAMERTAG] @MPUI_SCORE @MPUI_RANK_PRE [LB LB_TOTALXP]

9
painter.cfg Normal file
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exec clear_script_tools.cfg
set painter 1
set loc_warnings 0
set loc_warningsaserrors 0
set scr_war_roundlimit 0
set scr_war_timelimit 0
set r_showmissinglightgrid 0
bind f ""
map_restart

21
personals/anthonyc.cfg Normal file
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set intro 0
exec sp_launcher.cfg
//devmap autoaim
devmap nx_repel
profile_toggleInvertedPitch 1
//Dvars
//set r_clear 1
//set r_clearColor "0 0 0"
//set ai_badPathSpam 1
set gpad_rumble 0
//set loc_warningsaserrors 0
//set r_showMissingLightGrid 0
//set ai_shownodesdist 1024
set debug_hud 0
//profile_toggleRumble

35
personals/bmarv.cfg Normal file
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// BRIAN MARVIN PERSONAL, bmarv.cfg
//set replay_autosave 30
// God mode
//god
// Bind your own dev keyboard controls
//bind 1 "toggle g_ai 0 1" // Press 1 to toggle g_ai DVAR on and off, turns on and off AI
//bind W "+forward" // WASD movement controls with connected keyboard
//bind A "+moveleft"
//bind S "+back"
//bind D "+moveright"
//bind SPACE "+moveup" // Jump to space bar
// Press 2 to turn of all initial dvar settings, 3 for back on
//bind 2 "set ai_shownodes 0; set ai_showpaths 0; set g_entinfo 0"
//bind 3 "set ai_shownodes 1; set ai_showpaths 1; set g_entinfo 5"
// Initial DVAR
//set ai_shownodes 1 // Default show nodes to on
//set ai_showpaths 1 // Default show AI paths choice on
//set g_entinfo 5 // Show where AI are trying to get
// Color nodes
set debug_colornodes on
set debug_colorfriendlies on
//set g_debugbullets 1
// AI
set ai_DebugOverlay 1
//set ai_DebugOverlay 3
set g_entities 1
//set debug_friendlyfire 1

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personals/chad.cfg Normal file
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// CHAD FINDLEY PERSONAL, chad.cfg
profile_toggleInvertedPitch 1
// profile_setViewSensitivity 1.8
// profile_toggleRumble 0
// God mode
god
// Bind your own dev keyboard controls
bind 1 "toggle g_ai 0 1" // Press 1 to toggle g_ai DVAR on and off, turns on and off AI
bind W "+forward" // WASD movement controls with connected keyboard
bind A "+moveleft"
bind S "+back"
bind D "+moveright"
bind SPACE "+moveup" // Jump to space bar
// Press 2 to turn of all initial dvar settings, 3 for back on
bind 2 "set ai_shownodes 0; set ai_showpaths 0; set g_entinfo 0; set debug_colornodes off;"
bind 3 "set ai_shownodes 1; set ai_showpaths 1; set g_entinfo 5; set debug_colornodes on;"
// Toggle on, off and selected trigger volume debugging
bind 4 "toggle trigger_draw none all selected"
// Initial DVAR
// set ai_shownodes 1 // Default show nodes to on
// set ai_showpaths 1 // Default show AI paths choice on
// set g_entinfo 5 // Show where AI are trying to get
set debug_colornodes on
set debug_colorfriendlies on
// set ai_debugOverlay 1

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personals/clark.cfg Normal file
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bind BACK_LEFT replay_back 10
bind BACK_RIGHT replay_live
snd_debugAlias music_opening

5
personals/colin_sp.cfg Normal file
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exec sp_launcher.cfg
devmap nx_lunar
set intro 0
set com_statwarning 0
set debug_hud 1

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personals/dan.cfg Normal file
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// Dan's "HkySk8r187" Config File (stole from "Chad")
//set lmc 1
//set intro 0
//exec sp_launcher.cfg
//devmap autoaim
profile_toggleInvertedPitch 1
profile_setViewSensitivity 1.8
profile_toggleRumble 0
set g_vehicleDebug 1
//set cg_drawMemmap 2
bind BACK_RB loadgame_continue_missionfailed
//Dvars
//set r_clear 1
//set r_clearColor "0 0 0"
//set ai_badPathSpam 1
//set loc_warningsaserrors 0
//set r_showMissingLightGrid 0
//set ai_shownodesdist 1024

