s1-scripts-dev/raw/maps/mp/mp_prison.gsc
2025-05-21 16:23:17 +02:00

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#include maps\mp\_utility;
#include maps\mp\gametypes\_hud_util;
#include common_scripts\utility;
#include maps\mp\_audio;
main()
{
maps\mp\mp_prison_precache::main();
maps\createart\mp_prison_art::main();
maps\mp\mp_prison_fx::main();
maps\mp\mp_prison_lighting::main();
maps\mp\_load::main();
// AmbientPlay( "ambient_mp_setup_template" );
maps\mp\_compass::setupMiniMap( "compass_map_mp_prison" );
setdvar( "r_lightGridEnableTweaks", 1 );
setdvar( "r_lightGridIntensity", 1.33 );
game["attackers"] = "allies";
game["defenders"] = "axis";
level.mapCustomKillstreakFunc = ::prisonCustomKillstreakFunc;
level.orbitalSupportOverrideFunc = ::prisonPaladinOverrides;
thread GoliathVolumes();
// Setting a map-specific assault drone vision and light set.
level.droneVisionSet = "mp_instinct_osp";
level.droneLightSet = "mp_prison_drone";
// thread set_lighting_values(); // after maps\mp\_load::main();
thread ambientAnimation();
// thread setupRiotSuppresionSystem();
}
GoliathVolumes()
{
level.goliath_bad_landing_volumes = getentarray( "goliath_bad_landing_volume", "targetname" );
}
prisonCustomKillstreakFunc()
{
level thread maps\mp\killstreaks\streak_mp_prison::init();
}
set_lighting_values()
{
if ( IsUsingHDR() )
{
while (true)
{
level waittill("connected", player); // we need to set the dvars for each player as he connects.
player SetClientDvars(
"r_tonemap", "1",
//"r_tonemapkey", "0"
"r_tonemapLockAutoExposureAdjust", "0",
"r_tonemapAutoExposureAdjust", "0"
);
/*
player SetClientDvars(
"r_tonemap", "1",
"r_tonemapadaptspeed", ".07",
"r_tonemapkey", "0",
"r_veil", "1",
"r_veilstrength", ".087",
"r_tonemapexposure", "-10"
);
//For setting the max exposure so we can get contrast back into the map without blowing everything out
setdvar ("r_tonemapmaxexposure", "-10");
//Controling how much SSAO there is in the scene
// setdvar ("r_ssaoPower", "3.5");
// setdvar ("r_ssaoBlurRadius", "1.5");
setDvar("r_ssaoPower", "12.0");
setDvar("r_ssaoStrength", "0.45");
setDvar("r_ssaominstrengthdepth", "25.0");
setDvar("r_ssaomaxstrengthdepth", "40.0");
// setdvar("r_tonemapkey", .029, 3.0 );
setDvar("r_tonemapkeydark", .001, 1.0 );
setDvar("r_tonemapkeydarklum", 3, 1.0);
setDvar("r_tonemapkeylight", .05, 1.0);
setDvar("r_tonemapkeylightlum", 20, 1.0);
*/
}
}
}
prisonPaladinOverrides()
{
/// tuned so you have to look around
// level.orbitalsupportoverrides.spawnAngleMin = 70; // Default Random(360)
// level.orbitalsupportoverrides.spawnAngleMax = 150; // Default Random(360)
level.orbitalsupportoverrides.spawnHeight = 7500;
level.orbitalsupportoverrides.spawnRadius = 4500;
level.orbitalsupportoverrides.leftArc = 40;
level.orbitalsupportoverrides.rightArc = 40;
level.orbitalsupportoverrides.topArc = -38;
level.orbitalsupportoverrides.bottomArc = 78;
}
ambientAnimation()
{
radar_dishes = GetEntArray( "guard_tower_radar", "targetname" );
foreach( dish in radar_dishes )
{
dish thread rotateRadar();
}
}
rotateRadar()
{
if ( !IsDefined( level.rotatetime ) )
{
level.rotatetime = 20;
}
while( 1 )
{
self RotateVelocity( ( 0, -100, 0 ), level.rotatetime ); // set a rotation velocity for a 20sec duration instead of asking the radars to rotate 180 degrees every second => save a lot of bandwidth !!
