// IW6 GSC SOURCE // Generated by https://github.com/xensik/gsc-tool satellite_paths() { maps\nml_util::team_unset_colors( 128 ); maps\nml_util::hero_paths( "sat_pos_1" ); level.baker waittill( "path_end_reached" ); maps\nml_util::volume_waittill_no_axis( "sat_area_1_volume" ); maps\nml_util::hero_paths( "sat_pos_2" ); } flush_sat_camp_1( var_0, var_1 ) { var_2 = common_scripts\utility::get_target_ent( "dog_jump_sat_camp_1" ); var_2 maps\_anim::anim_generic_reach( self, "german_shepherd_run_jump_window_40" ); level notify( "dog_flush_started" ); maps\_utility::disable_pain(); var_2 maps\_anim::anim_generic( self, "german_shepherd_run_jump_window_40" ); self setgoalpos( self.origin ); thread maps\_utility::play_sound_on_entity( "anml_dog_bark" ); thread maps\_anim::anim_generic_loop( self, "cairo_growl_loop" ); flush_church_proc( var_0 ); level notify( "dog_flush_done" ); } flush_church_proc( var_0 ) { var_0.done_flushing = 1; thread open_front_door(); wait 2; } open_front_door() { var_0 = maps\_utility::get_living_ai( "camp_1_guy_fall", "script_noteworthy" ); var_1 = maps\_utility::get_living_ai( "camp_1_guy_shoot", "script_noteworthy" ); var_2 = common_scripts\utility::getstruct( "camp_1_guy_fall", "script_noteworthy" ); var_3 = common_scripts\utility::getstruct( "camp_1_guy_shoot", "script_noteworthy" ); var_1.goalradius = 16; var_1 thread maps\_utility::play_sound_on_entity( "SP_0_stealth_alert" ); var_0 setgoalpos( var_2.origin ); var_1 setgoalpos( var_3.origin ); var_0.ignoreme = 1; var_1.ignoreme = 1; var_0.ignoreall = 1; var_1.ignoreall = 1; wait 0.1; var_3 thread maps\_anim::anim_generic_reach( var_1, var_3.animation ); var_2 maps\_anim::anim_generic_reach( var_0, var_2.animation ); var_4 = common_scripts\utility::get_target_ent( "sat_camp_door_front" ); var_4 rotateyaw( 120, 0.35 ); var_4 connectpaths(); var_4 = common_scripts\utility::get_target_ent( "sat_camp_door_back" ); var_4 rotateyaw( -120, 0.15 ); var_4 connectpaths(); thread common_scripts\utility::play_sound_in_space( "wood_door_kick", var_4.origin ); thread guy_do_animation( var_0, var_2 ); thread guy_do_animation( var_1, var_3 ); level.dog notify( "stop_loop" ); } guy_do_animation( var_0, var_1 ) { var_0 endon( "death" ); var_1 maps\_anim::anim_generic( var_0, var_1.animation ); var_0.ignoreme = 0; var_0.ignoreall = 0; var_0 setgoalentity( level.player ); }