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// DARYL PERSONAL
// Bind your own dev keyboard controls
bind 1 "toggle g_ai 0 1" // Press 1 to toggle g_ai DVAR on and off, turns on and off AI
bind W "+forward" // WASD movement controls with connected keyboard
bind A "+moveleft"
bind S "+back"
bind D "+moveright"
bind SPACE "+moveup" // Jump to space bar
// Press 2 to turn of all initial dvar settings, 3 for back on
bind 2 "set ai_shownodes 0; set ai_showpaths 0; set g_entinfo 0; set debug_colornodes off;"
bind 3 "set ai_shownodes 1; set ai_showpaths 1; set g_entinfo 5; set debug_colornodes on;"
// Toggle on, off and selected trigger volume debugging
bind 4 "toggle trigger_draw none all selected"
// Initial DVAR
set ai_shownodes 1 // Default show nodes to on
set ai_showpaths 1 // Default show AI paths choice on
set g_entinfo 5 // Show where AI are trying to get
set debug_colornodes on
set ai_debugOverlay 1
// Reduce replay save to 30 seconds (fixes frame rate issues)
set replay_autosave 30

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personals/dave.cfg Normal file
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// Base map setup.
exec sp_launcher.cfg
//devmap ai_cover
//set intro 0
set debug_hud 1
// Control options.
profile_setViewSensitivity 1.8
profile_toggleInvertedPitch 1
// Misc.
god
//set g_ai 0

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personals/drowe.cfg Normal file
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// TOM PARKER PERSONAL, tparker.cfg
// God mode
god
// Bind your own dev keyboard controls
//bind 1 "toggle g_ai 0 1" // Press 1 to toggle g_ai DVAR on and off, turns on and off AI
//bind W "+forward" // WASD movement controls with connected keyboard
//bind A "+moveleft"
//bind S "+back"
//bind D "+moveright"
//bind SPACE "+moveup" // Jump to space bar
//exec sp_launcher.cfg
//set intro 0
set debug_hud 1
//map reverb

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personals/emilota.cfg Normal file
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// ERIC MILOTA PERSONAL
// God mode
//god
// Bind your own dev keyboard controls
//bind 1 "toggle g_ai 0 1" // Press 1 to toggle g_ai DVAR on and off, turns on and off AI
//bind W "+forward" // WASD movement controls with connected keyboard
//bind A "+moveleft"
//bind S "+back"
//bind D "+moveright"
//bind SPACE "+moveup" // Jump to space bar
// Press 2 to turn of all initial dvar settings, 3 for back on
//bind 2 "set ai_shownodes 0; set ai_showpaths 0; set g_entinfo 0"
//bind 3 "set ai_shownodes 1; set ai_showpaths 1; set g_entinfo 5"
// Toggle on, off and selected trigger volume debugging
//bind 4 "toggle trigger_draw none all selected"
// Initial DVAR
//set ai_shownodes 1 // Default show nodes to on
//set ai_showpaths 1 // Default show AI paths choice on
//set g_entinfo 5 // Show where AI are trying to get
set r_fullscreen 0
set g_gametype dom
set loc_warnings 0
set snd_volume 0
//set iwnetdwfindsession 0
//set iwnetdwcreatesession 0
//set iwnetdwoverlay 1
con_showchannel demonware

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// JOE PEASE PERSONAL, joep.cfg
//NOTE TO SELF, can bind a single key to multiple commands
//example:
//bind 1 "set player_sustainammo 1; set player_sustainammo 0"
//DVARS
set player_sustainammo 1

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personals/jow.cfg Normal file
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bind 0 "g_testscript 0"
bind 1 "g_testscript 1"
bind 2 "g_testscript 2"
bind 3 "g_testscript 3"
bind 4 "g_testscript 4"
bind 5 "g_testscript 5"
bind 6 "g_testscript 6"
bind 7 "g_testscript 7"

27
personals/kmckisic.cfg Normal file
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// Kyle's config
//set lmc 1
//set intro 0
//exec sp_launcher.cfg
//devmap autoaim
profile_toggleInvertedPitch 1
//profile_setViewSensitivity 1.8
//profile_toggleRumble 0
//set g_vehicleDebug 1
//set cg_drawMemmap 2
//bind BACK_RB loadgame_continue_missionfailed
//Dvars
//set r_clear 1
//set r_clearColor "0 0 0"
//set ai_badPathSpam 1
//set loc_warningsaserrors 0
set r_showMissingLightGrid 1
//set ai_shownodesdist 1024

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personals/riggs.cfg Normal file
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// RIGGS PERSONAL, riggs.cfg
// God mode
// god
//set intro 0
//exec sp_launcher.cfg
profile_toggleInvertedPitch 1
//profile_setViewSensitivity 1.8
profile_toggleRumble 0
set g_vehicleDebug 1
//Dvars
set phys_global_gravity_scale 0.4

