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_80s_hatch1.gsc
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_80s_wagon1.gsc
_ac130.gsc
_ac130_amb.gsc
_ac130_snd.gsc
_ambient.gsc
_ambulance.gsc
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_antonov.gsc
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_atbr.gsc
_attack_heli.gsc
_autosave.gsc
_b2.gsc
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_bm21_drivable.gsc
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_c130.gsc
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_casual_killer.gsc
_chute.gsc
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_cobra.gsc
_cobra_harbor.gsc
_cobra_player.gsc
_cobrapilot.gsc
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_compass.gsc
_coop.gsc
_coupe.gsc
_createfx.gsc
_createpath.gsc
_damagefeedback.gsc
_deadbody.gsc
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_detonategrenades.gsc
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_drone_ai_lunar.gsc
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_ec_lunar_turret.gsc
_empty.gsc
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_equalizer.gsc
_escalator.gsc
_f15.gsc
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_flare.gsc
_flashbang.gsc
_float.gsc
_friendlyfire.gsc
_fx.gsc
_gameskill.gsc
_gauntlet.gsc
_global_fx.gsc
_guide.gsc
_hand_signals.gsc
_harrier.gsc
_heli_ride.gsc
_helicopter_ai.gsc
_helicopter_globals.gsc
_helicopter_support.gsc
_hiding_door.gsc
_hiding_door_anims.gsc
_hind.gsc
_hud.gsc
_hud_util.gsc
_hud_weapons.gsc
_hummer_minigun.gsc
_humvee.gsc
_humvee50cal.gsc
_idle.gsc
_intelligence.gsc
_interactive_objects.gsc
_introscreen.gsc
_inventory.gsc
_killstreaks.gsc
_leak.gsc
_leapfrog.gsc
_lights.gsc
_littlebird.gsc
_littlebird_player.gsc
_load.gsc
_loadout.gsc
_locked_combat.gsc
_locked_covertypes_lunar.gsc
_luxurysedan.gsc
_m1a1.gsc
_m1a1_player.gsc
_melee_vignettes.gsc
_menus.gsc
_mg_penetration.gsc
_mgturret.gsc
_mi17.gsc
_mi17_noai.gsc
_mi28.gsc
_mig29.gsc
_minefields.gsc
_minigun.gsc
_minigun_viewmodel.gsc
_money.gsc
_moon.gsc
_moon_actor.gsc
_moon_civilian.gsc
_mortar.gsc
_mortarteam.gsc
_motorcycle.gsc
_names.gsc
_noder.gsc
_nx_blackhawk_armed.gsc
_nx_blackhawk_minigun.gsc
_nx_c102.gsc
_nx_chinese_lgv.gsc
_nx_chinese_skimmer.gsc
_nx_chinese_ugv.gsc
_nx_chinese_vtol.gsc
_nx_chinese_vtol_low.gsc
_nx_exfil_swat_van.gsc
_nx_future_tank.gsc
_nx_infinite_tunnel.gsc
_nx_lapd.gsc
_nx_littlebird.gsc
_nx_lunar_rover.gsc
_nx_miniuav.gsc
_nx_moving_platform.gsc
_nx_moving_platform_vh.gsc
_nx_objective_util.gsc
_nx_osprey.gsc
_nx_parachute.gsc
_nx_policecar.gsc
_nx_president_suburban.gsc
_nx_retreat.gsc
_nx_skyscraper_taxi.gsc
_nx_ugv.gsc
_nx_us_ugv.gsc
_nx_utility.gsc
_nx_vehicle_drive.gsc
_nx_vignette_util.gsc
_objective_routes.gsc
_overheat.gsc
_patrol.gsc
_patrol_anims.gsc
_pavelow.gsc
_pavelow_noai.gsc
_photosource.gsc
_player_stats.gsc
_policecar.gsc
_props.gsc
_quotes.gsc
_radiation.gsc
_rank.gsc
_rappel.gsc
_rappel_util.gsc
_riotshield.gsc
_sa6.gsc
_sea.gsc
_seaknight.gsc
_seaknight_airlift.gsc
_shellshock.gsc
_shutter.gsc
_slamraam.gsc
_slowmo_breach.gsc
_small_hatchback.gsc
_small_wagon.gsc
_snowmobile.gsc
_snowmobile_drive.gsc
_snowmobile_player.gsc
_spawner.gsc
_specialops.gsc
_specialops_battlechatter.gsc
_specialops_code.gsc
_stealth.gsc
_stealth_accuracy_friendly.gsc
_stealth_animation_funcs.gsc
_stealth_anims.gsc
_stealth_behavior_enemy.gsc
