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Incomplete SP dump provided by Louvenarde
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133
maps/nx_hospital_audio.gsc
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133
maps/nx_hospital_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: Audio Support **
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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_hospital_util;
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flag_inits()
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{
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//DR: needed for music cues
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//examples, for copying and pasting:
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flag_init( "music_intro" );
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flag_init( "music_stealth02" );
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flag_init( "music_2" );
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flag_init( "music_3" );
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flag_init( "music_4" );
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flag_init( "hvt_killed" );
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heli_pass_trig = GetEnt( "heli_sfx_trigger", "targetname" );
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heli_pass_trig thread helicopter_pass_sfx();
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thread heartmonitor_sfx();
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}
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heartmonitor_sfx()
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{
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level waittill( "heart_beat_monitor_start" ); //delay so that this doesn't execute during level load.
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wait 0.1;
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soundorg = spawn( "sound_emitter", ( -3881, -1324, 68 ) );
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soundorg PlayLoopSound( "hos_heartmonitor_sfx" );
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flag_wait( "hvt_killed" );
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soundorg StopLoopSound( "hos_heartmonitor_sfx" );
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wait 0.05;
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soundorg PlaySound( "hos_heartfail_sfx" );
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}
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hos_outro_docpush_sfx()
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{
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wait 4.5;
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self PlaySound( "scn_hos_outro_docpush" );
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}
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helicopter_pass_sfx()
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{
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self waittill( "trigger" );
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wait 1.5;
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level._player PlaySound( "elm_hos_heli_pass" );
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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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//Now jump to the start point that we just started, and roll from there.
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//example scripts below
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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 "intro":
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flag_wait( "music_intro" );
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wait 7.8;
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play_music_once( "mus_hos_1stfloor01" );
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case "hall_first_floor":
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{
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flag_wait( "music_stealth02" );
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play_music_once( "mus_hos_1stfloor02" );
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//play_music_loop_infinite("mus_lava_intro");
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//play_music_loop_infinite("mus_lava_intro");
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//play_music_num_times("mus_lava_intro", 2, 2);
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}
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case "hall_second_floor":
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{
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wait 2;
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//play_music_once( "mus_hospital_stealthdone" );
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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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//This script will set music flags for whichever checkpoint the game last started on,
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//so that the music can pick up and continue from there on out
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//this gets run at the beginning of the level, and anytime the user debugs
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//to any checkpoint.
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//example below, for copying and pasting
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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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//DR: in order to turn off music, comment out this next line
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//flag_set( "music_chk_[chk1]" );
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if (jump_to == "default")
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return;
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if (jump_to == "intro")
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return;
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if (jump_to == "hall_first_floor")
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return;
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flag_set( "music_intro" );
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flag_set( "music_stealth02" );
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if (jump_to == "hall_second_floor")
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return;
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}
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