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personals/tj.cfg Normal file
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// TRAVIS CHEN PERSONAL
// God mode
//god
// Bind your own dev keyboard controls
bind 1 "toggle g_ai 0 1" // Press 1 to toggle g_ai DVAR on and off, turns on and off AI
bind W "+forward" // WASD movement controls with connected keyboard
bind A "+moveleft"
bind S "+back"
bind D "+moveright"
bind SPACE "+moveup" // Jump to space bar
// Press 2 to turn of all initial dvar settings, 3 for back on
bind 2 "set ai_shownodes 0; set ai_showpaths 0; set g_entinfo 0; set debug_colornodes off;"
bind 3 "set ai_shownodes 1; set ai_showpaths 1; set g_entinfo 5; set debug_colornodes on;"
// Toggle on, off and selected trigger volume debugging
bind 4 "toggle trigger_draw none all selected"
// Toggle visionsets on and off
bind 5 "toggle forceDefaultVisionAlways 0 1"
// Binds for difficulties
bind 0 "difficultyFu"
bind 9 "difficultyHard"
bind 8 "difficultyMedium"
bind 7 "difficultyEasy"
// Initial DVAR
set ai_shownodes 0 // Default show nodes to on
set ai_showpaths 1 // Default show AI paths choice on
set g_entinfo 5 // Show where AI are trying to get
set debug_colornodes on
set debug_colorfriendlies on
set ai_debugOverlay 1
set forceDefaultVisionAlways 0 // Set to true for easier development in unlit or fullbright situations. Keeps visionsets from blowing scenes out
difficultyHard
// Reduce replay save to 30 seconds (fixes frame rate issues)
set replay_autosave 30

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personals/tparker.cfg Normal file
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// TOM PARKER PERSONAL, tparker.cfg
// God mode
god
// Bind your own dev keyboard controls
//bind 1 "toggle g_ai 0 1" // Press 1 to toggle g_ai DVAR on and off, turns on and off AI
//bind W "+forward" // WASD movement controls with connected keyboard
//bind A "+moveleft"
//bind S "+back"
//bind D "+moveright"
//bind SPACE "+moveup" // Jump to space bar
//exec sp_launcher.cfg
set intro 0
set debug_hud 1
map reverb

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personals/travis.cfg Normal file
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// TRAVIS CHEN PERSONAL
// God mode
god
// Bind your own dev keyboard controls
bind 1 "toggle g_ai 0 1" // Press 1 to toggle g_ai DVAR on and off, turns on and off AI
bind W "+forward" // WASD movement controls with connected keyboard
bind A "+moveleft"
bind S "+back"
bind D "+moveright"
bind SPACE "+moveup" // Jump to space bar
// Press 2 to turn of all initial dvar settings, 3 for back on
bind 2 "set ai_shownodes 0; set ai_showpaths 0; set g_entinfo 0; set debug_colornodes off;"
bind 3 "set ai_shownodes 1; set ai_showpaths 1; set g_entinfo 5; set debug_colornodes on;"
// Toggle on, off and selected trigger volume debugging
bind 4 "toggle trigger_draw none all selected"
// Initial DVAR
set ai_shownodes 1 // Default show nodes to on
set ai_showpaths 1 // Default show AI paths choice on
set g_entinfo 5 // Show where AI are trying to get
set debug_colornodes on
set debug_colorfriendlies on
set ai_debugOverlay 1
// Reduce replay save to 30 seconds (fixes frame rate issues)
set replay_autosave 30

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personals/zach.cfg Normal file
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// ZACH PARR PERSONAL, zach.cfg
// GOD MODE
//god
// KEY BINDINGS
//bind W "+forward" // WASD movement controls with connected keyboard
//bind A "+moveleft"
//bind S "+back"
//bind D "+moveright"
//bind SPACE "+moveup" // Jump to space bar
//EASY KILLSTREAK ACCESS
bind 1 "scr_givekillstreak tank"
bind 2 "scr_givekillstreak atbr"
//EASY AMMO ACCESS
bind = "player_sustainammo 1"
bind - "player_sustainammo 0"
//NOTE TO SELF, can bind a single key to multiple commands
//example:
//bind 1 "set player_sustainammo 1; set player_sustainammo 0"
//DVARS
set player_sustainammo 1

