.gitea
aitype
animscripts
character
codescripts
common_scripts
destructible_scripts
maps
animated_models
createart
createfx
interactive_models
mp
agents
alien
_achievement.gsc
_achievement_dlc.gsc
_achievement_dlc2.gsc
_achievement_dlc3.gsc
_achievement_dlc4.gsc
_airdrop.gsc
_alien_class_skills_main.gsc
_alien_fx.gsc
_alien_maaws.gsc
_alien_matchdata.gsc
_alien_plant.gsc
_alien_vanguard.gsc
_armory_weapon.gsc
_autosentry_alien.gsc
_beacon_weapon.gsc
_challenge.gsc
_challenge_function.gsc
_chaos.gsc
_chaos_laststand.gsc
_chaos_utility.gsc
_collectibles.gsc
_combat_resources.gsc
_container_spawn.gsc
_cortex.gsc
_crafting.gsc
_crafting_traps.gsc
_damage.gsc
_death.gsc
_debug.gsc
_deployablebox.gsc
_deployablebox_functions.gsc
_dev.gsc
_director.gsc
_dlc3_weapon.gsc
_drill.gsc
_ffotd.gsc
_gamescore.gsc
_gamescore_armory.gsc
_gamescore_beacon.gsc
_gamescore_dlc3.gsc
_gamescore_last.gsc
_globallogic.gsc
_hive.gsc
_hud.gsc
_intro_sequence.gsc
_lasedstrike_alien.gsc
_laststand.gsc
_music_and_dialog.gsc
_music_and_dialog_dlc.gsc
_nuke.gsc
_outline_proto.gsc
_perk_utility.gsc
_perkfunctions.gsc
_perks.gsc
_persistence.gsc
_pillage.gsc
_pillage_intel.gsc
_pillage_locker.gsc
_prestige.gsc
_progression.gsc
_spawn_director.gsc
_spawnlogic.gsc
_switchblade_alien.gsc
_trap.gsc
_unlock.gsc
_utility.gsc
mp_alien_armory_challenges.gsc
mp_alien_beacon_challenges.gsc
mp_alien_beacon_turret.gsc
mp_alien_dlc3_ark.gsc
mp_alien_dlc3_challenges.gsc
mp_alien_last_challenges.gsc
mp_alien_last_turret.gsc
bots
gametypes
killstreaks
perks
_animatedmodels.gsc
_areas.gsc
_art.gsc
_audio.gsc
_awards.gsc
_barrels_leak.gsc
_breach.gsc
_compass.gsc
_createfx.gsc
_crib.gsc
_defcon.gsc
_destructables.gsc
_dlcalienegg.gsc
_elevator.gsc
_elevator_v2.gsc
_empgrenade.gsc
_entityheadicons.gsc
_events.gsc
_flashgrenades.gsc
_fx.gsc
_global_fx.gsc
_global_fx_code.gsc
_highlights.gsc
_javelin.gsc
_laserguidedlauncher.gsc
_load.gsc
_matchdata.gsc
_matchevents.gsc
_menus.gsc
_minefields.gsc
_movable_cover.gsc
_movers.gsc
_obelisk.gsc
_radiation.gsc
_scoreboard.gsc
_shutter.gsc
_stinger.gsc
_teleport.gsc
_utility.gsc
_water.gsc
_zipline.gsc
mp_alien_armory.gsc
mp_alien_armory_fx.gsc
mp_alien_armory_precache.gsc
mp_alien_armory_vignettes.gsc
mp_alien_beacon.gsc
mp_alien_beacon_fx.gsc
mp_alien_beacon_precache.gsc
mp_alien_beacon_vignettes.gsc
mp_alien_dlc3.gsc
mp_alien_dlc3_escape.gsc
mp_alien_dlc3_fx.gsc
mp_alien_dlc3_precache.gsc
mp_alien_dlc3_vignettes.gsc
mp_alien_last.gsc
mp_alien_last_encounters.gsc
mp_alien_last_final_battle.gsc
mp_alien_last_fx.gsc
mp_alien_last_precache.gsc
mp_alien_last_progression.gsc
mp_alien_last_traps.gsc
mp_alien_last_weapon.gsc
mp_alien_town.gsc
mp_alien_town_fx.gsc
mp_alien_town_precache.gsc
mp_alien_weapon.gsc
mp_battery3.gsc
mp_battery3_fx.gsc
mp_battery3_precache.gsc
mp_beast_men.gsc
mp_boneyard_ns.gsc
mp_boneyard_ns_anim.gsc
mp_boneyard_ns_fx.gsc
mp_boneyard_ns_killstreak.gsc
mp_boneyard_ns_precache.gsc
mp_ca_behemoth.gsc
mp_ca_behemoth_fx.gsc
mp_ca_behemoth_precache.gsc
mp_ca_impact.gsc
mp_ca_impact_fx.gsc
mp_ca_impact_precache.gsc
mp_ca_killstreaks_a10.gsc
mp_ca_killstreaks_heligunner.gsc
mp_ca_red_river.gsc
mp_ca_red_river_bridge_device.gsc
mp_ca_red_river_bridge_event.gsc
mp_ca_red_river_fx.gsc
mp_ca_red_river_precache.gsc
mp_ca_rumble.gsc
mp_ca_rumble_fx.gsc
mp_ca_rumble_precache.gsc
mp_chasm.gsc
mp_chasm_fx.gsc
mp_chasm_precache.gsc
mp_conflict.gsc
mp_conflict_fx.gsc
mp_conflict_precache.gsc
mp_dart.gsc
mp_dart_events.gsc
mp_dart_fx.gsc
mp_dart_precache.gsc
mp_dart_scriptlights.gsc
mp_descent_new.gsc
mp_descent_new_fx.gsc
mp_descent_new_precache.gsc
mp_dig.gsc
mp_dig_fx.gsc
mp_dig_precache.gsc
mp_dome_ns.gsc
mp_dome_ns_alien.gsc
mp_dome_ns_alien_idle.gsc
mp_dome_ns_alien_move.gsc
mp_dome_ns_alien_think.gsc
mp_dome_ns_alien_traverse.gsc
mp_dome_ns_fx.gsc
mp_dome_ns_precache.gsc
mp_fahrenheit.gsc
mp_fahrenheit_fx.gsc
mp_fahrenheit_precache.gsc
mp_favela_iw6.gsc
mp_favela_iw6_fx.gsc
mp_favela_iw6_precache.gsc
mp_flooded.gsc
mp_flooded_fx.gsc
mp_flooded_precache.gsc
mp_frag.gsc
mp_frag_fx.gsc
mp_frag_precache.gsc
mp_hashima.gsc
mp_hashima_fx.gsc
mp_hashima_precache.gsc
mp_lonestar.gsc
mp_lonestar_fx.gsc
mp_lonestar_precache.gsc
mp_mine.gsc
mp_mine_fx.gsc
mp_mine_precache.gsc
mp_pirate.gsc
mp_pirate_fx.gsc
mp_pirate_ghost.gsc
mp_pirate_precache.gsc
mp_prisonbreak.gsc
mp_prisonbreak_fx.gsc
mp_prisonbreak_precache.gsc
mp_shipment_ns.gsc
mp_shipment_ns_fx.gsc
mp_shipment_ns_precache.gsc
mp_skeleton.gsc
mp_skeleton_fx.gsc
mp_skeleton_precache.gsc
mp_snow.gsc
mp_snow_fx.gsc
mp_snow_precache.gsc
mp_sovereign.gsc
mp_sovereign_events.gsc
mp_sovereign_fx.gsc
mp_sovereign_precache.gsc
mp_strikezone.gsc
mp_strikezone_fx.gsc
mp_strikezone_precache.gsc
mp_swamp.gsc
mp_swamp_fx.gsc
mp_swamp_precache.gsc
mp_warhawk.gsc
mp_warhawk_events.gsc
mp_warhawk_fx.gsc
mp_warhawk_precache.gsc
mp_zebra.gsc
mp_zebra_events.gsc
mp_zebra_fx.gsc
mp_zebra_precache.gsc
mp_zerosub.gsc
mp_zerosub_fx.gsc
mp_zerosub_precache.gsc
mp_zulu.gsc
mp_zulu_fx.gsc
mp_zulu_precache.gsc
_ambient.gsc
_anim.gsc
_animatedmodels.gsc
_art.gsc
_ash_falling.gsc
_audio.gsc
_audio_ambient.gsc
_audio_code.gsc
_autosave.gsc
_breach.gsc
_c4.gsc
_chaingun_player.gsc
_chopperboss.gsc
_chopperboss_utility.gsc
_colors.gsc
_compass.gsc
_coop.gsc
_createfx.gsc
_credits.gsc
_credits_autogen.gsc
_damagefeedback.gsc
_deadbody.gsc
_debug.gsc
_detonategrenades.gsc
_dog_control.gsc
_dog_drive.gsc
_dog_kinect.gsc
_dog_pip.gsc
_drone.gsc
_drone_ai.gsc
_drone_base.gsc
_drone_civilian.gsc
_drone_deer.gsc
_dynamic_run_speed.gsc
_endmission.gsc
_friendlyfire.gsc
_gameskill.gsc
_geo_mover.gsc
_global_fx.gsc
_global_fx_code.gsc
_hand_signals.gsc
_helicopter_ai.gsc
_helicopter_globals.gsc
_helicopter_spotlight.gsc
_hud.gsc
_hud_util.gsc
_idle.gsc
_idle_coffee.gsc
_idle_lean_smoke.gsc
_idle_phone.gsc
_idle_sit_load_ak.gsc
_idle_sleep.gsc
_idle_smoke.gsc
_idle_smoke_balcony.gsc
_intelligence.gsc
_introscreen.gsc
_inventory.gsc
_lights.gsc
_load.gsc
_loadout.gsc
_loadout_code.gsc
_mg_penetration.gsc
_mgturret.gsc
_minigun_viewmodel.gsc
_mocap_ar.gsc
_mortar.gsc
_names.gsc
_nightvision.gsc
_ocean.gsc
_patrol.gsc
_patrol_anims.gsc
_patrol_anims_creepwalk.gsc
_patrol_anims_gundown.gsc
_patrol_anims_patroljog.gsc
_perlin_noise.gsc
_player_death.gsc
_player_limp.gsc
_player_rig.gsc
_player_stats.gsc
_props.gsc
_radiation.gsc
_rambo.gsc
_readystand_anims.gsc
_remoteturret.gsc
_riotshield.gsc
_rv_vfx.gsc
_shellshock.gsc
_shg_common.gsc
_slowmo_breach.gsc
_space.gsc
_space_ai.gsc
_space_player.gsc
_spawner.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
_swim_ai.gsc
_swim_ai_common.gsc
_swim_player.gsc
_tank_battlechatter.gsc
_teargas.gsc
_treadfx.gsc
_trigger.gsc
_underwater.gsc
_utility.gsc
_utility_code.gsc
_utility_dogs.gsc
_vehicle.gsc
_vehicle_aianim.gsc
_vehicle_code.gsc
_vehicle_spline_zodiac.gsc
_vignette_util.gsc
_weather.gsc
ally_attack_dog.gsc
black_ice.gsc
black_ice_anim.gsc
black_ice_ascend.gsc
black_ice_audio.gsc
black_ice_camp.gsc
black_ice_catwalks.gsc
black_ice_command.gsc
black_ice_exfil.gsc
black_ice_flarestack.gsc
black_ice_fx.gsc
black_ice_pipe_deck.gsc
black_ice_precache.gsc
black_ice_refinery.gsc
black_ice_swim.gsc
black_ice_tanks_to_mud_pumps.gsc
black_ice_util.gsc
black_ice_util_ai.gsc
black_ice_vignette.gsc
carrier.gsc
carrier_anim.gsc
carrier_audio.gsc
carrier_code.gsc
carrier_code_sparrow.gsc
carrier_code_zodiac.gsc
carrier_deck_combat.gsc
carrier_deck_tilt.gsc
carrier_deck_transition.gsc
carrier_deck_victory.gsc
carrier_defend_sparrow.gsc
carrier_defend_zodiac.gsc
carrier_depth_charge.gsc
carrier_fx.gsc
carrier_planes.gsc
carrier_precache.gsc
carrier_scriptlights.gsc
carrier_slow_intro.gsc
carrier_sparrow_run.gsc
carrier_vista.gsc
clockwork.gsc
clockwork_anim.gsc
clockwork_audio.gsc
clockwork_code.gsc
clockwork_defend.gsc
clockwork_exfil.gsc
clockwork_fx.gsc
clockwork_interior.gsc
clockwork_interior_nvg.gsc
clockwork_intro.gsc
clockwork_pip.gsc
clockwork_precache.gsc
clockwork_scriptedlights.gsc
cornered.gsc
cornered_anim.gsc
cornered_audio.gsc
cornered_binoculars.gsc
cornered_building_entry.gsc
cornered_code.gsc
cornered_code_rappel.gsc
cornered_code_rappel_allies.gsc
cornered_code_slide.gsc
cornered_destruct.gsc
cornered_fx.gsc
cornered_garden.gsc
cornered_infil.gsc
cornered_interior.gsc
cornered_intro.gsc
cornered_lighting.gsc
cornered_precache.gsc
cornered_rappel.gsc
cornered_zipline_turret.gsc
deer_hunt.gsc
deer_hunt_anim.gsc
deer_hunt_audio.gsc
deer_hunt_color_system.gsc
deer_hunt_fx.gsc
deer_hunt_intro.gsc
deer_hunt_precache.gsc
deer_hunt_ride.gsc
deer_hunt_util.gsc
enemyhq.gsc
enemyhq_anim.gsc
enemyhq_atrium.gsc
enemyhq_audio.gsc
enemyhq_basement.gsc
enemyhq_code.gsc
enemyhq_finale.gsc
enemyhq_fx.gsc
enemyhq_intro.gsc
enemyhq_precache.gsc
enemyhq_remoteturret.gsc
enemyhq_rooftop_intro.gsc
enemyhq_traverse.gsc
enemyhq_vip.gsc
factory.gsc
factory_ambush.gsc
factory_ambush_escape.gsc
factory_anim.gsc
factory_audio.gsc
factory_camera.gsc
factory_chase.gsc
factory_fx.gsc
factory_intro.gsc
factory_parking_lot.gsc
factory_powerstealth.gsc
factory_precache.gsc
factory_rooftop.gsc
factory_util.gsc
factory_weapon_room.gsc
flood.gsc
flood_anim.gsc
flood_audio.gsc
flood_chopper.gsc
flood_coverwater.gsc
flood_ending.gsc
flood_flooding.gsc
flood_fx.gsc
flood_garage.gsc
flood_infil.gsc
flood_mall.gsc
flood_precache.gsc
flood_roof_stealth.gsc
flood_rooftops.gsc
flood_streets.gsc
flood_swept.gsc
flood_util.gsc
homecoming.gsc
homecoming_a10.gsc
homecoming_anim.gsc
homecoming_audio.gsc
homecoming_beach.gsc
homecoming_beach_ambient.gsc
homecoming_drones.gsc
homecoming_fx.gsc
homecoming_intro.gsc
homecoming_precache.gsc
homecoming_recruits.gsc
homecoming_recruits_util.gsc
homecoming_retreat.gsc
homecoming_trench.gsc
homecoming_util.gsc
hud_outline_objective.gsc
iplane.gsc
iplane_anim.gsc
iplane_code.gsc
iplane_fx.gsc
iplane_interrogation.gsc
jungle_ghosts.gsc
jungle_ghosts_anim.gsc
jungle_ghosts_audio.gsc
jungle_ghosts_fx.gsc
jungle_ghosts_jungle.gsc
jungle_ghosts_precache.gsc
jungle_ghosts_runway.gsc
jungle_ghosts_stream.gsc
jungle_ghosts_util.gsc
las_vegas.gsc
las_vegas_anim.gsc
las_vegas_audio.gsc
las_vegas_casino.gsc
las_vegas_code.gsc
las_vegas_ending.gsc
las_vegas_entrance.gsc
las_vegas_fx.gsc
las_vegas_player_hurt.gsc
las_vegas_precache.gsc
loki.gsc
loki_anim.gsc
loki_audio.gsc
loki_combat_one.gsc
loki_combat_two.gsc
loki_ending.gsc
loki_fx.gsc
loki_infil.gsc
loki_moving_cover.gsc
loki_precache.gsc
loki_rog.gsc
loki_rog_hud.gsc
loki_space_breach.gsc
loki_util.gsc
nml.gsc
nml_anim.gsc
nml_audio.gsc
nml_code.gsc
nml_dogattacks.gsc
nml_fx.gsc
nml_precache.gsc
nml_satellite_new.gsc
nml_stealth.gsc
nml_tunnel_new.gsc
nml_util.gsc
nml_wolf.gsc
nml_wolf_code.gsc
ocean_perlin.gsc
odin.gsc
odin_ally.gsc
odin_anim.gsc
odin_audio.gsc
