iw6-scripts/maps/_stealth_corpse_system.gsc
2024-02-13 13:20:49 +01:00

74 lines
2.1 KiB
Plaintext

// IW6 GSC SOURCE
// Generated by https://github.com/xensik/gsc-tool
stealth_corpse_system_main()
{
stealth_corpse_system_init();
}
stealth_corpse_system_init()
{
common_scripts\utility::flag_init( "_stealth_found_corpse" );
level._stealth.logic.corpse = spawnstruct();
level._stealth.logic.corpse.last_pos = undefined;
level._stealth.logic.corpse.distances = [];
stealth_corpse_default_distances();
level._stealth.logic.corpse.corpse_height = 6;
stealth_corpse_default_forget_time();
stealth_corpse_default_reset_time();
level._stealth.behavior.corpse = spawnstruct();
}
stealth_corpse_default_distances()
{
var_0 = [];
var_0["player_dist"] = 1500;
var_0["sight_dist"] = 1500;
var_0["detect_dist"] = 256;
var_0["found_dist"] = 96;
var_0["found_dog_dist"] = 50;
stealth_corpse_set_distances( var_0 );
}
stealth_corpse_set_distances( var_0 )
{
foreach ( var_3, var_2 in var_0 )
level._stealth.logic.corpse.distances[var_3] = var_2;
level._stealth.logic.corpse.player_distsqrd = squared( level._stealth.logic.corpse.distances["player_dist"] );
level._stealth.logic.corpse.sight_distsqrd = squared( level._stealth.logic.corpse.distances["sight_dist"] );
level._stealth.logic.corpse.detect_distsqrd = squared( level._stealth.logic.corpse.distances["detect_dist"] );
level._stealth.logic.corpse.found_distsqrd = squared( level._stealth.logic.corpse.distances["found_dist"] );
level._stealth.logic.corpse.found_dog_distsqrd = squared( level._stealth.logic.corpse.distances["found_dog_dist"] );
}
stealth_corpse_default_reset_time()
{
stealth_corpse_set_reset_time( 30 );
}
stealth_corpse_set_reset_time( var_0 )
{
level._stealth.logic.corpse.reset_time = var_0;
}
stealth_corpse_default_forget_time()
{
stealth_corpse_set_forget_time( 60 );
}
stealth_corpse_set_forget_time( var_0 )
{
level._stealth.logic.corpse.forget_time = var_0;
}
stealth_corpse_set_collect_func( var_0 )
{
level._stealth.logic.corpse.collect_func = var_0;
}
stealth_corpse_default_collect_func()
{
level._stealth.logic.corpse.collect_func = undefined;
}