_stealth_behavior_friendly.gsc
_stealth_behavior_system.gsc
_stealth_color_friendly.gsc
_stealth_corpse_enemy.gsc
_stealth_corpse_system.gsc
_stealth_event_enemy.gsc
_stealth_shared_utilities.gsc
_stealth_smartstance_friendly.gsc
_stealth_threat_enemy.gsc
_stealth_utility.gsc
_stealth_visibility_enemy.gsc
_stealth_visibility_friendly.gsc
_stealth_visibility_system.gsc
_stretcher.gsc
_stryker.gsc
_stryker50cal.gsc
_stryker50cal_turrettrophy.gsc
_submarine_nuclear.gsc
_submarine_sdv.gsc
_suburban.gsc
_suburban_minigun.gsc
_suitshield.gsc
_swat_van.gsc
_t72.gsc
_tanker.gsc
_technical.gsc
_threatid.gsc
_translation.gsc
_treadfx.gsc
_treeburst.gsc
_trophy_turret.gsc
_truck.gsc
_uaz.gsc
_uaz_ac130.gsc
_ucav.gsc
_utility.gsc
_utility_code.gsc
_van.gsc
_vehicle.gsc
_vehicle_aianim.gsc
_vehicle_missile.gsc
_vehicle_spline.gsc
_vehicledrive.gsc
_vehiclenames.gsc
_viper.gsc
_washfx.gsc
_weather.gsc
_wood.gsc
_zodiac.gsc
_zodiac_player.gsc
_zpu_antiair.gsc
nx_border.gsc
nx_border_amb.gsc
nx_border_anim.gsc
nx_border_audio.gsc
nx_border_border.gsc
nx_border_church.gsc
nx_border_fx.gsc
nx_border_market.gsc
nx_border_precache.gsc
nx_border_streets.gsc
nx_border_util.gsc
nx_crowd_controller.gsc
nx_exfil.gsc
nx_exfil_alley.gsc
nx_exfil_amb.gsc
nx_exfil_anim.gsc
nx_exfil_audio.gsc
nx_exfil_fx.gsc
nx_exfil_intro.gsc
nx_exfil_market.gsc
nx_exfil_precache.gsc
nx_exfil_street.gsc
nx_exfil_util.gsc
nx_harbor.gsc
nx_harbor_amb.gsc
nx_harbor_anim.gsc
nx_harbor_fx.gsc
nx_harbor_precache.gsc
nx_harbor_util.gsc
nx_hithard.gsc
nx_hithard_amb.gsc
nx_hithard_anim.gsc
nx_hithard_audio.gsc
nx_hithard_b.gsc
nx_hithard_b_amb.gsc
nx_hithard_b_anim.gsc
nx_hithard_b_fx.gsc
nx_hithard_b_monorail_station.gsc
nx_hithard_b_on_ramp.gsc
nx_hithard_b_patriot_run.gsc
nx_hithard_b_precache.gsc
nx_hithard_b_util.gsc
nx_hithard_fx.gsc
nx_hithard_motorcade.gsc
nx_hithard_parachute.gsc
nx_hithard_precache.gsc
nx_hithard_rooftop.gsc
nx_hithard_secure.gsc
nx_hithard_util.gsc
nx_hospital.gsc
nx_hospital_amb.gsc
nx_hospital_anim.gsc
nx_hospital_atrium.gsc
nx_hospital_audio.gsc
nx_hospital_exit_corridor.gsc
nx_hospital_fx.gsc
nx_hospital_hall_first_floor.gsc
nx_hospital_hall_second_floor.gsc
nx_hospital_precache.gsc
nx_hospital_util.gsc
nx_lava.gsc
nx_lava_amb.gsc
nx_lava_anim.gsc
nx_lava_audio.gsc
nx_lava_fx.gsc
nx_lava_outpost.gsc
nx_lava_precache.gsc
nx_lava_station_1.gsc
nx_lava_station_2.gsc
nx_lava_train_1.gsc
nx_lava_train_2.gsc
nx_lava_train_derail.gsc
nx_lava_train_interior.gsc
nx_lava_util.gsc
nx_lunar.gsc
nx_lunar_amb.gsc
nx_lunar_anim.gsc
nx_lunar_audio.gsc
nx_lunar_control_room_breach.gsc
nx_lunar_escape_exterior.gsc
nx_lunar_escape_interior.gsc
nx_lunar_fx.gsc
nx_lunar_get_to_the_armory.gsc
nx_lunar_intro.gsc
nx_lunar_precache.gsc
nx_lunar_rover_precache.gsc
nx_lunar_take_back_control.gsc
nx_lunar_util.gsc
nx_rocket.gsc
nx_rocket_amb.gsc
nx_rocket_anim.gsc
nx_rocket_audio.gsc
nx_rocket_fx.gsc
nx_rocket_precache.gsc
nx_rocket_railgun.gsc
nx_rocket_section_base_alpha.gsc
nx_rocket_section_base_delta.gsc
nx_rocket_section_base_echo.gsc
nx_rocket_section_bridge.gsc
nx_rocket_section_crash.gsc
nx_rocket_section_escape.gsc
nx_rocket_section_gantry.gsc
nx_rocket_section_hanging.gsc
nx_rocket_section_intro.gsc
nx_rocket_section_littlebird.gsc
nx_rocket_section_rescue.gsc
nx_rocket_section_turret_base.gsc
nx_rocket_section_turret_control.gsc
nx_rocket_util.gsc
nx_skyscraper.gsc
nx_skyscraper_amb.gsc
nx_skyscraper_anim.gsc