odin_escape.gsc
odin_fx.gsc
odin_intro.gsc
odin_precache.gsc
odin_sat_section_02_solar_panels_destruction.gsc
odin_satellite.gsc
odin_spin.gsc
odin_util.gsc
oilrocks.gsc
oilrocks_achievement.gsc
oilrocks_apache_antiair.gsc
oilrocks_apache_bridge_exploder.gsc
oilrocks_apache_chain_objective.gsc
oilrocks_apache_chopper.gsc
oilrocks_apache_code.gsc
oilrocks_apache_difficulty.gsc
oilrocks_apache_factory.gsc
oilrocks_apache_finale.gsc
oilrocks_apache_hints.gsc
oilrocks_apache_hints_code.gsc
oilrocks_apache_landing.gsc
oilrocks_apache_main_island.gsc
oilrocks_apache_starts.gsc
oilrocks_apache_tutorial.gsc
oilrocks_apache_vo.gsc
oilrocks_audio.gsc
oilrocks_code.gsc
oilrocks_fx.gsc
oilrocks_hacks.gsc
oilrocks_infantry.gsc
oilrocks_infantry_b.gsc
oilrocks_infantry_code.gsc
oilrocks_infantry_elevator.gsc
oilrocks_infantry_panic_room.gsc
oilrocks_infantry_panic_room_anim.gsc
oilrocks_infantry_starts.gsc
oilrocks_infantry_upper.gsc
oilrocks_infantry_upper_starts.gsc
oilrocks_precache.gsc
oilrocks_proximity_spawned_ai.gsc
oilrocks_proximity_spawned_vehicles.gsc
oilrocks_slamzoom.gsc
player_scripted_anim_util.gsc
prologue.gsc
prologue_audio.gsc
prologue_fx.gsc
prologue_precache.gsc
satfarm.gsc
satfarm_air_strip.gsc
satfarm_air_strip_secured.gsc
satfarm_ambient_a10.gsc
satfarm_anim.gsc
satfarm_audio.gsc
satfarm_base_array.gsc
satfarm_bridge_deploy.gsc
satfarm_canyon.gsc
satfarm_code.gsc
satfarm_code_heli.gsc
satfarm_crash_site.gsc
satfarm_fx.gsc
satfarm_intro.gsc
satfarm_m880.gsc
satfarm_precache.gsc
satfarm_scriptlights.gsc
satfarm_tower.gsc
ship_graveyard.gsc
ship_graveyard_anim.gsc
ship_graveyard_audio.gsc
ship_graveyard_code.gsc
ship_graveyard_fx.gsc
ship_graveyard_new_trench.gsc
ship_graveyard_precache.gsc
ship_graveyard_stealth.gsc
ship_graveyard_surface.gsc
ship_graveyard_torpedo.gsc
ship_graveyard_util.gsc
skyway.gsc
skyway_ambient_a10.gsc
skyway_anim.gsc
skyway_audio.gsc
skyway_code.gsc
skyway_end_swim.gsc
skyway_end_wreck.gsc
skyway_endbeach.gsc
skyway_fx.gsc
skyway_hangar_intro.gsc
skyway_loco.gsc
skyway_precache.gsc
skyway_rooftop_combat.gsc
skyway_rooftops.gsc
skyway_sat.gsc
skyway_util.gsc
skyway_util_ai.gsc
skyway_vignette.gsc
ss_util.gsc
youngblood.gsc
youngblood_anim.gsc
youngblood_audio.gsc
youngblood_code.gsc
youngblood_exit_ride.gsc
youngblood_fx.gsc
youngblood_precache.gsc
youngblood_util.gsc
vehicle_scripts
xmodelalias
$default.gsc
LICENSE
92 lines
4.9 KiB
Plaintext
92 lines
4.9 KiB
Plaintext
// IW6 GSC SOURCE
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// Generated by https://github.com/xensik/gsc-tool
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register_achievements_dlc()
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{