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preston.cfg Normal file
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//
// CHARACTER CONTROLS
//
//Movement
bind w +forward
bind a +moveleft
bind s +back
bind d +moveright
bind z +leanleft
bind x +leanright
//Stance
bind SHIFT +moveup
bind SPACE lowerstance
//Interaction
bind MOUSE1 +attack
bind MOUSE2 +melee
bind MOUSE3 +speed
bind ALT weapalt
bind f +activate
bind r +reload
bind q "weaponslot primary"
bind e "weaponslot primaryb"
//
// DEVELOPER CONTROLS
//
bind n noclip
bind m cg_noclip
bind . god
bind / "give all"
bind \ scriptdebugger
bind ] devgui
bind f1 "toggle r_showtris 1 2 0"
bind f2 "toggle r_showportals"
bind f3 "toggle r_colormap white unchanged"
bind f4 "toggle g_entinfo 4 2 0"
bind f5 "toggle ai_shownodes"
bind f12 screenshot
bind HOME map_restart
bind PGUP "replay_forward 10"
bind PGDN "replay_back 10"
bind END "replay_live"
bind PAUSE "pause"
bind KP_PLUS "savegame quicksave"
bind KP_MINUS "loadgame quicksave"
// Zoom
bind CTRL "vstr changezoom"
set zi "cg_fov 20;set changezoom vstr zo"
set zo "cg_fov 80;set changezoom vstr zi"
vstr zo
// Time scaler
bind DOWNARROW "timescale 1;vstr t0"
bind LEFTARROW "vstr slower"
bind MWHEELDOWN "vstr slower"
bind RIGHTARROW "vstr faster"
bind MWHEELUP "vstr faster"
set tn7 "timescale .125;set faster vstr tn6"
set tn6 "timescale .25;set slower vstr tn7;set faster vstr tn5"
set tn5 "timescale .375;set slower vstr tn6;set faster vstr tn4"
set tn4 "timescale .5;set slower vstr tn5;set faster vstr tn3"
set tn3 "timescale .625;set slower vstr tn4;set faster vstr tn2"
set tn2 "timescale .75;set slower vstr tn3;set faster vstr tn1"
set tn1 "timescale .875;set slower vstr tn2;set faster vstr t0"
set t0 "timescale 1;set slower vstr tn1;set faster vstr t1"
set t1 "timescale 2;set slower vstr t0;set faster vstr t2"
set t2 "timescale 3;set slower vstr t1;set faster vstr t3"
set t3 "timescale 4;set slower vstr t2;set faster vstr t4"
set t4 "timescale 5;set slower vstr t3;set faster vstr t5"
set t5 "timescale 6;set slower vstr t4;set faster vstr t6"
set t6 "timescale 7;set slower vstr t5;set faster vstr t7"
set t7 "timescale 8;set slower vstr t6"
vstr t0
// Model viewer
bind kp_5 "toggle cg_thirdperson;vstr a0;vstr r40"
bind kp_uparrow "vstr closer"
bind kp_downarrow "vstr farther"
bind kp_leftarrow "vstr left"
bind kp_rightarrow "vstr right"
set a0 "cg_thirdpersonangle 0;set left vstr a10;set right vstr a350"
set a10 "cg_thirdpersonangle 10;set left vstr a20;set right vstr a0"
set a20 "cg_thirdpersonangle 20;set left vstr a30;set right vstr a10"
set a30 "cg_thirdpersonangle 30;set left vstr a40;set right vstr a20"
set a40 "cg_thirdpersonangle 40;set left vstr a50;set right vstr a30"
set a50 "cg_thirdpersonangle 50;set left vstr a60;set right vstr a40"
set a60 "cg_thirdpersonangle 60;set left vstr a70;set right vstr a50"
set a70 "cg_thirdpersonangle 70;set left vstr a80;set right vstr a60"
set a80 "cg_thirdpersonangle 80;set left vstr a90;set right vstr a70"
set a90 "cg_thirdpersonangle 90;set left vstr a100;set right vstr a80"
set a100 "cg_thirdpersonangle 100;set left vstr a110;set right vstr a90"
set a110 "cg_thirdpersonangle 110;set left vstr a120;set right vstr a100"
set a120 "cg_thirdpersonangle 120;set left vstr a130;set right vstr a110"
set a130 "cg_thirdpersonangle 130;set left vstr a140;set right vstr a120"
set a140 "cg_thirdpersonangle 140;set left vstr a150;set right vstr a130"