nx_skyscraper_audio.gsc
nx_skyscraper_drive_up.gsc
nx_skyscraper_elevator.gsc
nx_skyscraper_fx.gsc
nx_skyscraper_halon.gsc
nx_skyscraper_hangar.gsc
nx_skyscraper_lab_enter.gsc
nx_skyscraper_lab_exit.gsc
nx_skyscraper_lab_to_vault.gsc
nx_skyscraper_outro.gsc
nx_skyscraper_precache.gsc
nx_skyscraper_rappel.gsc
nx_skyscraper_util.gsc
nx_skyscraper_vault.gsc
nx_skyscraper_vtol.gsc
nx_taser.gsc
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threatid_color_palette.cfg
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tsuenami.cfg
nx1-gsc-dump/maps/_threatid.gsc
2024-09-05 17:14:53 +10:00

121 lines
3.9 KiB
Plaintext

//****************************************************************************
// **
// Confidential - (C) Activision Publishing, Inc. 2010 **
// **
//****************************************************************************
// **
// Module: Common file for all things threat ID **
// **
// Created: 04.25.2011 - Riggs **
// **
//****************************************************************************
#include common_scripts\utility;
#include maps\_hud_util;
#include maps\_utility;
//*******************************************************************
// *
// *
//*******************************************************************
main()
{
precacheshader( "hud_loading_bar" );
precacheshader( "hud_loading_bar_frame" );
precacheshader( "threat_detection_grid" );
precacheshader( "hud_color_swatch" );
precacheshader( "hud_tid_bracket" );
// Press^3 [{+actionslot 1}] ^7to toggle Threat ID.
add_hint_string( "tid", &"SCRIPT_THREATID_USE" );
}
//*******************************************************************
// *
// *
//*******************************************************************
threat_id_enable_toggling()
{
// tagBR< note >: Disabled for the GL
return;
thread display_hint( "tid" );
level._player SetActionSlot( 1, "threatid" );
thread threat_id_think();
}
//*******************************************************************
// *
// *
//*******************************************************************
threat_id_think()
{
level._player endon( "death" );
// state can be:
THREAT_ID_OFF = 0;
THREAT_ID_BOOTUP = 1;
THREAT_ID_ACTIVE = 2;
THREAT_ID_DISABLE = 3;
while ( 1 )
{
state = level._player GetThreatVisualizationState();
switch( state )
{
case 1: //THREAT_ID_BOOTUP
threatid_bootup_and_enable( true );
break;
case 3: //THREAT_ID_DISABLE
threatid_disable_overlay_and_effect();
break;
default:
// do nothing
break;
}
wait 0.05;
}
}
//*******************************************************************
// *
// *
//*******************************************************************
threatid_bootup_and_enable( toggle )
{
THREAT_ID_BOOTUP = 1;
THREAT_ID_ACTIVE = 2;
state = level._player GetThreatVisualizationState();
if ( state != THREAT_ID_ACTIVE )
{
if ( ( state != THREAT_ID_BOOTUP ) || ( IsDefined( toggle ) && toggle ) )
{
level._player SetThreatVisualizationState( THREAT_ID_BOOTUP );
thread maps\_hud_util::play_threat_detect_bootup();
level._player waittill( "threat_id_done_loading" );
level._player SetThreatVisualizationState( THREAT_ID_ACTIVE );
}
}
}
//*******************************************************************
// *
// *
//*******************************************************************
threatid_disable_overlay_and_effect()
{
THREAT_ID_OFF = 0;
maps\_hud_util::disable_threat_id_overlay();
level._player SetThreatVisualizationState( THREAT_ID_OFF );
}