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maps\mp\alien\_achievement::register_achievement( "REACH_COMPOUND", 1, maps\mp\alien\_achievement::default_init, maps\mp\alien\_achievement::default_should_update, maps\mp\alien\_achievement::at_least_goal );
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maps\mp\alien\_achievement::register_achievement( "REACH_FACILITY", 1, maps\mp\alien\_achievement::default_init, maps\mp\alien\_achievement::default_should_update, maps\mp\alien\_achievement::at_least_goal );
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maps\mp\alien\_achievement::register_achievement( "KILLBOSS_1ST_TIME", 1, maps\mp\alien\_achievement::default_init, maps\mp\alien\_achievement::default_should_update, maps\mp\alien\_achievement::at_least_goal );
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maps\mp\alien\_achievement::register_achievement( "KILLBOSS_IN_TIME", 300000, maps\mp\alien\_achievement::default_init, maps\mp\alien\_achievement::default_should_update, ::less_than_goal );
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maps\mp\alien\_achievement::register_achievement( "KILL_WITH_SWEAPON", 50, maps\mp\alien\_achievement::default_init, ::should_update_kill_with_sweapon, maps\mp\alien\_achievement::equal_to_goal );
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maps\mp\alien\_achievement::register_achievement( "COMPLETE_ALL_CHALLENGE", 1, maps\mp\alien\_achievement::default_init, maps\mp\alien\_achievement::should_update_all_challenge, maps\mp\alien\_achievement::at_least_goal );
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maps\mp\alien\_achievement::register_achievement( "KILLBOSS_WITH_RELIC", 1, maps\mp\alien\_achievement::default_init, ::is_using_relic, maps\mp\alien\_achievement::at_least_goal );
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maps\mp\alien\_achievement::register_achievement( "KILL_PHANTOMS", 5, maps\mp\alien\_achievement::default_init, maps\mp\alien\_achievement::default_should_update, maps\mp\alien\_achievement::equal_to_goal );
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maps\mp\alien\_achievement::register_achievement( "KILL_RHINO_PISTOL", 1, maps\mp\alien\_achievement::default_init, ::should_update_kill_rhino_pistol, maps\mp\alien\_achievement::equal_to_goal );
|
|
maps\mp\alien\_achievement::register_achievement( "FOUND_ALL_INTELS", 11, maps\mp\alien\_achievement::default_init, maps\mp\alien\_achievement::default_should_update, maps\mp\alien\_achievement::at_least_goal, 1 );
|
|
maps\mp\alien\_achievement::register_achievement( "GOT_THEEGGSTRA_XP", 1, maps\mp\alien\_achievement::default_init, maps\mp\alien\_achievement::default_should_update, maps\mp\alien\_achievement::at_least_goal, 1 );