wait level.rotatetime;
}
}
setupRiotSuppresionSystem()
{
PreCacheLocationSelector( "map_artillery_selector" );
//"Riot Suppression System"
PreCacheString( &"KILLSTREAKS_MP_PRISON" );
PreCacheItem( "mp_prison_gas" );
level.gasedVisionSet = "mp_prison_gas";
level.gas_alarm_sfx_alias = "mp_prison_gas_on_siren";
level.gate_spark_fx = "gate_sparks";
level._effect[ level.gate_spark_fx ] = LoadFX( "vfx/sparks/electrical_sparks_oneshot" );
gasFields = getentarray( "gas_trigger", "targetname" );
thread gasFieldsOff();
if (gasFields.size > 0)
{
precacheshellshock( "mp_prison_gas" );
//precacheshellshock( "mp_radiation_med" );
///precacheshellshock( "mp_radiation_high" );
foreach ( trigger in gasFields )
trigger thread common_scripts\_dynamic_world::triggerTouchThink( ::playerEnterArea, ::playerLeaveArea );
thread onPlayerConnect();
}
thread gasVisualsSetup();
thread setupGates();
thread monitorRiotSuppressionSystem();
//thread monitorRiotSuppressionSystemDebug();
}
/#
//monitorRiotSuppressionSystemDebug()
//{
// SetDvarifuninitialized( "scr_mp_prison_gas", "0" );
//
// while( 1 )
// {
// if( GetDvar( "scr_mp_prison_gas", "1" ) == "1" )
// {
// level notify( "debug_mp_prison_gas" );
// startRiotSuppressionSystem();
// SetDvar( "scr_mp_prison_gas", "0" );
// }
// wait 1;
// }
//}
#/
monitorRiotSuppressionSystem()
{
level endon("debug_mp_prison_gas");
//tuning vars
level.dynamicEventCount = 3;//divides timelimit by this. needs to be longer than the total event.
dynamicEventDetaultTimer = 2;//in minutes
timelimit = getTimeLimit();
startRiotSuppressionAt = GetTime() + dynamicEventDetaultTimer*1000;
dynamicEventInterval = (timelimit/level.dynamicEventCount)*60*1000;
for( i = 1; i < level.dynamicEventCount; i++ )
{
if( timelimit > 0 )
{
startRiotSuppressionAt = gettime() + dynamicEventInterval;
}
else
{
startRiotSuppressionAt = GetTime() + dynamicEventDetaultTimer*1000;
}
while( gettime() < startRiotSuppressionAt )
{
wait 1;
}
startRiotSuppressionSystem(); //don't thread, so we can stop any overlapping events
}
}
startRiotSuppressionSystem()
{
gas_time = 20;
thread gasVisualsWarningStart();
thread moveGates();
thread rotateGates();
thread rotateGatesConstant();
thread gas_alarm_on_vo();
wait 5;//give the players some warning before hurting them.
thread gasVisualsStart();
thread aud_gas_sfx();
//level.mp_prison_killstreak.isActive = true;
//level.mp_prison_killstreak.owner = undefined;
gasFieldsOn();
wait gas_time;
//thread gasVisualsEnd();
level notify( "stop_gas_sfx" );
thread resetGates();
thread resetRotateGates();
thread resetRotateGateConstant();
thread gas_alarm_off_vo();
// thread playSoundOnPlayers( "mp_prison_gas_off" );
gasFieldsOff();
//level.mp_prison_killstreak.isActive = undefined;
//level.mp_prison_killstreak.owner = undefined;
//thread playSoundOnPlayers( "mp_prison_gas_engaged" )
}
aud_gas_sfx()
{
// Order goes around the room, clockwise starting flag side of map, left door first.
nozzle_org_01 = ( -2666, 1305, 828 );
nozzle_org_02 = ( -2282, 1305, 840 );
nozzle_org_03 = ( -2026, 1305, 840 );
nozzle_org_04 = ( -1557, 1305, 840 );
nozzle_org_05 = ( -1512, 903, 840 );
nozzle_org_06 = ( -2024, 903, 840 );
nozzle_org_07 = ( -2411, 903, 840 );
nozzle_org_08 = ( -2666, 903, 840 );
gas_nozzles = [ nozzle_org_01, nozzle_org_02, nozzle_org_03, nozzle_org_04, nozzle_org_05, nozzle_org_06, nozzle_org_07, nozzle_org_08 ];
foreach( nozzle_org in gas_nozzles )
{
thread snd_play_in_space( "mp_prison_gas_valve_start", nozzle_org );
thread snd_play_loop_in_space( "mp_prison_gas_lp", nozzle_org, "stop_gas_sfx", 2.2 );
}
}
gas_alarm_on_vo()
{
gas_alarm_vo_org = spawn( "script_origin", ( -2143, 1108, 946 ) );
gas_alarm_vo_org playsound( "mp_prison_gas_on" );
}
gas_alarm_off_vo()
{
gas_alarm_vo_org = spawn( "script_origin", ( -2143, 1108, 946 ) );
gas_alarm_vo_org playsound( "mp_prison_gas_off_02" );
}
//---- VISUALS ----//
gasVisualsSetup()
{
if( !IsDefined( level.mp_prison_killstreak ) )
level.mp_prison_killstreak = SpawnStruct();
if( !isdefined( level.mp_prison_killstreak.gas_tags ) )
{
orgs = getstructarray( "gas_org", "targetname" );
level.mp_prison_killstreak.gas_tags = [];
foreach( org in orgs )
{
tag_origin = org spawn_tag_origin();
tag_origin show();
level.mp_prison_killstreak.gas_tags[ level.mp_prison_killstreak.gas_tags.size ] = tag_origin;
}
}
if( !isdefined( level.mp_prison_killstreak.gas_warning_light_tags ) )
{
orgs = getstructarray( "flashing_red_light", "targetname" );
level.mp_prison_killstreak.gas_warning_light_tags = [];
foreach( org in orgs )
{
tag_origin = org spawn_tag_origin();
tag_origin show();
level.mp_prison_killstreak.gas_warning_light_tags[ level.mp_prison_killstreak.gas_warning_light_tags.size ] = tag_origin;
}
}
}
gasVisualsWarningStart()
{
foreach( org in level.mp_prison_killstreak.gas_warning_light_tags )
{
//PlayFXonTag( getfx( level.gas_warning_fx ), org, "tag_origin" );
org thread playLoopingSoundOnOrigin( );
}
ActivateClientExploder(10);
}
setupGates()
{
//gate is a script model
//gate targets a struct at the location where the gate should move to
//struct targets collision script brush model.
gates = GetEntArray( "moving_gate", "targetname" );
level.mp_prison_killstreak.gates = [];
foreach( gate in gates )
{
gate_struct = SpawnStruct();
gate.originalPos = gate.origin;
gate_struct.gate = gate;
moveToOrg = getstruct( gate.target, "targetname" );
gate_struct.dest = moveToOrg;
col = getent( moveToOrg.target, "targetname" );
col.originalPos = col.origin;
gate_struct.collision = col;
spark_org = getstruct( col.target, "targetname" );
spark1 = spark_org spawn_tag_origin();
spark1 show();
spark1 LinkTo( gate );
spark_org2 = getstruct( spark_org.target, "targetname" );
spark2 = spark_org2 spawn_tag_origin();
spark2 show();
spark2 LinkTo( gate );
gate_struct.sparks = [spark1, spark2];
level.mp_prison_killstreak.gates[ level.mp_prison_killstreak.gates.size ] = gate_struct;
}
gates = GetEntArray( "rotating_gate", "targetname" );
level.mp_prison_killstreak.rotating_gates = [];
foreach( gate in gates )
{
gate_struct = SpawnStruct();
gate.originalPos = gate.origin;
gate.originalRot = gate.angles;
gate_struct.gate = gate;
moveToOrg = getstruct( gate.target, "targetname" );
gate_struct.dest = moveToOrg;
col = getent( moveToOrg.target, "targetname" );
col.originalPos = col.origin;
col.angles = gate.angles + ( 0,-90,0 );
col.originalRot = col.angles;
gate_struct.collision = col;
spark_org = getstruct( col.target, "targetname" );
spark1 = spark_org spawn_tag_origin();
spark1 show();
spark1 LinkTo( gate );
spark_org2 = getstruct( spark_org.target, "targetname" );
spark2 = spark_org2 spawn_tag_origin();
spark2 show();
spark2 LinkTo( gate );
gate_struct.sparks = [spark1, spark2];
if( isDefined( spark_org2.target ) )
{
kill_vol = GetEnt( spark_org2.target, "targetname" );
gate_struct.kill_vol = kill_vol;
gate_struct.kill_vol trigger_off_proc();
}
level.mp_prison_killstreak.rotating_gates[ level.mp_prison_killstreak.rotating_gates.size ] = gate_struct;
}
gates = GetEntArray( "rotating_gate_constant", "targetname" );
level.mp_prison_killstreak.rotating_gate_constant = [];
foreach( gate in gates )
{
gate_struct = SpawnStruct();
gate.originalPos = gate.origin;
gate.originalRot = gate.angles;
gate_struct.gate = gate;
moveToOrg = getstruct( gate.target, "targetname" );
gate_struct.dest = moveToOrg;
/*
col = getent( moveToOrg.target, "targetname" );
col.originalPos = col.origin;
//col.angles = gate.angles + ( 0,90,0 );
col.originalRot = col.angles;
gate_struct.collision = col;
*/
spark_org = getstruct( moveToOrg.target, "targetname" );
if ( !isdefined(spark_org) )
{
print("Unable to find spark_org " + moveToOrg.target );
continue;
}
spark1 = spark_org spawn_tag_origin();
spark1 show();
spark1 LinkTo( gate );
spark_org2 = getstruct( spark_org.target, "targetname" );
if ( !isdefined(spark_org2) )
{
print("Unable to find spark_org2 " + spark_org.target );
spark1 delete();
continue;
}
spark2 = spark_org2 spawn_tag_origin();
spark2 show();
spark2 LinkTo( gate );
gate_struct.sparks = [spark1, spark2];
level.mp_prison_killstreak.rotating_gate_constant[ level.mp_prison_killstreak.rotating_gate_constant.size ] = gate_struct;
}
}
moveGates()
{
moveTime = .5;
foreach( gate in level.mp_prison_killstreak.gates )
{
gate.gate moveto( gate.dest.origin, moveTime, .1, .2 );
gate.collision moveto( gate.dest.origin, moveTime, .1, .2 );
gate thread bounceGate( moveTime );
}
}
rotateGates()
{
moveTime = .5;
foreach( gate in level.mp_prison_killstreak.rotating_gates )
{
gate thread gateFxOn();
gate.gate MoveTo( gate.dest.origin, moveTime, .1, .2 );
gate.gate RotateTo( gate.dest.angles, moveTime, .1, .2 );
gate.collision RotateTo( gate.dest.angles - (0,90,0 ), moveTime, .1, .2 );
gate.collision MoveTo( gate.dest.origin, moveTime, .1, .2 );
}
wait movetime;
foreach( gate in level.mp_prison_killstreak.rotating_gates )
{
gate thread gateFxOff();
}
}
rotateGatesConstant()
{
foreach( gate in level.mp_prison_killstreak.rotating_gate_constant )
{
gate thread rotateGateBounce();
}
}
rotateGateBounce()
{
self endon( "stop_bounce" );
while( 1 )
{
movetime = RandomFloatRange( .1, .5 );
self thread gateFxOn();
self.gate MoveTo( self.dest.origin, moveTime, .05, .05 );
self.gate RotateTo( self.dest.angles, moveTime, .05, .05 );
wait movetime;
self.gate MoveTo( self.gate.originalPos, moveTime, .05, .05 );
self.gate RotateTo( self.gate.originalRot, moveTime, .05, .05 );
self thread gateFxOff();
wait RandomFloatRange( .1, 1 );
}
}
resetRotateGateConstant()
{
moveTime = .5;
foreach( gate in level.mp_prison_killstreak.rotating_gate_constant )
{
gate notify( "stop_bounce" );
}
wait .5; //waiting for moves to be done in the bounce
foreach( gate in level.mp_prison_killstreak.rotating_gate_constant )
{
gate thread gateFxOn();
gate.gate MoveTo( gate.gate.originalPos, moveTime, .05, .05 );
gate.gate RotateTo( gate.gate.originalRot, moveTime, .05, .05 );
}
wait moveTime;
foreach( gate in level.mp_prison_killstreak.rotating_gate_constant )
{
gate thread gateFxOff();
}
}
resetRotateGates()
{
moveTime = .5;
foreach( gate in level.mp_prison_killstreak.rotating_gates )
{
gate thread gateFxOn();
if( isdefined( gate.kill_vol ) )
{
gate.kill_vol trigger_on_proc();
}
gate.gate MoveTo( gate.gate.originalPos, moveTime, .1, .2 );
gate.gate RotateTo( gate.gate.originalRot, moveTime, .1, .2 );
gate.collision RotateTo( gate.collision.originalRot, moveTime, .1, .2 );
gate.collision MoveTo( gate.collision.originalPos, moveTime, .1, .2 );
}
wait movetime;
foreach( gate in level.mp_prison_killstreak.rotating_gates )
{
if( isdefined( gate.kill_vol ) )
{
gate.kill_vol trigger_off_proc();
}
gate thread gateFxOff();
}
}
resetGates()
{
gateCloseTime = .5;
foreach( gate in level.mp_prison_killstreak.gates )
{
gate notify( "stop_bounce" );
}
wait .5; //waiting for all of the bounce moves to be complete before moving back so we don't get move overlaps.
foreach( gate in level.mp_prison_killstreak.gates )
{
gate thread gateFxOn();
gate.gate moveto( gate.gate.originalPos, gateCloseTime, .1, .2 );
gate.collision moveto( gate.collision.originalPos, gateCloseTime, .1, .2 );
}
wait gateCloseTime;
foreach( gate in level.mp_prison_killstreak.gates )
{
gate thread gateFxOff();
}
}
bounceGate( delaytime )
{
self endon( "stop_bounce" );
thread gateFxOn();
wait delaytime;
thread gateFxOff();
forward = anglesToForward( VectorToAngles( self.dest.origin - self.gate.originalPos ) );
bounceDistForward = forward * 2;
while( 1 )
{
bounceForwardTime = RandomfloatRange( .1, .5 );
bounceBackTime = RandomfloatRange( .1, .5 );
thread gateFxOn();
self.gate moveto( self.gate.origin + bounceDistForward, bounceForwardTime, .05, .05 );
wait bounceForwardTime;
self.gate moveto( self.dest.origin, bounceBackTime, .05, .05 );
wait bounceBackTime;
thread gateFxOff();
wait RandomFloat( 2 );
}
}
gateFxOn()
{
self endon( "stop_sparks" );
while( 1 )
{
foreach( fx in self.sparks )
{
PlayFXonTag( getfx( level.gate_spark_fx ), fx, "tag_origin" );
}
wait randomFloatRange(0.5, 1.0);
}
}
gateFxOff()
{
self notify( "stop_sparks" );
foreach( fx in self.sparks )
{
stopFXonTag( getfx( level.gate_spark_fx ), fx, "tag_origin" );
}
}
gasVisualsStart()
{
/*foreach( org in level.mp_prison_killstreak.gas_tags )
{
PlayFXonTag( getfx( level.gas_fx ), org, "tag_origin" );
}*/
ActivateClientExploder(20);
}
gasVisualsEnd()
{
/*foreach( org in level.mp_prison_killstreak.gas_tags )
{
StopFXOnTag( getfx( level.gas_fx ), org, "tag_origin" );
}
foreach( org in level.mp_prison_killstreak.gas_warning_light_tags )
{
StopFXonTag( getfx( level.gas_warning_fx ), org, "tag_origin" );
}*/
}
playLoopingSoundOnOrigin()
{
// while( isDefined( level.mp_prison_killstreak.isActive ) )
// {
wait 3.5;
thread playSoundInSpace( level.gas_alarm_sfx_alias, self.origin );
// wait 10;
// }
}
//---- FUNCTIONALITY ----//
onPlayerConnect()
{
for ( ;; )
{
level waittill ( "connected", player );
player.numAreas = 0;
}
}
playerEnterArea( trigger )
{
self.numAreas++;
if ( self.numAreas == 1 )
self gasEffect();
}
playerLeaveArea( trigger )
{
//TODO:need to call playerLeaveArea when the killstreak is over on anyone who was in the trigger.
self.numAreas--;
assert( self.numAreas >= 0 );
if ( self.numAreas != 0 )
return;
self.poison = 0;
self notify( "leftTrigger");
if ( isDefined( self.gasOverlay ) )
self.gasOverlay fadeoutBlackOut( .10, 0 );
}
gasFieldsOn()
{
gasFields = getentarray("gas_trigger", "targetname");
foreach( trigger in gasFields )
{
trigger trigger_on();
}
}
gasFieldsOff()
{
gasFields = getentarray("gas_trigger", "targetname");
foreach( trigger in gasFields )
{
trigger trigger_off();
}
}
soundWatcher( soundOrg )
{
self waittill_any( "death", "leftTrigger" );
self stopLoopSound();
}
gasEffect()
{
self endon( "disconnect" );
self endon( "game_ended" );
self endon( "death" );
self endon( "leftTrigger" );
self.poison = 0;
self thread soundWatcher( self );
while (1)
{
self.poison ++;
switch( self.poison )
{
case 1:
// self.radiationSound = "item_geigercouner_level2";
// self playLoopSound( self.radiationSound );
self ViewKick( 1, self.origin );
break;
case 3:
self shellshock( "mp_prison_gas", 4);
// self.radiationSound = "item_geigercouner_level3";
// self stopLoopSound();
// self playLoopSound( self.radiationSound );
self ViewKick( 3, self.origin );
self doGasDamage(25);
break;
case 4:
self shellshock( "mp_prison_gas", 5);
// self.radiationSound = "item_geigercouner_level3";
// self stopLoopSound();
// self playLoopSound( self.radiationSound );
self ViewKick( 15, self.origin );
self thread blackout();
self doGasDamage(45);
break;
case 6:
self shellshock( "mp_prison_gas", 5);
//self.radiationSound = "item_geigercouner_level4";
//self stopLoopSound();
//self playLoopSound( self.radiationSound );
self ViewKick( 75, self.origin );
self doGasDamage(80);
break;
case 8:
self shellshock( "mp_prison_gas", 5);
// self.radiationSound = "item_geigercouner_level4";
// self stopLoopSound();
// self playLoopSound( self.radiationSound );
self ViewKick( 127, self.origin );
self doGasDamage(175);
break;
}
wait(1);
}
wait(5);
}
blackout( )
{
self endon( "disconnect" );
self endon( "game_ended" );
self endon( "death" );
self endon( "leftTrigger" );
if ( !isDefined( self.gasOverlay ) )
{
self.gasOverlay = newClientHudElem( self );
self.gasOverlay.x = 0;
self.gasOverlay.y = 0;
self.gasOverlay setshader( "black", 640, 480 );
self.gasOverlay.alignX = "left";
self.gasOverlay.alignY = "top";
self.gasOverlay.horzAlign = "fullscreen";
self.gasOverlay.vertAlign = "fullscreen";
self.gasOverlay.alpha = 0;
}
min_length = 1;
max_length = 2;
min_alpha = .25;
max_alpha = 1;
min_percent = 5;
max_percent = 100;
fraction = 0;
for ( ;; )
{
while ( self.poison > 1 )
{
percent_range = max_percent - min_percent;
fraction = ( self.poison - min_percent ) / percent_range;
if ( fraction < 0 )
fraction = 0;
else if ( fraction > 1 )
fraction = 1;
length_range = max_length - min_length;
length = min_length + ( length_range * ( 1 - fraction ) );
alpha_range = max_alpha - min_alpha;
alpha = min_alpha + ( alpha_range * fraction );
end_alpha = fraction * 0.5;
if ( fraction == 1 )
break;
duration = length / 2;
self.gasOverlay fadeinBlackOut( duration, alpha );
self.gasOverlay fadeoutBlackOut( duration, end_alpha);
// wait a variable amount based on self.radiation.totalpercent, this is the space in between pulses
//wait 1;
wait( fraction * 0.5 );
}
if ( fraction == 1 )
break;
if ( self.gasOverlay.alpha != 0 )
self.gasOverlay fadeoutBlackOut( 1, 0);
wait 0.05;
}
self.gasOverlay fadeinBlackOut( 2, 0);
}
doGasDamage( iDamage )
{
//if( !isdefined( level.mp_prison_killstreak.owner ) )
// return;
//TODO:Handle friendly fire
self thread [[ level.callbackPlayerDamage ]](
self,// eInflictor The entity that causes the damage.( e.g. a turret )
self,// eAttacker The entity that is attacking.
iDamage,// iDamage Integer specifying the amount of damage done
0,// iDFlags Integer specifying flags that are to be applied to the damage
"MOD_SUICIDE",// sMeansOfDeath Integer specifying the method of death
"mp_prison_gas",// sWeapon The weapon number of the weapon used to inflict the damage
self.origin,// vPoint The point the damage is from?
( 0,0,0 ) - self.origin,// vDir The direction of the damage
"none",// sHitLoc The location of the hit
0// psOffsetTime The time offset for the damage
);
}
fadeinBlackOut( duration, alpha )
{
self fadeOverTime( duration );
self.alpha = alpha;
wait duration;
}
fadeoutBlackOut( duration, alpha )
{
self fadeOverTime( duration );
self.alpha = alpha;
wait duration;
}