// IW6 GSC SOURCE // Generated by https://github.com/xensik/gsc-tool #using_animtree("animated_props_mp_descent"); main() { maps\mp\mp_descent_new_precache::main(); maps\createart\mp_descent_new_art::main(); maps\mp\mp_descent_new_fx::main(); maps\mp\_load::main(); maps\mp\_compass::setupminimap( "compass_map_mp_descent_new" ); setdvar( "r_lightGridEnableTweaks", 1 ); setdvar( "r_lightGridIntensity", 1.33 ); maps\mp\_utility::setdvar_cg_ng( "r_specularColorScale", 2.5, 2.5 ); if ( level.ps3 ) { setdvar( "sm_sunShadowScale", "0.5" ); setdvar( "sm_sunsamplesizenear", ".15" ); } else if ( level.xenon ) { setdvar( "sm_sunShadowScale", "0.8" ); setdvar( "sm_sunsamplesizenear", ".25" ); } game["attackers"] = "allies"; game["defenders"] = "axis"; game["allies_outfit"] = "urban"; game["axis_outfit"] = "elite"; level thread watersheet_trig_setup(); var_0 = getanimlength( %mp_descent_light01_fall ); animatescriptableprops( "animated_model_descent_light01", var_0 ); var_0 = getanimlength( %mp_descent_light02_fall ); animatescriptableprops( "animated_model_descent_light02", var_0 ); var_0 = getanimlength( %mp_descent_light03_fall ); animatescriptableprops( "animated_model_descent_light03", var_0 ); var_0 = getanimlength( %mp_descent_light04_fall ); animatescriptableprops( "animated_model_descent_light04", var_0 ); var_0 = getanimlength( %mp_descent_phone01_fall ); animatescriptableprops( "animated_model_descent_phone01", var_0 ); var_0 = getanimlength( %mp_descent_phone02_fall ); animatescriptableprops( "animated_model_descent_phone02", var_0 ); var_0 = getanimlength( %mp_descent_microwave_fall ); animatescriptableprops( "animated_model_descent_microwave", var_0 ); var_0 = getanimlength( %mp_descent_tv01_fall ); animatescriptableprops( "animated_model_descent_tv01", var_0 ); var_0 = getanimlength( %mp_descent_whiteboard_fall ); animatescriptableprops( "animated_model_descent_whiteboard", var_0 ); animatescriptableprops( "animated_model_descent_bulletinboard", var_0 ); var_0 = getanimlength( %mp_descent_kitchen_fall ); animatescriptableprops( "animated_model_descent_kitchen", var_0 ); level setupbuildingcollapse(); level thread connect_watch(); thread setupcollapsingcolumn( "column" ); thread setupsniperduct( "sniper_mover" ); } connect_watch() { for (;;) { level waittill( "connected", var_0 ); thread connect_watch_endofframe( var_0 ); } } connect_watch_endofframe( var_0 ) { var_0 endon( "death" ); waittillframeend; if ( isdefined( level.vista ) ) var_0 playersetgroundreferenceent( level.vista ); } spawn_watch() { for (;;) { level waittill( "player_spawned", var_0 ); if ( isdefined( level.vista ) ) var_0 playersetgroundreferenceent( level.vista ); } } anglesclamp180( var_0 ) { return ( angleclamp180( var_0[0] ), angleclamp180( var_0[1] ), angleclamp180( var_0[2] ) ); } world_tilt() { level endon( "game_ended" ); var_0 = getentarray( "world_tilt_damage", "targetname" ); common_scripts\utility::array_thread( var_0, ::world_tilt_damage_watch ); var_1 = getentarray( "vista", "targetname" ); if ( !var_1.size ) return; level.vista = var_1[0]; foreach ( var_3 in var_1 ) { if ( isdefined( var_3.script_noteworthy ) && var_3.script_noteworthy == "main" ) { level.vista = var_3; break; } } level.vista_rotation_origins = []; var_5 = common_scripts\utility::getstructarray( "rotation_point", "targetname" ); foreach ( var_7 in var_5 ) { if ( !isdefined( var_7.script_noteworthy ) ) continue; var_7.angles = ( 0, 0, 0 ); level.vista_rotation_origins[var_7.script_noteworthy] = var_7; } foreach ( var_3 in var_1 ) { if ( var_3 != level.vista ) { if ( isdefined( var_3.classname ) && issubstr( var_3.classname, "trigger" ) ) var_3 enablelinkto(); var_3 linkto( level.vista ); } if ( !isdefined( var_3.target ) ) continue; var_10 = getentarray( var_3.target, "targetname" ); foreach ( var_12 in var_10 ) { if ( !isdefined( var_12.script_noteworthy ) ) var_12.script_noteworthy = "link"; switch ( var_12.script_noteworthy ) { case "link": var_12 linkto( var_3 ); break; default: break; } } } while ( !isdefined( level.players ) ) common_scripts\utility::waitframe(); foreach ( var_16 in level.players ) var_16 playersetgroundreferenceent( level.vista ); level.max_world_pitch = 8; level.max_world_roll = 8; var_18 = level.max_world_pitch; var_19 = level.max_world_roll; var_20 = 6500; var_21 = 2; var_22 = 0.5; var_23 = [ 0, 0, 1, 0 ]; var_24 = spawnstruct(); var_24.origin = level.vista.origin; var_24.angles = level.vista.angles; var_25 = []; for (;;) { var_26 = ( 0, 0, 0 ); if ( var_22 < randomfloat( 1 ) ) var_26 = ( randomfloatrange( -1 * var_18, var_18 ), 0, randomfloatrange( -1 * var_19, var_19 ) ); var_27 = ( 0, 0, randomfloatrange( 200, 1000 ) ); var_28 = 1; if ( var_21 > 0 ) { var_28 = ( var_25.size + 1 ) / var_21; var_28 = clamp( var_28, 0, 1.0 ); } var_26 = var_26 * var_28; var_27 = var_27 * var_28; var_29 = var_24 world_tilt_get_trans( var_27, var_26 ); if ( var_29["origin"][2] > level.vista.origin[2] + var_20 ) break; var_29["time"] = randomfloatrange( 1, 2 ) * var_28; var_24.origin = var_29["origin"]; var_24.angles = var_29["angles"]; var_25[var_25.size] = var_29; } var_30 = var_25.size; var_31 = level.vista.origin[2] + var_20 - var_25[var_25.size - 1]["origin"][2]; if ( var_31 > 0 ) { var_32 = array_zero_to_one( var_25.size, 0.5 ); for ( var_33 = 0; var_33 < var_25.size; var_33++ ) var_25[var_33]["origin"] = var_25[var_33]["origin"] + ( 0, 0, var_32[var_33] * var_31 ); } var_34 = array_zero_to_one( var_30, 0.5 ); for ( var_33 = 0; var_33 < var_34.size - 1; var_33++ ) { var_35 = var_33; var_36 = var_33; var_37 = randomfloatrange( 0, 1 ); var_38 = int( min( var_23.size - 1, var_34.size - var_33 ) ); for ( var_39 = var_38; var_39 >= 2; var_39-- ) { if ( var_23[var_39] > var_37 ) { var_36 = var_35 + ( var_39 - 1 ); break; } } var_40 = var_36 - var_35; if ( var_40 > 0 ) { var_41 = var_34[var_36] - var_34[var_35]; var_41 = var_41 * randomfloatrange( 0.2, 0.8 ); var_42 = var_34[var_35] + var_41; for ( var_39 = var_35; var_39 <= var_36; var_39++ ) var_34[var_39] = var_42; var_33 = var_33 + var_40; } } for ( var_33 = 0; var_33 < var_25.size; var_33++ ) { level.tilt_active = 0; tilt_wait( var_34[var_33] ); level.tilt_active = 1; var_29 = var_25[var_33]; var_43 = var_29["time"]; var_29 = var_25[var_33]; level.vista world_tilt_move( var_29 ); earthquake( 0.35, 2, level.vista.origin, 100000 ); } } world_tilt_damage_watch() { for (;;) { self waittill( "damage", var_0, var_1, var_2, var_3, var_4 ); if ( level.tilt_active ) continue; if ( !isdefined( var_0 ) || var_0 < 150 ) continue; if ( !isdefined( var_4 ) || var_4 != "MOD_PROJECTILE" ) continue; thread world_tilt_damage( var_0 ); } } world_tilt_damage( var_0 ) { var_1 = 100; var_2 = 1000; var_3 = clamp( ( var_0 - var_1 ) / ( var_2 - var_1 ), 0.1, 1 ); var_4 = randomfloatrange( 2, 3 ) * var_3; if ( isdefined( self.script_noteworthy ) && self.script_noteworthy == "east" ) var_4 = var_4 * -1.0; var_5 = level.vista.angles[0] + var_4; var_5 = clamp( var_5, -1 * level.max_world_pitch, level.max_world_pitch ); var_6 = ( var_5, level.vista.angles[1], level.vista.angles[2] ); var_7 = 0.2; level.vista rotateto( var_6, var_7 ); earthquake( 0.2, 1, level.vista.origin, 100000 ); wait( var_7 ); } wait_game_percent_complete( var_0, var_1 ) { if ( !isdefined( var_1 ) ) var_1 = var_0; maps\mp\_utility::gameflagwait( "prematch_done" ); if ( !isdefined( level.starttime ) ) return; var_2 = maps\mp\_utility::getscorelimit(); var_3 = maps\mp\_utility::gettimelimit() * 60; var_4 = 0; var_5 = 0; if ( var_2 <= 0 && var_3 <= 0 ) { var_4 = 1; var_3 = 600; } else if ( var_2 <= 0 ) var_4 = 1; else if ( var_3 <= 0 ) var_5 = 1; var_6 = var_0 * var_3; var_7 = var_1 * var_2; var_8 = get_highest_score(); var_9 = ( gettime() - level.starttime ) / 1000; if ( var_4 ) { while ( var_9 < var_6 ) { wait 0.5; var_9 = ( gettime() - level.starttime ) / 1000; } } else if ( var_5 ) { while ( var_8 < var_7 ) { wait 0.5; var_8 = get_highest_score(); } } else { while ( var_9 < var_6 && var_8 < var_7 ) { wait 0.5; var_8 = get_highest_score(); var_9 = ( gettime() - level.starttime ) / 1000; } } } get_highest_score() { var_0 = 0; if ( level.teambased ) { if ( isdefined( game["teamScores"] ) ) { var_0 = game["teamScores"]["allies"]; if ( game["teamScores"]["axis"] > var_0 ) var_0 = game["teamScores"]["axis"]; } } else if ( isdefined( level.players ) ) { foreach ( var_2 in level.players ) { if ( isdefined( var_2.score ) && var_2.score > var_0 ) var_0 = var_2.score; } } return var_0; } world_tilt_get_trans( var_0, var_1 ) { var_2 = anglesclamp180( var_1 - self.angles ); var_3 = level.vista_rotation_origins["south"]; if ( var_2[2] < 0 ) var_3 = level.vista_rotation_origins["north"]; var_3.angles = self.angles; var_4 = spawnstruct(); var_4.origin = var_3.origin + var_0; var_4.angles = var_1; var_5 = transformmove( var_4.origin, var_4.angles, var_3.origin, var_3.angles, self.origin, self.angles ); return var_5; } world_tilt_move( var_0 ) { common_scripts\utility::exploder( 1 ); level thread tilt_sounds(); var_1 = var_0["time"]; if ( var_0["origin"] != self.origin ) self moveto( var_0["origin"], var_1, var_1 ); if ( anglesclamp180( var_0["angles"] ) != anglesclamp180( self.angles ) ) self rotateto( var_0["angles"], var_1 ); earthquake( randomfloatrange( 0.3, 0.5 ), var_1, self.origin, 100000 ); wait( var_1 ); } array_zero_to_one_rand( var_0, var_1, var_2, var_3 ) { if ( !isdefined( var_1 ) ) var_1 = 0; if ( !isdefined( var_2 ) ) var_2 = 1; var_4 = []; var_5 = 0; for ( var_6 = 0; var_6 < var_0; var_6++ ) { var_4[var_6] = randomfloatrange( var_1, var_2 ); var_5 = var_5 + var_4[var_6]; } if ( isdefined( var_3 ) ) { for ( var_6 = 0; var_6 < var_0; var_6++ ) { if ( var_5 != 0 ) { var_4[var_6] = var_4[var_6] / var_5; var_4[var_6] = var_4[var_6] * var_3; continue; } var_4[var_6] = var_3 / var_0; } } return var_4; } array_zero_to_one( var_0, var_1, var_2 ) { if ( !isdefined( var_1 ) ) var_1 = 0; var_3 = []; var_4 = 1 / var_0 * 0.5; var_5 = 0; for ( var_6 = 0; var_6 < var_0; var_6++ ) { var_3[var_6] = var_6 / var_0 + var_4; if ( var_1 > 0 ) var_3[var_6] = var_3[var_6] + randomfloatrange( -1 * var_4 * var_1, var_4 * var_1 ); var_5 = var_5 + var_3[var_6]; } if ( isdefined( var_2 ) ) { for ( var_6 = 0; var_6 < var_0; var_6++ ) { var_3[var_6] = var_3[var_6] / var_5; var_3[var_6] = var_3[var_6] * var_2; } } return var_3; } tilt_wait( var_0 ) { level endon( "tilt_start" ); wait_game_percent_complete( var_0 ); level