|
|
thread maps\mp\alien\_pillage_intel::init_player_intel_total();
|
|
}
|
|
|
|
less_than_goal()
|
|
{
|
|
return self.progress <= self.goal;
|
|
}
|
|
|
|
update_alien_kill_achievements_dlc( var_0, var_1, var_2, var_3, var_4, var_5, var_6, var_7, var_8 )
|
|
{
|
|
if ( !isdefined( var_1 ) || !isplayer( var_1 ) )
|
|
return;
|
|
|
|
var_1 maps\mp\alien\_achievement::update_achievement( "KILL_WITH_SWEAPON", 1, var_4 );
|
|
|
|
if ( isdefined( self.alien_type ) && self.alien_type == "locust" )
|
|
var_1 maps\mp\alien\_achievement::update_achievement( "KILL_PHANTOMS", 1 );
|
|
|
|
if ( isdefined( var_4 ) && maps\mp\_utility::getweaponclass( var_4 ) == "weapon_pistol" && isdefined( self.shot_only_by_pistol ) )
|
|
var_1 maps\mp\alien\_achievement::update_achievement( "KILL_RHINO_PISTOL", 1, self.alien_type, self.shot_only_by_pistol );
|
|
}
|
|
|
|
should_update_kill_rhino_pistol( var_0, var_1, var_2, var_3, var_4, var_5, var_6, var_7, var_8, var_9 )
|
|
{
|
|
if ( isdefined( var_0 ) && var_0 == "elite" && isdefined( var_1 ) && var_1 )
|
|
return 1;
|
|
|
|
return 0;
|
|
}
|
|
|
|
should_update_kill_with_sweapon( var_0, var_1, var_2, var_3, var_4, var_5, var_6, var_7, var_8, var_9 )
|
|
{
|
|
if ( var_0 == "iw6_aliendlc11_mp" )
|
|
return 1;
|
|
|
|
return 0;
|
|
}
|
|
|
|
is_using_relic( var_0, var_1, var_2, var_3, var_4, var_5, var_6, var_7, var_8, var_9 )
|
|
{
|
|
return var_0 maps\mp\alien\_prestige::get_num_nerf_selected() != 0;
|
|
}
|
|
|
|
update_boss_achievements( var_0, var_1 )
|
|
{
|
|
switch ( var_0 )
|
|
{
|
|
case "compound":
|
|
maps\mp\alien\_achievement::update_achievement_all_players( "REACH_COMPOUND", 1 );
|
|
break;
|
|
case "facility":
|
|
maps\mp\alien\_achievement::update_achievement_all_players( "REACH_FACILITY", 1 );
|
|
break;
|
|
case "final":
|
|
maps\mp\alien\_achievement::update_achievement_all_players( "KILLBOSS_1ST_TIME", 1 );
|
|
maps\mp\alien\_achievement::update_achievement_all_players( "KILLBOSS_IN_TIME", var_1 );
|
|
maps\mp\alien\_achievement::update_achievement_all_players( "COMPLETE_ALL_CHALLENGE", 1 );
|
|
|
|
foreach ( var_3 in level.players )
|
|
var_3 maps\mp\alien\_achievement::update_achievement( "KILLBOSS_WITH_RELIC", 1, var_3 );
|
|
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
update_achievement_damage_weapon_dlc( var_0 )
|
|
{
|
|
if ( maps\mp\_utility::getweaponclass( var_0 ) != "weapon_pistol" )
|
|
self.shot_only_by_pistol = 0;
|
|
|
|
if ( ( !isdefined( self.shot_only_by_pistol ) || self.shot_only_by_pistol ) && maps\mp\_utility::getweaponclass( var_0 ) == "weapon_pistol" )
|
|
self.shot_only_by_pistol = 1;
|
|
}
|