set a150 "cg_thirdpersonangle 150;set left vstr a160;set right vstr a140"
set a160 "cg_thirdpersonangle 160;set left vstr a170;set right vstr a150"
set a170 "cg_thirdpersonangle 170;set left vstr a180;set right vstr a160"
set a180 "cg_thirdpersonangle 180;set left vstr a190;set right vstr a170"
set a190 "cg_thirdpersonangle 190;set left vstr a200;set right vstr a180"
set a200 "cg_thirdpersonangle 200;set left vstr a210;set right vstr a190"
set a210 "cg_thirdpersonangle 210;set left vstr a220;set right vstr a200"
set a220 "cg_thirdpersonangle 220;set left vstr a230;set right vstr a210"
set a230 "cg_thirdpersonangle 230;set left vstr a240;set right vstr a220"
set a240 "cg_thirdpersonangle 240;set left vstr a250;set right vstr a230"
set a250 "cg_thirdpersonangle 250;set left vstr a260;set right vstr a240"
set a260 "cg_thirdpersonangle 260;set left vstr a270;set right vstr a250"
set a270 "cg_thirdpersonangle 270;set left vstr a280;set right vstr a260"
set a280 "cg_thirdpersonangle 280;set left vstr a290;set right vstr a270"
set a290 "cg_thirdpersonangle 290;set left vstr a300;set right vstr a280"
set a300 "cg_thirdpersonangle 300;set left vstr a310;set right vstr a290"
set a310 "cg_thirdpersonangle 310;set left vstr a320;set right vstr a300"
set a320 "cg_thirdpersonangle 320;set left vstr a330;set right vstr a310"
set a330 "cg_thirdpersonangle 330;set left vstr a340;set right vstr a320"
set a340 "cg_thirdpersonangle 340;set left vstr a350;set right vstr a330"
set a350 "cg_thirdpersonangle 350;set left vstr a0;set right vstr a340"
set r5 "cg_thirdpersonrange 5;set farther vstr r10;set closer vstr r500"
set r10 "cg_thirdpersonrange 10;set farther vstr r20;set closer vstr r5"
set r20 "cg_thirdpersonrange 20;set farther vstr r30;set closer vstr r10"
set r30 "cg_thirdpersonrange 30;set farther vstr r40;set closer vstr r20"
set r40 "cg_thirdpersonrange 40;set farther vstr r50;set closer vstr r30"
set r50 "cg_thirdpersonrange 50;set farther vstr r60;set closer vstr r40"
set r60 "cg_thirdpersonrange 60;set farther vstr r70;set closer vstr r50"
set r70 "cg_thirdpersonrange 70;set farther vstr r80;set closer vstr r60"
set r80 "cg_thirdpersonrange 80;set farther vstr r90;set closer vstr r70"
set r90 "cg_thirdpersonrange 90;set farther vstr r100;set closer vstr r80"
set r100 "cg_thirdpersonrange 100;set farther vstr r120;set closer vstr r90"
set r120 "cg_thirdpersonrange 120;set farther vstr r140;set closer vstr r100"
set r140 "cg_thirdpersonrange 140;set farther vstr r160;set closer vstr r120"
set r160 "cg_thirdpersonrange 160;set farther vstr r180;set closer vstr r140"
set r180 "cg_thirdpersonrange 180;set farther vstr r200;set closer vstr r160"
set r200 "cg_thirdpersonrange 200;set farther vstr r220;set closer vstr r180"
set r220 "cg_thirdpersonrange 220;set farther vstr r240;set closer vstr r200"
set r240 "cg_thirdpersonrange 240;set farther vstr r260;set closer vstr r220"
set r260 "cg_thirdpersonrange 260;set farther vstr r280;set closer vstr r240"
set r280 "cg_thirdpersonrange 280;set farther vstr r300;set closer vstr r260"
set r300 "cg_thirdpersonrange 300;set farther vstr r350;set closer vstr r280"
set r350 "cg_thirdpersonrange 350;set farther vstr r400;set closer vstr r300"
set r400 "cg_thirdpersonrange 400;set farther vstr r500;set closer vstr r350"
set r500 "cg_thirdpersonrange 500;set farther vstr r5;set closer vstr r400"
set fs_debug 0
set ai_shownodesdist 1024
set com_statmon 0
set loc_warnings 0
set loc_warningsaserrors 0
set introscreen 0
set start heli

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ragdoll_clear 0
// p0 = point 0
// p1 = point 1
// cog = center of gravity
// rb = rigid body
// Where an argument lists <axis> it means a literal x, y, z, -x, -y, or -z
// Bones
// Format is:
// ragdoll_bone <def> <joint name (p0)> <child name (p1)> <radius> <cog lerp> <mass>
// <friction> <parent bone> <mirror> <geom type>
ragdoll_bone 0 j_mainroot j_neck 5.0 0.5 3.0 0.3 -1 0 capsule
ragdoll_bone 0 j_neck j_head 3.5 0.5 0.3 0.3 0 0 capsule
ragdoll_bone 0 j_shoulder_le j_elbow_le 2.5 0.5 0.6 0.3 0 0 capsule
ragdoll_bone 0 j_elbow_le j_wrist_le 2.5 0.5 0.45 0.3 2 0 capsule
ragdoll_bone 0 j_shoulder_ri j_elbow_ri 2.5 0.5 0.6 0.3 0 1 capsule
ragdoll_bone 0 j_elbow_ri j_wrist_ri 2.5 0.5 0.45 0.3 4 1 capsule
ragdoll_bone 0 j_hip_le j_knee_le 3.0 0.5 0.8 0.3 0 0 capsule
ragdoll_bone 0 j_knee_le j_ankle_le 2.8 0.5 0.6 0.3 6 0 capsule
ragdoll_bone 0 j_hip_ri j_knee_ri 3.0 0.5 0.8 0.3 0 1 capsule
ragdoll_bone 0 j_knee_ri j_ankle_ri 2.8 0.5 0.6 0.3 8 1 capsule
// Hit location
// Format is:
// ragdoll_hitloc_mapping <def> <bone> <hitloc>
ragdoll_hitloc_mapping 0 1 helmet
ragdoll_hitloc_mapping 0 1 head
ragdoll_hitloc_mapping 0 1 neck
ragdoll_hitloc_mapping 0 0 torso_upper
ragdoll_hitloc_mapping 0 0 torso_lower
ragdoll_hitloc_mapping 0 4 right_arm_upper
ragdoll_hitloc_mapping 0 2 left_arm_upper
ragdoll_hitloc_mapping 0 5 right_arm_lower
ragdoll_hitloc_mapping 0 3 left_arm_lower
ragdoll_hitloc_mapping 0 5 right_hand
ragdoll_hitloc_mapping 0 3 left_hand
ragdoll_hitloc_mapping 0 8 right_leg_upper
ragdoll_hitloc_mapping 0 6 left_leg_upper
ragdoll_hitloc_mapping 0 9 right_leg_lower
ragdoll_hitloc_mapping 0 7 left_leg_lower
ragdoll_hitloc_mapping 0 9 right_foot
ragdoll_hitloc_mapping 0 7 left_foot
ragdoll_hitloc_mapping 0 5 gun
// Self collision pairs
// Format is:
// ragdoll_selfpair <def> <bone 0> <bone 1>
ragdoll_selfpair 0 0 3
ragdoll_selfpair 0 0 5 // Forearms vs. torso
ragdoll_selfpair 0 0 7
ragdoll_selfpair 0 0 9 // Shins vs. torso
ragdoll_selfpair 0 3 7
ragdoll_selfpair 0 3 9
ragdoll_selfpair 0 5 7
ragdoll_selfpair 0 5 9 // Forearms vs. shins
ragdoll_selfpair 0 3 6
ragdoll_selfpair 0 3 8
ragdoll_selfpair 0 5 6
ragdoll_selfpair 0 5 8 // Forearms vs. thighs
ragdoll_selfpair 0 1 3
ragdoll_selfpair 0 1 5 // Neck/head vs. forearms
ragdoll_selfpair 0 3 5 // Forearms
ragdoll_selfpair 0 7 9 // Shins
ragdoll_selfpair 0 8 6 // thighs
// Joint format is:
// ragdoll_joint <def> <bone index> <type> <axis> <low limit> <hi limit>
ragdoll_joint 0 1 swivel // Neck 0
ragdoll_joint 0 2 swivel // l shoulder
ragdoll_joint 0 3 hinge // l elbow
ragdoll_joint 0 4 swivel // r shoulder
ragdoll_joint 0 5 hinge // r elbow
ragdoll_joint 0 6 swivel // l hip 5
ragdoll_joint 0 7 hinge // l knee
ragdoll_joint 0 8 swivel // r hip
ragdoll_joint 0 9 hinge // r knee
// Limit format is:
// ragdoll_limit <def> <joint> <axis> <friction> <min angle> <max angle>