notify( "tilt_start" ); } tilt_sounds() { var_0 = common_scripts\utility::getstructarray( "tilt_sound", "targetname" ); foreach ( var_2 in var_0 ) playsoundatpos( var_2.origin, "cobra_helicopter_crash" ); } watersheet_trig_setup() { level endon( "game_ended" ); self endon( "death" ); self endon( "using_remote" ); self endon( "stopped_using_remote" ); self endon( "disconnect" ); self endon( "above_water" ); var_0 = getent( "watersheet", "targetname" ); for (;;) { var_0 waittill( "trigger", var_1 ); if ( !isdefined( var_1.istouchingwatersheettrigger ) || var_1.istouchingwatersheettrigger == 0 ) thread watersheet_playfx( var_1 ); } } watersheet_playfx( var_0 ) { var_0.istouchingwatersheettrigger = 1; var_0 setwatersheeting( 1, 2 ); wait( randomfloatrange( 0.15, 0.75 ) ); var_0 setwatersheeting( 0 ); var_0.istouchingwatersheettrigger = 0; } watersheet_sound( var_0 ) { var_0 endon( "death" ); thread watersheet_sound_play( var_0 ); for (;;) { var_0 waittill( "trigger", var_1 ); var_0.sound_end_time = gettime() + 100; var_0 notify( "start_sound" ); } } watersheet_sound_play( var_0 ) { var_0 endon( "death" ); for (;;) { var_0 waittill( "start_sound" ); var_0 playloopsound( "scn_jungle_under_falls_plr" ); while ( var_0.sound_end_time > gettime() ) wait( ( var_0.sound_end_time - gettime() ) / 1000 ); var_0 stoploopsound(); } } animatescriptableprops( var_0, var_1 ) { var_2 = getscriptablearray( var_0, "targetname" ); foreach ( var_4 in var_2 ) var_4 thread animateonescriptableprop( var_1 ); } animateonescriptableprop( var_0 ) { for (;;) { self setscriptablepartstate( 0, "idle" ); level waittill( "shake_props" ); var_1 = randomintrange( 0, 7 ) * 0.05; wait( var_1 ); self setscriptablepartstate( 0, "fall" ); wait( var_0 ); } } doubledoorcreate( var_0 ) { var_1 = getent( var_0, "targetname" ); if ( isdefined( var_1 ) ) { var_1.collision = getent( var_0 + "_clip", "targetname" ); var_1.ruins = []; var_1.ruins[0] = getruin( var_0 + "_upper" ); var_1.ruins[1] = getruin( var_0 + "_lower" ); var_1.destroyfxpoint = common_scripts\utility::getstruct( var_1.ruins[0].target, "targetname" ); common_scripts\utility::waitframe(); var_1 blockpath(); var_1 thread doubledoorwaitfordamage(); } } doubledoorwaitfordamage() { self.health = 9999; self setcandamage( 1 ); for (;;) { self waittill( "damage", var_0, var_1, var_2, var_3, var_4 ); if ( isexplosivedamagemod( var_4 ) && var_0 > 50 ) thread doubledoordestroy( var_1, var_2, var_3 ); } } doubledoordestroy( var_0, var_1, var_2 ) { self.collision clearpath(); clearpath(); var_3 = anglestoforward( self.destroyfxpoint.angles ); var_4 = vectordot( var_3, var_1 ); var_5 = var_4 > 0; var_6 = 85; thread maps\mp\_utility::drawline( self.destroyfxpoint.origin, self.destroyfxpoint.origin + 20 * var_3, 50, ( 1, 0, 0 ) ); if ( !var_5 ) var_3 = var_3 * -1; else var_6 = var_6 * -1; playfx( common_scripts\utility::getfx( "equipment_explode_big" ), self.destroyfxpoint.origin, var_3 ); foreach ( var_8 in self.ruins ) { var_8 show(); var_8 thread doorapplyimpulse( var_6 ); var_6 = var_6 * -1; } } getruin( var_0 ) { var_1 = getent( var_0, "targetname" ); var_1 hide(); return var_1; } trapdoorcreate( var_0 ) { var_1 = getent( var_0, "targetname" ); if ( isdefined( var_1 ) ) { self.pathblocker = getent( var_1.target, "targetname" ); common_scripts\utility::waitframe(); self.pathblocker blockpath(); var_1 thread trapdoorwaitfordamage(); } } trapdoorwaitfordamage() { self.health = 9999; self setcandamage( 1 ); for (;;) { self waittill( "damage", var_0, var_1, var_2, var_3, var_4 ); thread trapdoordestroy( var_1, var_2, var_3 ); } } trapdoordestroy( var_0, var_1, var_2 ) { self.pathblocker notsolid(); self.pathblocker clearpath(); var_3 = 90.0; thread doorapplyimpulse( var_3 ); } doorapplyimpulse( var_0 ) { self rotateby( ( var_0, 0, 0 ), 0.125, 0.125, 0 ); } clearpath() { self connectpaths(); self hide(); self notsolid(); } blockpath() { self solid(); self show(); self disconnectpaths(); } levitateprops( var_0, var_1 ) { var_2 = getdvarint( "phys_gravity", -800 ); setdvar( "phys_gravity", 0 ); physicsjitter( level.mapcenter, 2500, 0, 5.0, 5.0 ); var_3 = randomfloatrange( var_0, var_1 ); wait( var_3 ); setdvar( "phys_gravity", var_2 ); } movercreate( var_0, var_1 ) { var_2 = getent( var_0, "targetname" ); var_2.collision = getent( var_0 + "_collision", "targetname" ); if ( isdefined( var_2.collision ) ) { var_2.collision linkto( var_2 ); var_2.collision thread moverexplosivetrigger( var_1 ); } var_2.unresolved_collision_func = maps\mp\_movers::unresolved_collision_void; var_3 = var_2; var_3.keyframes = []; var_4 = var_3.target; var_5 = 0; while ( isdefined( var_4 ) ) { var_6 = common_scripts\utility::getstruct( var_4, "targetname" ); if ( isdefined( var_6 ) ) { var_3.keyframes[var_5] = var_6; if ( !isdefined( var_6.script_duration ) ) var_6.script_duration = 1.0; if ( !isdefined( var_6.script_accel ) ) var_6.script_accel = 0.0; if ( !isdefined( var_6.script_decel ) ) var_6.script_decel = 0.0; var_5++; var_4 = var_6.target; continue; } break; } var_2 thread moverdomove( var_1 ); } moverexplosivetrigger( var_0 ) { level endon( "game_ended" ); if ( !isdefined( var_0 ) ) var_0 = "explosive_damage"; self setcandamage( 1 ); for (;;) { self.health = 1000000; self waittill( "damage", var_1, var_2, var_3, var_4, var_5 ); if ( isexplosivedamagemod( var_5 ) ) level notify( var_0, self ); } } moverdomove( var_0 ) { level endon( "game_ended" ); for (;;) { level waittill( var_0, var_1 ); if ( !isdefined( var_1 ) || var_1 == self ) break; } for ( var_2 = 1; var_2 < self.keyframes.size; var_2++ ) { var_3 = self.keyframes[var_2]; self moveto( var_3.origin, var_3.script_duration, var_3.script_accel, var_3.script_decel ); self rotateto( var_3.angles, var_3.script_duration, var_3.script_accel, var_3.script_decel ); if ( isdefined( var_3.shakemag ) ) earthquake( var_3.shakemag, var_3.shakeduration, self.origin, var_3.shakedistance ); self waittill( "movedone" ); } var_4 = self.origin + ( 0, 0, 2000 ); earthquake( 0.25, 0.5, var_4, 3000 ); } animatedmovercreate( var_0, var_1, var_2, var_3, var_4, var_5 ) { var_6 = getent( var_0, "targetname" ); if ( isdefined( var_6 ) ) { level waittill( "trigger_movers" ); if ( isdefined( var_2 ) ) var_6 playsound( var_2 ); var_6 scriptmodelplayanim( var_1 ); if ( isdefined( var_3 ) ) { wait( var_4 ); playsoundatpos( var_5, var_3 ); } } } setupcollapsingcolumn( var_0 ) { var_1 = getent( var_0, "targetname" ); if ( isdefined( var_1 ) ) { var_2 = getent( var_0 + "_debris_clip", "targetname" ); var_2 notsolid(); var_3 = randomintrange( 1, level.dropnodes.size ); var_4 = "buildingCollapseEnd_" + var_3; level common_scripts\utility::waittill_any( var_4, "trigger_movers" ); var_1 playsound( "scn_dest_collapse_fall" ); var_1 scriptmodelplayanim( "mp_descent_column_collapsing" ); var_5 = var_2.origin + ( 0, 0, 10 ); wait 3.5; playsoundatpos( var_5, "scn_dest_collapse_impact" ); common_scripts\utility::exploder( 23 ); earthquake( 0.3, 0.25, var_5, 500 ); radiusdamage( var_5, 192, 500, 500, undefined, "MOD_CRUSH" ); var_2 solid(); } } setupsniperduct( var_0 ) { var_1 = getent( var_0, "targetname" ); if ( isdefined( var_1 ) ) { var_2 = common_scripts\utility::getstruct( var_0 + "_origin", "targetname" ); var_3 = spawn( "script_model", var_2.origin ); var_1 linkto( var_3 ); var_4 = getent( var_1.target, "targetname" ); var_4 linkto( var_3 ); var_5 = randomintrange( 1, level.dropnodes.size ); var_6 = "buildingCollapseEnd_" + var_5; level common_scripts\utility::waittill_any( var_6, "trigger_movers" ); var_3 rotatepitch( -99.0, 1, 0.85, 0.15 ); wait 1; var_7 = 0.5; var_8 = var_7 * 1; var_3 rotatepitch( 13.5, var_8, 0.5 * var_8, 0.5 * var_8 ); wait( var_8 ); var_3 rotatepitch( -4.5, var_8, 0.5 * var_8, 0.5 * var_8 ); wait( var_8 ); } } setupbuildingcollapse() { level.soundsources = []; var_0 = common_scripts\utility::getstructarray( "tilt_sound", "targetname" ); if ( isdefined( var_0 ) ) { foreach ( var_2 in var_0 ) level.soundsources[var_2.script_label] = var_2; } level.collapsesettings = []; var_4 = []; var_4["prefalltime"] = 1.5; var_4["falltime"] = 3.0; var_4["sfx"] = []; var_4["sfx"]["rubble_left"] = "scn_bldg_fall1_rubble_left"; var_4["sfx"]["rubble_right"] = "scn_bldg_fall1_rubble_right"; var_4["sfx"]["glass_left"] = "scn_bldg_fall1_glass_left"; var_4["sfx"]["glass_right"] = "scn_bldg_fall1_glass_right"; level.collapsesettings[level.collapsesettings.size] = var_4; var_4 = []; var_4["prefalltime"] = 1.5; var_4["falltime"] = 3.0; var_4["sfx"] = []; var_4["sfx"]["rubble_left"] = "scn_bldg_fall2_rubble_left"; var_4["sfx"]["rubble_right"] = "scn_bldg_fall2_rubble_right"; var_4["sfx"]["glass_left"] = "scn_bldg_fall2_glass_left"; var_4["sfx"]["glass_right"] = "scn_bldg_fall2_glass_right"; level.collapsesettings[level.collapsesettings.size] = var_4; var_4 = []; var_4["prefalltime"] = 1.5; var_4["falltime"] = 3.0; var_4["sfx"] = []; var_4["sfx"]["rubble_left"] = "scn_bldg_fall3_rubble_left"; var_4["sfx"]["rubble_right"] = "scn_bldg_fall3_rubble_right"; var_4["sfx"]["glass_left"] = "scn_bldg_fall3_glass_left"; var_4["sfx"]["glass_right"] = "scn_bldg_fall3_glass_right"; level.collapsesettings[level.collapsesettings.size] = var_4; var_4 = []; var_4["prefalltime"] = 1.5; var_4["falltime"] = 3.0; var_4["sfx"] = []; var_4["sfx"]["rubble_left"] = "scn_bldg_fall4_rubble_left"; var_4["sfx"]["rubble_right"] = "scn_bldg_fall4_rubble_right"; var_4["sfx"]["glass_left"] = "scn_bldg_fall4_glass_left"; var_4["sfx"]["glass_right"] = "scn_bldg_fall4_glass_right"; level.collapsesettings[level.collapsesettings.size] = var_4; var_4 = []; var_4["prefalltime"] = 0.5; var_4["falltime"] = 3.0; var_4["sfx"] = []; var_4["sfx"]["rubble_left"] = "scn_bldg_fall5_rubble_left"; var_4["sfx"]["rubble_right"] = "scn_bldg_fall5_rubble_right"; var_4["sfx"]["glass_left"] = "scn_bldg_fall5_glass_left"; var_4["sfx"]["glass_right"] = "scn_bldg_fall5_glass_right"; level.collapsesettings[level.collapsesettings.size] = var_4; level.vista = getent( "vista_test", "targetname" ); var_5 = []; var_5[0] = 550; var_5[1] = 400; var_5[2] = 350; level.dropnodes = []; var_6 = common_scripts\utility::getstruct( "drop_node2", "targetname" ); var_7 = 3; var_8 = 6; var_9 = level.vista.origin[2]; var_10 = 0; while ( isdefined( var_6 ) ) { var_6.angles = ( randomfloatrange( -1 * var_7, var_7 ), 0, randomfloatrange( -1 * var_8, var_8 ) ); var_6.origin = var_6.origin - ( 0, 0, var_5[var_10] ); var_10++; level.dropnodes[level.dropnodes.size] = var_6; if ( isdefined( var_6.target ) ) { var_6 = common_scripts\utility::getstruct( var_6.target, "targetname" ); continue; } break; } level thread dropnodewait(); level thread setupdropeventtrigger(); level.facadeconcrete = []; for ( var_10 = 0; var_10 < level.dropnodes.size; var_10++ ) { var_11 = "concrete_building" + var_10; var_12 = getent( var_11, "targetname" ); var_12 linkto( level.vista ); level.facadeconcrete[var_10] = var_12; } level.facadeglass = []; level.ruinglass = []; for ( var_10 = 0; var_10 < level.dropnodes.size; var_10++ ) { var_11 = "facade_glass_" + var_10; var_13 = getentarray( var_11, "targetname" ); var_13 = common_scripts\utility::array_sort_with_func( var_13, ::compareheight ); level.facadeglass[var_10] = var_13; foreach ( var_15 in var_13 ) var_15 linkto( level.vista ); var_17 = "facade_glass_ruin_" + var_10; var_18 = getent( var_17, "targetname" ); if ( isdefined( var_18 ) ) { var_18 linkto( level.vista ); var_18 hide(); level.ruinglass[var_10] = var_18; } } } compareheight( var_0, var_1 ) { return var_0.origin[2] > var_1.origin[2]; } dropnodewait() { for ( level.dropstage = 0; level.dropstage < level.dropnodes.size; level.dropstage++ ) { level waittill( "buildingCollapse" ); dobuildingfall( level.dropstage ); } } dobuildingfall( var_0 ) { level.buildingisfalling = 1; var_1 = level.dropnodes[var_0]; var_2 = level.collapsesettings[var_0]; var_3 = var_2["prefalltime"]; var_4 = var_2["falltime"]; foreach ( var_7, var_6 in level.soundsources ) playsoundatpos( var_6.origin, var_2["sfx"][var_7] ); earthquake( randomfloatrange( 0.1, 0.2 ), var_3, level.mapcenter, 5000 ); var_8 = randomfloatrange( 4, 6 ); if ( randomfloat( 1 ) < 0.5 ) var_8 = var_8 * -1; var_9 = randomfloatrange( 2, 3 ); if ( randomfloat( 1 ) < 0.5 ) var_9 = var_9 * -1; var_10 = ( var_9, 0, var_8 ); level.vista rotateto( 0.75 * var_10, var_3, 1.0 * var_3, 0.0 ); level thread destroyairkillstreaks(); wait( var_3 ); level.disablevanguardsinair = 1; common_scripts\utility::exploder( 3 ); playrumble( "damage_light" ); earthquake( randomfloatrange( 0.3, 0.45 ), var_4, level.mapcenter, 5000 ); level thread animateconcretebuildingfacade( var_0, var_4 ); level thread animateglassbuildingfacade( var_0, var_4 ); level.vista moveto( var_1.origin, var_4, 0.25 * var_4, 0.0 ); level.vista rotateto( -1 * var_10, var_4, 0.25 * var_4, 0.0 ); level notify( "shake_props" ); level notify( "buildingCollapseStart_" + var_0 ); wait( var_4 ); earthquake( randomfloatrange( 0.8, 1.0 ), 1.5, level.mapcenter, 5000 ); common_scripts\utility::exploder( 1 ); common_scripts\utility::exploder( 3 ); level notify( "buildingCollapseEnd_" + var_0 ); level.disablevanguardsinair = undefined; playrumble( "artillery_rumble" ); wait 0.5; var_11 = 1.5; var_12 = ( -0.25 * var_9, 0, 0.25 * var_8 ); level.vista rotateto( var_12, var_11, 0.8 * var_11, 0.2 * var_11 ); wait( 0.75 * var_11 ); earthquake( randomfloatrange( 0.3, 0.5 ), 0.25 * var_11 + 1.0, level.mapcenter, 5000 ); playrumble( "damage_light" ); level.buildingisfalling = undefined; } animateconcretebuildingfacade( var_0, var_1 ) { var_2 = level.facadeconcrete[var_0]; if ( isdefined( var_2 ) ) { var_3 = var_2.model; var_2 setmodel( "desc_building_destroyed_02" ); var_4 = spawn( "script_model", var_2.origin ); var_4.angles = var_2.angles; var_4 setmodel( var_3 ); var_5 = anglestoup( var_4.angles ); var_6 = var_4.origin - 150 * var_5; var_4 moveto( var_6, var_1, var_1, 0 ); var_4 rotateroll( 20, var_1, var_1, 0 ); wait( var_1 ); var_4 delete(); } } animateglassbuildingfacade( var_0, var_1 ) { if ( isdefined( level.facadeglass[var_0] ) ) { var_2 = var_1 / level.facadeglass[var_0].size; level.ruinglass[var_0] show(); foreach ( var_4 in level.facadeglass[var_0] ) { var_4 thread glassfacadefall( var_1 ); wait( var_2 ); } } } glassfacadefall( var_0 ) { self unlink(); var_1 = anglestoup( self.angles ); var_2 = self.origin - 400 * var_1; self moveto( var_2, var_0, var_0, 0 ); self rotateroll( -60, var_0, var_0, 0 ); wait( var_0 ); self delete(); } setupdropeventtrigger() { var_0 = level.dropnodes.size + 1; if ( level.gametype == "sr" || level.gametype == "sd" ) level thread searchandrescueeventtriggerdrop(); else { var_1 = maps\mp\_utility::getwatcheddvar( "scorelimit" ); if ( level.teambased && var_1 >= level.dropnodes.size * 20 ) level thread scorelimittriggerdrop( var_1, level.dropnodes.size ); else { var_2 = maps\mp\_utility::getwatcheddvar( "timelimit" ); if ( var_2 <= 0 ) var_2 = 10; var_2 = var_2 * 60; level thread timelimittriggerdrop( var_2, var_0 ); } } } searchandrescueeventtriggerdrop() { level endon( "game_ended" ); for (;;) { var_0 = level common_scripts\utility::waittill_any_return( "last_alive", "bomb_exploded", "bomb_dropped" ); if ( var_0 == "last_alive" || !level.bombplanted ) { var_1 = randomfloatrange( 3, 6 ); wait( var_1 ); } else if ( var_0 != "bomb_exploded" ) continue; level notify( "buildingCollapse" ); } } scorelimittriggerdrop( var_0, var_1 ) { level endon( "game_ended" ); level thread periodictremor( 90, 120 ); var_2 = int( 0.3 * var_0 ); var_3 = 1; for (;;) { level waittill( "update_team_score", var_4, var_5 ); if ( var_5 >= var_3 * var_2 ) { var_6 = randomfloatrange( 3, 6 ); wait( var_6 ); level notify( "buildingCollapse" ); var_3++; } } } timelimittriggerdrop( var_0, var_1 ) { level endon( "game_ended" ); var_2 = var_0 / var_1; level thread periodictremor( 0.8 * var_2, 1.2 * var_2 ); while ( level.dropstage < level.dropnodes.size ) { wait( var_2 ); level notify( "buildingCollapse" ); } } periodictremor( var_0, var_1 ) { level endon( "game_ended" ); var_2 = 0.5 * randomfloatrange( var_0, var_1 ); wait( var_2 ); for (;;) { if ( !isdefined( level.buildingisfalling ) ) { playsoundatpos( level.mapcenter, "scn_bldg_tremor_lr" ); var_4 = randomfloatrange( 0.2, 0.3 ); var_5 = randomfloatrange( 1.0, 1.5 ); earthquake( var_4, var_5, level.mapcenter, 5000 ); } var_2 = randomfloatrange( var_0, var_1 ); wait( var_2 ); } } setupbuildingfx() { var_0 = getent( "column_chunk", "targetname" ); playfxontag( common_scripts\utility::getfx( "vfx_building_debris_runner" ), var_0, "tag_03_vfx_building_debris_runner" ); playfxontag( common_scripts\utility::getfx( "vfx_spark_drip_dec_runner" ), var_0, "tag_02_vfx_spark_drip_dec_runner" ); playfxontag( common_scripts\utility::getfx( "vfx_building_hole_elec_short_runner" ), var_0, "tag_01_vfx_building_hole_elec_short_runner" ); } destroyairkillstreaks() { destroyairkillstreaksforteam( undefined, "allies" ); destroyairkillstreaksforteam( undefined, "axis" ); } destroyairkillstreaksforteam( var_0, var_1 ) { maps\mp\killstreaks\_killstreaks::destroytargetarray( var_0, var_1, "aamissile_projectile_mp", level.heli_pilot ); if ( isdefined( level.lbsniper ) ) { var_2 = []; var_2[0] = level.lbsniper; maps\mp\killstreaks\_killstreaks::destroytargetarray( var_0, var_1, "aamissile_projectile_mp", var_2 ); } } playrumble( var_0 ) { foreach ( var_2 in level.players ) var_2 playrumbleonentity( var_0 ); }