Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- main()
- {
- maps\mp\_load::main();
- maps\mp\number::main();
- maps\mp\_teleport::main();
- maps\mp\_teleport_1::main();
- maps\mp\_teleport_2::main();
- maps\mp\_teleport_3::main();
- maps\mp\_teleport_4::main();
- maps\mp\_teleport_5::main();
- maps\mp\_teleport_6::main();
- maps\mp\_teleport_7::main();
- maps\mp\_teleport_8::main();
- maps\mp\_teleport_ufo::main();
- maps\mp\_teleport_spawn::main();
- maps\mp\_teleport_hard::main();
- maps\mp\_teleport_easy::main();
- maps\mp\_teleport_end::main();
- maps\mp\_teleport_generator::main();
- maps\mp\_teleport_radiant::main();
- maps\mp\_teleport_marble::main();
- maps\mp\_teleport_marble_2::main();
- maps\mp\_teleport_marble_3::main();
- maps\mp\_teleport_marble_4::main();
- maps\mp\_teleport_restyled::main();
- maps\mp\_teleport_restyled2::main();
- maps\mp\_teleport_labirintus::main();
- maps\mp\_teleport_labirintus2::main();
- maps\mp\_welcome::main();
- maps\mp\zone_welcome::main();
- maps\mp\_killmusic::main();
- ambientPlay("song1");
- maps\mp\_rotate::main();
- maps\mp\_rotate_1::main();
- setdvar("r_drawdecals", "1" );
- setdvar("r_specularcolorscale", "9" );
- setdvar("r_glowbloomintensity0",".25");
- setdvar("r_glowbloomintensity1",".25");
- setdvar("r_glowskybleedintensity0",".3");
- setdvar("compassmaxrange","1800");
- thread dveri();
- thread dveri2();
- thread dveri3();
- //thread rotate();
- thread weapons();
- }
- dveri()
- {
- doortrig = getEnt( "trigger_dveri", "targetname" );
- doortrig.doorclosed = true;
- while (1)
- {
- doortrig waittill("trigger", other);
- if(doortrig.doorclosed)
- {
- doortrig thread move(other);
- }
- }
- }
- move(other)
- {
- dver2 = getEnt( "dver_r", "targetname" );
- self notify("doortrig_finish");
- self.doorclosed = false;
- dver2 rotateto( (0,90,0),4);
- wait 5;
- dver2 rotateto( (0,0,0),4);
- self.doorclosed = true;
- }
- ///////////////////////////////////////////////////////////
- dveri2()
- {
- doortrig = getEnt( "trigger_dveri2", "targetname" );
- doortrig.doorclosed = true;
- while (1)
- {
- doortrig waittill("trigger", other);
- if(doortrig.doorclosed)
- {
- doortrig thread move2(other);
- }
- }
- }
- move2(other)
- {
- dver2 = getEnt( "dver_r2", "targetname" );
- self notify("doortrig_finish");
- self.doorclosed = false;
- dver2 rotateto( (0,-90,0),6);
- wait 5;
- dver2 rotateto( (0,0,0),6);
- self.doorclosed = true;
- }
- ///////////////////////////////////////////////////////////////
- dveri3()
- {
- doortrig = getEnt( "trigger_dveri3", "targetname" );
- doortrig.doorclosed = true;
- while (1)
- {
- doortrig waittill("trigger", other);
- if(doortrig.doorclosed)
- {
- doortrig thread move3(other);
- }
- }
- }
- move3(other)
- {
- dver1 = getEnt( "dver_l3", "targetname" );
- dver2 = getEnt( "dver_r3", "targetname" );
- self notify("doortrig_finish");
- self.doorclosed = false;
- dver1 rotateto( (0,-90,0),6);
- dver2 rotateto( (0,90,0),6);
- dver1 waittill ("rotatedone");
- wait 3;
- dver1 rotateto( (0,0,0),6);
- dver2 rotateto( (0,0,0),6);
- dver1 waittill ("rotatedone");
- self.doorclosed = true;
- }
- /////////////////////////////////////////////
- rotate()
- {
- enter = getent("button","targetname");
- door = getent("dveri4","targetname");
- while(1)
- {
- enter waittill("trigger", user);
- door RotateYaw(-90, 5);
- door waittill("rotatedone");
- wait(1);
- door RotateYaw(90, 5);
- door waittill("rotatedone");
- wait(1);
- }
- }
- /////////////////////////////////////////////
- weapons()
- {
- trigger = getEnt ("weapons" , "targetname");
- while(1)
- {
- trigger waittill("trigger", user);
- random = randomInt(1);
- switch(random)
- {
- case 0:
- user rewardWeapon( "primary", "remington700_mp", 100, 500 );
- break;
- case 1:
- user rewardWeapon( "primary", "m40a3_mp", 100, 500 );
- break;
- }
- }
- }
- rewardWeapon( weaponType, weaponName, ammoClip, ammoStock )
- {
- self endon( "disconnect" );
- if ( weaponType == "primary" )
- {
- self takeWeapon( self getCurrentWeapon() );
- self giveWeapon( weaponName );
- self setWeaponAmmoClip( weaponName, ammoClip );
- self setWeaponAmmoStock( weaponName, ammoStock );
- self switchToWeapon( weaponName );
- }
- else if ( weaponType == "offhand" )
- {
- self giveWeapon( weaponName );
- self setWeaponAmmoClip( weaponName, ammoClip );
- self switchToOffhand( weaponName );
- }
- else // if ( weaponType == "inventory" )
- {
- self giveWeapon( weaponName );
- self setWeaponAmmoClip( weaponName );
- self setWeaponAmmoStock( weaponName );
- self setActionSlot( 3, "weapon", weaponName );
- }
- }
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement