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Incomplete SP dump provided by Louvenarde
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152
maps/nx_hithard_audio.gsc
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152
maps/nx_hithard_audio.gsc
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//****************************************************************************
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// **
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// Confidential - (C) Activision Publishing, Inc. 2011 **
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// **
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//****************************************************************************
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// **
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// Module: Hit Hard at Home Audio **
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// **
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// Created: 8/2/2011 - David Rowe **
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// **
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//****************************************************************************
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//This is the mission's _audio.gsc
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//All audio scripts should be put into this file
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#include maps\_utility;
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#include common_scripts\utility;
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#include maps\_anim;
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#include maps\_vehicle;
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#include maps\_nx_utility;
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#include maps\_nx_objective_util;
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#include maps\nx_hithard_util;
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flag_inits()
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{
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//DR: needed for music cues
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flag_init( "music_osprey_intro" );
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flag_init( "music_parachute_start" );
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flag_init( "music_parachute_ends" );
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flag_init( "music_rooftop_battle_starts");
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flag_init( "music_snipe_ends" );
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flag_init( "music_smoke_battle_starts" );
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flag_init( "music_smoke_battle_ends" );
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flag_init( "music_run_from_ugv" );
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flag_init( "music_run_from_ugv_ends" );
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}
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// Mission specific music thread
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mission_music()
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{
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//Set the music flags for this start point
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jump_to_music_flag_setup();
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//Start the music script at this start point
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switch ( level._start_point )
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{
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// Game will jump to the jump to checkpoint selected and continue execution from there
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case "default":
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case "osprey":
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{
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flag_wait( "music_osprey_intro" );
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wait (0.75);
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play_music_once( "music_nx_hithard_osprey_intro" );
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}
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case "parachute":
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{
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flag_wait( "music_parachute_start" );
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wait 2.5;
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play_music_once( "music_nx_hithard_parachute" );
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flag_wait( "music_parachute_ends" );
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music_stop(12);
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}
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case "rooftop":
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case "secure_start":
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{
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flag_wait( "music_rooftop_battle_starts");
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play_music_loop_infinite( "music_nx_hithard_rooftop" );
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flag_wait( "music_snipe_ends" );
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music_stop(10);
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}
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case "secure_rappel":
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case "secure_ground":
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{
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flag_wait( "music_smoke_battle_starts" );
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play_music_loop_infinite( "music_nx_hithard_rooftop" );
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flag_wait( "music_smoke_battle_ends" );
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if( !flag( "music_run_from_ugv" ) )
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{
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wait ( 1 );
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}
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music_stop(1);
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if( !flag( "music_run_from_ugv" ) )
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{
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wait ( 1.6 );
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}
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play_music_once( "music_nx_hithard_finish_smoke" );
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}
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case "motorcade_start":
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{
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flag_wait( "music_run_from_ugv" );
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wait 2;
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play_music_once( "music_nx_hithard_ugv_run" );
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}
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case "motorcade_end":
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{
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//do nothing.
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}
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}
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}
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jump_to_music_flag_setup()
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{
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jump_to = level._start_point;
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// Return if this is the current checkpoint
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// Thus, sets all flags up to a given checkpoint
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if (jump_to == "default")
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return;
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if (jump_to == "osprey")
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return;
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flag_set( "music_osprey_intro" );
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if (jump_to == "parachute")
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return;
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flag_set( "music_parachute_start" );
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flag_set( "music_parachute_ends" );
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flag_set( "music_rooftop_battle_starts" );
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if (jump_to == "rooftop")
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return;
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if (jump_to == "secure_start")
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return;
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flag_set( "music_snipe_ends" );
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if (jump_to == "secure_rappel")
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return;
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if (jump_to == "secure_ground")
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return;
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flag_set( "music_smoke_battle_starts" );
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flag_set( "music_smoke_battle_ends" );
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if (jump_to == "motorcade_start")
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return;
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}
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