// Neck angles
ragdoll_limit 0 0 x 60.0 -50.0 50.0 // Head turn
ragdoll_limit 0 0 y 60.0 -45.0 45.0
ragdoll_limit 0 0 z 60.0 -20.0 30.0
// L/R shoulders
ragdoll_limit 0 1 x 80.0 -90.0 90.0 // Shoulder twist
ragdoll_limit 0 1 y 100.0 -45.0 20.0
ragdoll_limit 0 1 z 100.0 0.0 95.0
ragdoll_limit 0 3 x 80.0 -90.0 90.0 // Shoulder twist
ragdoll_limit 0 3 y 100.0 -45.0 20.0
ragdoll_limit 0 3 z 100.0 0.0 95.0
// L/R elbows
ragdoll_limit 0 2 z 60.0 -120.0 -5.0
ragdoll_limit 0 4 z 60.0 -120.0 -5.0
// L/R hips
ragdoll_limit 0 5 x 80.0 -30.0 30.0 // Hip twist
ragdoll_limit 0 5 y 100.0 -25.0 25.0
ragdoll_limit 0 5 z 200.0 0.0 50.0
ragdoll_limit 0 7 x 80.0 -30.0 30.0 // Hip twist
ragdoll_limit 0 7 y 100.0 -25.0 25.0
ragdoll_limit 0 7 z 200.0 0.0 50.0
// L/R knees
ragdoll_limit 0 6 z 100.0 -140.0 2.0
ragdoll_limit 0 8 z 100.0 -140.0 2.0
// Test
ragdoll_clear 1
// p0 = point 0
// p1 = point 1
// cog = center of gravity
// rb = rigid body
// Where an argument lists <axis> it means a literal x, y, z, -x, -y, or -z
// Bones
// Format is:
// ragdoll_bone <def> <joint name (p0)> <child name (p1)> <radius> <cog lerp> <mass>
// <friction> <parent bone> <mirror> <geom type>
ragdoll_bone 1 j_mainroot j_spinelower 4.5 0.5 20.0 0.7 -1 0 capsule
ragdoll_bone 1 j_spinelower j_spineupper 4.5 0.5 20.0 0.7 0 0 capsule
ragdoll_bone 1 j_spineupper j_neck 4.5 0.5 20.0 0.7 1 0 capsule
ragdoll_bone 1 j_neck j_head 3.6 0.5 5.0 0.6 2 0 capsule
ragdoll_bone 1 j_shoulder_le j_elbow_le 2.8 0.5 8.0 0.5 2 0 capsule
ragdoll_bone 1 j_elbow_le j_wrist_le 2.2 0.5 6.8 0.5 4 0 capsule
ragdoll_bone 1 j_shoulder_ri j_elbow_ri 2.8 0.5 8.0 0.5 2 1 capsule
ragdoll_bone 1 j_elbow_ri j_wrist_ri 2.2 0.5 6.8 0.5 6 1 capsule
ragdoll_bone 1 j_hip_le j_knee_le 3.4 0.5 12.0 0.5 0 0 capsule
ragdoll_bone 1 j_knee_le j_ankle_le 3.1 0.5 10.0 0.5 8 0 capsule
ragdoll_bone 1 j_hip_ri j_knee_ri 3.4 0.5 12.0 0.5 0 1 capsule
ragdoll_bone 1 j_knee_ri j_ankle_ri 3.1 0.5 10.0 0.5 10 1 capsule
// Hit location
// Format is:
// ragdoll_hitloc_mapping <def> <bone> <hitloc>
ragdoll_hitloc_mapping 1 3 helmet
ragdoll_hitloc_mapping 1 3 head
ragdoll_hitloc_mapping 1 3 neck
ragdoll_hitloc_mapping 1 2 torso_upper
ragdoll_hitloc_mapping 1 1 torso_lower
ragdoll_hitloc_mapping 1 6 right_arm_upper
ragdoll_hitloc_mapping 1 4 left_arm_upper
ragdoll_hitloc_mapping 1 7 right_arm_lower
ragdoll_hitloc_mapping 1 5 left_arm_lower
ragdoll_hitloc_mapping 1 7 right_hand
ragdoll_hitloc_mapping 1 5 left_hand
ragdoll_hitloc_mapping 1 10 right_leg_upper
ragdoll_hitloc_mapping 1 8 left_leg_upper
ragdoll_hitloc_mapping 1 11 right_leg_lower
ragdoll_hitloc_mapping 1 9 left_leg_lower
ragdoll_hitloc_mapping 1 11 right_foot
ragdoll_hitloc_mapping 1 9 left_foot
ragdoll_hitloc_mapping 1 7 gun
// Self collision pairs
// Format is:
// ragdoll_selfpair <def> <bone 0> <bone 1>
ragdoll_selfpair 1 0 4
ragdoll_selfpair 1 1 4
// ragdoll_selfpair 1 2 4
ragdoll_selfpair 1 8 4
