// IW6 GSC SOURCE // Generated by https://github.com/xensik/gsc-tool main() { level.factory = 1; maps\_utility::template_level( "factory" ); maps\createart\factory_art::main(); maps\factory_fx::main(); maps\_riotshield::init_riotshield(); maps\factory_precache::main(); maps\_utility::default_start(); maps\_utility::add_start( "intro", ::intro_start, "Infil", ::intro, "factory_intro_tr" ); maps\_utility::add_start( "intro_train", ::intro_train_start, "Train Pass", ::intro_train, "factory_intro_tr" ); maps\_utility::add_start( "factory_ingress", ::factory_ingress_start, "Factory Entrance", ::factory_ingress, "factory_intro_tr" ); maps\_utility::add_start( "powerstealth", ::powerstealth_start, "Power Stealth", ::powerstealth, "factory_intro_tr" ); maps\_utility::add_start( "presat_room", ::presat_room_start, "Pre-SAT Room", ::presat_room, "factory_intro_tr" ); maps\_utility::add_start( "sat_room", ::sat_room_start, "SAT Room", ::sat_room, "factory_mid_tr" ); maps\_utility::add_start( "ambush", ::ambush_start, "Ambush", ::ambush, "factory_mid_tr" ); maps\_utility::add_start( "ambush_escape", ::ambush_escape_start, "Ambush Escape", ::ambush_escape, "factory_mid_tr" ); maps\_utility::add_start( "rooftop", ::rooftop_start, "Rooftop", ::rooftop, "factory_mid_tr" ); maps\_utility::add_start( "parking_lot", ::parking_lot_start, "Parking Lot", ::parking_lot, "factory_outro_tr" ); maps\_utility::add_start( "chase", ::chase_start, "Vehicle Chase", ::chase, "factory_outro_tr" ); maps\_utility::add_start( "fly_around", ::fly_around_start, "Fly Around", ::fly_around ); mission_flag_inits(); mission_precache(); maps\factory_audio::audio_flag_inits(); mission_hint_string_init(); maps\_drone_ai::init(); common_scripts\_pipes::main(); level.pipesdamage = 0; maps\_utility::intro_screen_create( &"FACTORY_INTROSCREEN_LINE_1", &"FACTORY_INTROSCREEN_LINE_2", &"FACTORY_INTROSCREEN_LINE_5" ); maps\_utility::transient_init( "factory_intro_tr" ); maps\_utility::transient_init( "factory_mid_tr" ); maps\_utility::transient_init( "factory_outro_tr" ); maps\_load::main(); thread motion_blur_during_melee(); thread factory_glare(); level.player.thermal_anim_active = 0; level.player.active_anim = 0; level.player.thermal = 0; maps\_utility::setsaveddvar_cg_ng( "r_specularColorScale", 2.5, 9.01 ); maps\factory_anim::main(); maps\_hand_signals::inithandsignals(); thread mission_objective_logic(); maps\factory_util::squad_add_ally( "ALLY_ALPHA", "ally_alpha", "ally_alpha" ); maps\factory_util::squad_add_ally( "ALLY_BRAVO", "ally_bravo", "ally_bravo" ); maps\factory_util::squad_add_ally( "ALLY_CHARLIE", "ally_charlie", "ally_charlie" ); maps\_utility::battlechatter_off(); maps\_stealth::main(); maps\_patrol_anims::main(); level.player maps\factory_camera::binoculars_init( "factory" ); level.player takeallweapons(); level.default_weapon = "honeybadger+grip_sp+reflex_sp"; level.player giveweapon( level.default_weapon ); level.player switchtoweaponimmediate( level.default_weapon ); level.player giveweapon( "p226_tactical+silencerpistol_sp+tactical_sp" ); level.player setoffhandprimaryclass( "frag" ); level.player setoffhandsecondaryclass( "flash" ); thread maps\factory_audio::audio_main(); thread maps\factory_audio::mission_music(); thread maps\factory_fx::lgt_vision_fog_init(); thread maps\factory_fx::fx_init(); setdvar( "music_enable", 1 ); setsaveddvar( "r_reactiveMotionPlayerRadius", 5.0 ); if ( level.ps3 == 1 ) setsaveddvar( "sm_sunSampleSizeNear", 0.1 ); maps\_nightvision::main( level.players, 1 ); level.player setactionslot( 1, "" ); } mission_precache() { precacheshellshock( "factory_revbreach" ); precacherumble( "silencer_fire" ); precacheitem( "honeybadger" ); precacheitem( "p226_tactical" ); precacheitem( "gm6+scopegm6_sp" ); precacheitem( "mts255" ); precacheshader( "hud_icon_nvg" ); maps\_utility::precache( "viewmodel_NVG" ); maps\factory_intro::section_precache(); maps\factory_powerstealth::section_precache(); maps\factory_weapon_room::section_precache(); maps\factory_ambush::section_precache(); maps\factory_ambush_escape::section_precache(); maps\factory_rooftop::section_precache(); maps\factory_chase::section_precache(); } mission_flag_inits() { maps\factory_intro::section_flag_init(); maps\factory_powerstealth::section_flag_init(); maps\factory_weapon_room::section_flag_init(); maps\factory_ambush::section_flag_init(); maps\factory_ambush_escape::section_flag_init(); maps\factory_rooftop::section_flag_init(); maps\factory_parking_lot::section_flag_init(); maps\factory_chase::section_flag_init(); common_scripts\utility::flag_init( "intel_proto_flag" ); } mission_hint_string_init() { maps\factory_intro::section_hint_string_init(); maps\factory_powerstealth::section_hint_string_init(); maps\factory_ambush::section_hint_string_init(); } motion_blur_during_melee() { if ( maps\_utility::is_gen4() ) { for (;;) { if ( level.player meleebuttonpressed() && !level.player isthrowinggrenade() ) { setsaveddvar( "r_mbEnable", 2 ); setsaveddvar( "r_mbCameraRotationInfluence", 1 ); setsaveddvar( "r_mbCameraTranslationInfluence", 0.01 ); setsaveddvar( "r_mbModelVelocityScalar", 0.7 ); setsaveddvar( "r_mbStaticVelocityScalar", 0.2 ); setsaveddvar( "r_mbViewmodelVelocityScalar", 1 ); wait 1.5; setsaveddvar( "r_mbEnable", 0 ); } wait 0.05; } } } factory_glare() { if ( maps\_utility::is_gen4() ) precacheshader( "lens_grime_messy" ); } intro_start() { thread maps\factory_audio::intro_ambience_changes(); thread maps\factory_util::factory_black_zone_achievement(); level.player maps\factory_util::move_player_to_start_point( "playerstart_intro" ); level maps\factory_intro::intro_start(); } intro() { level maps\factory_intro::intro(); } intro_train_start() { jump_to_cleanup(); thread maps\factory_util::factory_black_zone_achievement(); level.player maps\factory_util::move_player_to_start_point( "playerstart_intro_train" ); level maps\factory_intro::intro_train_start(); } intro_train() { level maps\factory_intro::intro_train(); } factory_ingress_start() { jump_to_cleanup(); thread maps\factory_util::factory_black_zone_achievement(); level.player maps\factory_util::move_player_to_start_point( "playerstart_factory_ingress" ); level maps\factory_intro::factory_ingress_start(); } factory_ingress() { level maps\factory_intro::factory_ingress(); } powerstealth_start() { jump_to_cleanup(); thread maps\factory_util::factory_black_zone_achievement(); level.player maps\factory_util::move_player_to_start_point( "playerstart_powerstealth" ); level maps\factory_powerstealth::powerstealth_start(); } powerstealth() { level maps\factory_powerstealth::powerstealth(); } presat_room_start() { jump_to_cleanup(); level maps\factory_weapon_room::presat_room_start(); } presat_room() { level maps\factory_weapon_room::presat_room(); } sat_room_start() { jump_to_cleanup(); level.player giveweapon( "flash_grenade" ); level.player giveweapon( "fraggrenade" ); level maps\factory_weapon_room::sat_room_start(); } sat_room() { level maps\factory_weapon_room::sat_room(); } ambush_start() { jump_to_cleanup(); level.player giveweapon( "flash_grenade" ); level.player giveweapon( "fraggrenade" ); level maps\factory_ambush::start(); } ambush() { level maps\factory_ambush::main(); } ambush_escape_start() { jump_to_cleanup(); maps\_utility::set_team_bcvoice( "allies", "taskforce" ); level.player giveweapon( "flash_grenade" ); level.player giveweapon( "fraggrenade" ); level.player thread maps\factory_util::thermal_vision(); level thread maps\factory_fx::fx_track_thermal(); level maps\factory_ambush_escape::start(); } ambush_escape() { level maps\factory_ambush_escape::main(); } rooftop_start() { jump_to_cleanup(); maps\_utility::set_team_bcvoice( "allies", "taskforce" ); level.player giveweapon( "flash_grenade" ); level.player giveweapon( "fraggrenade" ); level.player thread maps\factory_util::thermal_vision(); level thread maps\factory_fx::fx_track_thermal(); level maps\factory_rooftop::start(); } rooftop() { level maps\factory_rooftop::main(); } parking_lot_start() { jump_to_cleanup(); maps\_utility::set_team_bcvoice( "allies", "taskforce" ); level.player giveweapon( "flash_grenade" ); level.player giveweapon( "fraggrenade" ); level.player thread maps\factory_util::thermal_vision(); level thread maps\factory_fx::fx_track_thermal(); level maps\factory_parking_lot::start(); } parking_lot() { level maps\factory_parking_lot::main(); } chase_start() { jump_to_cleanup(); level.player giveweapon( "flash_grenade" ); level.player giveweapon( "fraggrenade" ); level.player thread maps\factory_util::thermal_vision(); level thread maps\factory_fx::fx_track_thermal(); level maps\factory_chase::start(); } chase() { level maps\factory_chase::main(); } fly_around_start() { iprintlnbold( "Press X to cycle transient fastfiles" ); level.player maps\factory_util::move_player_to_start_point( "playerstart_intro" ); } fly_around() { for (;;) { while ( !level.player buttonpressed( "BUTTON_X" ) ) wait 0.05; maps\factory_util::load_transient( "factory_intro_tr" ); while ( !istransientloaded( "factory_intro_tr" ) ) wait 0.05; while ( !level.player buttonpressed( "BUTTON_X" ) ) wait 0.05; maps\factory_util::load_transient( "factory_mid_tr" ); while ( !istransientloaded( "factory_mid_tr" ) ) wait 0.05; while ( !level.player buttonpressed( "BUTTON_X" ) ) wait 0.05; maps\factory_util::load_transient( "factory_outro_tr" ); while ( !istransientloaded( "factory_outro_tr" ) ) wait 0.05; } } mission_objective_logic() { maps\_utility::obj( "OBJ_INFILTRATE" ); maps\_utility::obj( "OBJ_FIND_PROOF" ); maps\_utility::obj( "OBJ_SCAN_2" ); maps\_utility::obj( "OBJ_INVESTIGATE" ); maps\_utility::obj( "OBJ_ESCAPE" ); waittillframeend; var_0 = 0; if ( level.start_point != "default" ) var_0 = 1; switch ( level.start_point ) { case "default": case "intro": common_scripts\utility::flag_wait( "intro_drop_kill_done" ); var_0 = 0; case "factory_ingress": case "intro_train": objective_add( maps\_utility::obj( "OBJ_INFILTRATE" ), "active", &"FACTORY_OBJ_ENTER_FACTORY" ); objective_state( maps\_utility::obj( "OBJ_INFILTRATE" ), "current" ); common_scripts\utility::flag_wait( "entered_factory_1" ); objective_state( maps\_utility::obj( "OBJ_INFILTRATE" ), "done" ); var_0 = 0; case "sat_room": case "presat_room": case "powerstealth": if ( var_0 ) { objective_add( maps\_utility::obj( "OBJ_INFILTRATE" ), "done", &"FACTORY_OBJ_ENTER_FACTORY" ); var_0 = 0; } objective_add( maps\_utility::obj( "OBJ_FIND_PROOF" ), "active", &"FACTORY_OBJ_FIND_EVIDENCE" ); objective_state( maps\_utility::obj( "OBJ_FIND_PROOF" ), "current" ); common_scripts\utility::flag_wait( "start_camera_moment" ); objective_state( maps\_utility::obj( "OBJ_FIND_PROOF" ), "done" ); wait 0.25; objective_add( maps\_utility::obj( "OBJ_SCAN_2" ), "active", &"FACTORY_OBJ_SCAN_2" ); objective_state( maps\_utility::obj( "OBJ_SCAN_2" ), "current" ); common_scripts\utility::flag_wait( "cam_B_confirmed" ); objective_state( maps\_utility::obj( "OBJ_SCAN_2" ), "done" ); common_scripts\utility::flag_wait( "sat_room_continue" ); case "ambush": if ( var_0 ) { objective_add( maps\_utility::obj( "OBJ_INFILTRATE" ), "done", &"FACTORY_OBJ_ENTER_FACTORY" ); objective_add( maps\_utility::obj( "OBJ_FIND_PROOF" ), "done", &"FACTORY_OBJ_FIND_EVIDENCE" ); } objective_add( maps\_utility::obj( "OBJ_INVESTIGATE" ), "active", &"FACTORY_OBJ_INVESTIGATE_RECORDS" ); objective_state( maps\_utility::obj( "OBJ_INVESTIGATE" ), "current" ); level waittill( "show_ambush_use_hint" ); var_1 = getent( "ambush_console_node", "targetname" ); common_scripts\utility::flag_wait( "player_used_computer" ); wait 1.0; objective_state( maps\_utility::obj( "OBJ_INVESTIGATE" ), "done" ); common_scripts\utility::flag_wait( "ambush_vignette_done" ); wait 3.0; var_0 = 0; case "chase": case "parking_lot": case "rooftop": case "ambush_escape": if ( var_0 ) { objective_add( maps\_utility::obj( "OBJ_INFILTRATE" ), "done", &"FACTORY_OBJ_ENTER_FACTORY" ); objective_add( maps\_utility::obj( "OBJ_FIND_PROOF" ), "done", &"FACTORY_OBJ_FIND_EVIDENCE" ); objective_add( maps\_utility::obj( "OBJ_INVESTIGATE" ), "done", &"FACTORY_OBJ_INVESTIGATE_RECORDS" ); var_0 = 0; } objective_add( maps\_utility::obj( "OBJ_ESCAPE" ), "active", &"FACTORY_OBJ_ESCAPE_FACTORY" ); objective_state( maps\_utility::obj( "OBJ_ESCAPE" ), "current" ); common_scripts\utility::flag_wait( "car_chase_complete" ); objective_state( maps\_utility::obj( "OBJ_ESCAPE" ), "done" ); default: } } jump_to_cleanup() { switch ( level.start_point ) { case "chase": case "parking_lot": case "rooftop": case "ambush_escape": maps\factory_ambush::ambush_cleanup( 1 ); case "ambush": maps\factory_weapon_room::sat_cleanup( 1 ); case "sat_room": maps\factory_weapon_room::presat_cleanup( 1 ); case "default": case "presat_room": case "powerstealth": case "factory_ingress": case "intro_train": case "intro": default: } }