ragdoll_selfpair 1 9 4
ragdoll_selfpair 1 11 4
ragdoll_selfpair 1 0 5
ragdoll_selfpair 1 1 5
ragdoll_selfpair 1 2 5
ragdoll_selfpair 1 3 5
ragdoll_selfpair 1 7 5
ragdoll_selfpair 1 8 5
ragdoll_selfpair 1 9 5
ragdoll_selfpair 1 10 5
ragdoll_selfpair 1 11 5
ragdoll_selfpair 1 0 6
ragdoll_selfpair 1 1 6
// ragdoll_selfpair 1 2 6
ragdoll_selfpair 1 8 6
ragdoll_selfpair 1 9 6
ragdoll_selfpair 1 10 6
ragdoll_selfpair 1 0 7
ragdoll_selfpair 1 1 7
ragdoll_selfpair 1 2 7 // Forearms vs. torso
ragdoll_selfpair 1 3 7 // Neck/head vs. forearms
ragdoll_selfpair 1 8 7
ragdoll_selfpair 1 9 7
ragdoll_selfpair 1 10 7
ragdoll_selfpair 1 11 7
ragdoll_selfpair 1 10 8
ragdoll_selfpair 1 11 8
ragdoll_selfpair 1 10 9
ragdoll_selfpair 1 11 9
// Joint format is:
// ragdoll_joint <def> <bone index> <type> <axis> <low limit> <hi limit>
ragdoll_joint 1 1 hinge
ragdoll_joint 1 2 hinge // Spine
ragdoll_joint 1 3 swivel // Neck 0
ragdoll_joint 1 4 swivel // l shoulder
ragdoll_joint 1 5 hinge // l elbow
ragdoll_joint 1 6 swivel // r shoulder
ragdoll_joint 1 7 hinge // r elbow
ragdoll_joint 1 8 swivel // l hip 5
ragdoll_joint 1 9 hinge // l knee
ragdoll_joint 1 10 swivel // r hip
ragdoll_joint 1 11 hinge // r knee
// Limit format is:
// ragdoll_limit <def> <joint> <axis> <friction> <min angle> <max angle>
ragdoll_limit 1 0 z 100.0 -6.0 6.0
ragdoll_limit 1 1 z 100.0 -6.0 6.0
// Neck angles
ragdoll_limit 1 2 x 80.0 -30.0 30.0 // Head turn
ragdoll_limit 1 2 y 80.0 -30.0 30.0
ragdoll_limit 1 2 z 80.0 -10.0 30.0
// L/R shoulders
// ragdoll_limit 1 3 x 80.0 -90.0 90.0 // Shoulder twist
// ragdoll_limit 1 3 y 100.0 -40.0 30.0
// ragdoll_limit 1 3 z 100.0 -160.0 -159.0
ragdoll_limit 1 3 x 95.0 -104.0 100.0 // Shoulder twist
ragdoll_limit 1 3 y 95.0 -90.0 35.0
ragdoll_limit 1 3 z 95.0 -110.0 16.0
ragdoll_limit 1 5 x 95.0 -100.0 104.0 // Shoulder twist
ragdoll_limit 1 5 y 95.0 -35.0 90.0
ragdoll_limit 1 5 z 95.0 -110.0 16.0
// L/R elbows
ragdoll_limit 1 4 z 90.0 -100.0 2.0
ragdoll_limit 1 6 z 90.0 -100.0 2.0
// L/R hips
ragdoll_limit 1 7 x 90.0 -45.0 45.0 // Hip twist
ragdoll_limit 1 7 y 100.0 -30.0 30.0
ragdoll_limit 1 7 z 120.0 -4.0 100.0
ragdoll_limit 1 9 x 90.0 -45.0 45.0 // Hip twist
ragdoll_limit 1 9 y 100.0 -30.0 30.0
ragdoll_limit 1 9 z 120.0 -4.0 100.0
// ragdoll_limit 1 7 x 1.0 0.0 0.0 // Hip twist
// ragdoll_limit 1 7 y 1.0 0.0 0.0
// ragdoll_limit 1 7 z 0.0 0.0 90.0
// L/R knees
ragdoll_limit 1 8 z 130.0 -120.0 3.5
ragdoll_limit 1 10 z 130.0 -120.0 3.5
ragdoll_baselerp_bone 1 j_head 2000
ragdoll_baselerp_bone 1 j_wrist_le 1000
ragdoll_baselerp_bone 1 j_wrist_ri 1000
ragdoll_baselerp_bone 1 j_ankle_le 1000
ragdoll_baselerp_bone 1 j_ankle_ri 1000
ragdoll_baselerp_bone 1 j_shouldertwist_le 1000 4
ragdoll_baselerp_bone 1 j_shouldertwist_ri 1000 6
ragdoll_baselerp_bone 1 j_hiptwist_le 1000 8
ragdoll_baselerp_bone 1 j_hiptwist_ri 1000 10

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