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- self waittillmatch( anim_string, endMarker );
- self waittill( \killanimscript\" );"
- self waittill( chatPhrase.soundAliases[ i ] );
- message = speaker waittill_any_return( \death\" \"done speaking\" \"cancel speaking\" );"
- self waittill( \burst_line_done\" );"
- soundOrg waittill( alias );
- self waittill( \death\" );"
- self waittill( \set name and rank\" );"
- message = respondTo waittill_any_return( \death\" \"done speaking\" \"cancel speaking\" );"
- officer waittill( \death\" );"
- self.squad waittill( \squad chat initialized\" );"
- self waittill( \grenade danger\" grenade );"
- self waittill( \trigger\" );"
- level waittill( \follow order\" speaker );"
- self waittill( \bulletwhizby\" shooter whizByDist );"
- self waittill( \damage\" amount attacker direction_vec point type );"
- self waittillmatch( \idle\" \"end\" );"
- self waittill( \grenadetest\" notetrack );"
- self waittill( \do_slow_things\" );"
- self waittill( \weapon_swap\" \"\" );"
- self waittill( \weapon_swap\" \"end\" );"
- self waittillmatch( flagName, \start_aim\" );"
- self waittill( \hell freezes over\" );// waits for the endons to happen"
- self waittillmatch( flagname, \end\" );"
- self waittillmatch( animName, \fire\" );"
- self waittillmatch( animName, \end\" );"
- self waittillmatch( animNotify, \end\" );"
- self waittillmatch( animName, \rechamber\" );"
- self waittill( \throwanim\" notetrack );"
- self waittillmatch( \throwanim\" \"end\" );"
- self waittill( \grenade_fire\" grenade );"
- self waittill( \reload_start\" );"
- self waittillreloadfinished();
- waittillReloadFinished()
- self waittill( \reload\" );"
- self waittill( \flashbang\" origin amount_distance amount_angle attacker attackerteam );"
- self waittillmatch( \changeStepOutPos\" \"start_aim\" );"
- self waittillmatch( \changeStepOutPos\" \"end\" );"
- self waittillmatch( \stepout\" \"start_aim\" );"
- self waittillmatch( \stepout\" \"end\" );"
- waittillframeend;
- self waittill( \cover_approach\" approach_dir );"
- approachWaitTillClose( node, checkDist )
- approachWaitTillClose( node, self.arrivalStartDist );
- self waittill( \runto_arrived\" );"
- self waittill_any( \goal_changed\" \"goal_changed_previous_frame\" );"
- self waittill( \goal_changed\" );"
- exposedApproachWaitTillClose()
- self exposedApproachWaitTillClose();
- self waittill( \suppression\" );"
- self waittill( \flinch_done\" );"
- self waittillmatch( \pop_up\" \"start_aim\" );"
- self waittillmatch( \pop_up\" \"end\" );"
- self waittill( \turret_use_failed\" );// generally this won't notify and we'll just not do any more cover_wall for now"
- self waittill( \continue_cover_script\" );"
- waittillframeend;// so quote gets set after _quotes sets it
- self waittill( \dog_early_notetrack\" );"
- self waittillmatch( \dog_death_anim\" \"dog_death\" );"
- self waittillmatch( \aianim\" \"end\" );"
- self.dog waittill_any( \death\" \"pain\" \"melee_stop\" );"
- self waittill( \enemy\" );"
- self waittill( \run\" );"
- self waittill( \path_changed\" doingReacquire newDir );"
- self waittill( \randomRunSound\" );"
- // waittill doorNode changes
- self waittill( \done_grenade_throw\" );"
- self waittill( \Face done waiting\" );"
- "// self waittillmatch (\animscript faceanim\""" \"dialogue\");"
- self waittill( \animscript facedone\" );"
- self waittill( \animscript facesound\" + msg );"
- self waittill( waitForString );
- self waittill( \never\" );"
- self waittill( \grenade_pickup\" );"
- self waittillmatch( \throwanim\" \"grenade_throw\" );"
- self waittillmatch( animFlag, notetrack );
- //gunner waittill( \damage\" damage attacker direction_vec point type modelName tagName partName dflags );"
- msg = gunner waittill_any_return( \damage\" flashedNotify );"
- self waittill( \pain_done\" );"
- gunner waittill( \death\" );"
- turret waittill( \new_fireTarget\" );"
- self waittillmatch( \minigun_turret\" \"end\" );"
- self waittill( \turret_on_target\" );"
- self waittill( fireTime_message );
- self waittill( \special_anim\" notetrack );"
- level waittill( \loadout complete\" );"
- anim waittill( \new exceptions\" );"
- self waittill( \grenade_fire\" grenade weaponName );"
- self waittill( \meleeanim\" note );"
- self waittill( \weapon_dropped\" droppedWeapon );"
- self waittill( \partner_end_melee\" );"
- self waittill( \path_need_dodge\" dodgeEnt dodgeEntPos );"
- self waittill( \bulletwhizby\" shooter );"
- self waittillmatch( animFlag, \start_aim\" );"
- self waittill( \death\" attacker type );"
- self waittill( \falling\" note );"
- self waittillmatch( \corner_grenade_pain\" \"dropgun\" );"
- self waittillmatch( \corner_grenade_pain\" \"anim_pose = \\"back\\"\" );"
- self waittillmatch( \corner_grenade_pain\" \"grenade_left\" );"
- self waittillmatch( \corner_grenade_pain\" \"end\" );"
- self.deathFunction = ::waitTillGrenadeDrops;
- org waittill( \sounddone\" );"
- self waittillmatch( \corner_grenade_die\" \"end\" );"
- waitTillGrenadeDrops()
- self waittill( \grenade_drop_done\" );"
- self waittill( \ai_event\" event originator position );"
- self waittill( \bullet_hitshield\" );"
- self waittillmatch( \hitreact\" \"end\" );"
- self waittillmatch( flagName, dropGunNotetrack );
- self waittillmatch( flagName, pickupNewGunNotetrack );
- self waittill_any( \killanimscript\" \"movemode\" \"switchEnded\" \"complete_weapon_switch\" );"
- turret waittill( \turretstatechange\" );"
- owner waittill( \killanimscript\" );// code"
- self waittillmatch( \shootdone\" \"fire\" );"
- self waittill (\end_sequence\");"
- "// self waittill (\animdone\"");"""
- "// self waittill(\animdone\"");"""
- self waittillmatch( \transAnimDone2\" \"anim_pose = \\"crouch\\"\" );"
- waittillframeend;// so that the one in donotetracks gets hit first
- self waittillmatch( \transAnimDone2\" \"end\" );"
- self waittill( flagName, note );
- waittillframeend;// this gives a chance for anything else waiting on \fire\" to shoot"
- waittillframeend; // in case a previous ramboAim call is still doing its clearanims
- self waittill( flagName, noteTrack );
- self waittill_any( \killanimscript\" \"abort_reload\" );"
- level waittill( \an_enemy_shot\" guy );"
- self waittill_any( \killanimscript\" \"stop_deciding_how_to_shoot\"/* \"return_to_cover\"*/ );"
- self waittill( \snowmobile_event_finished\" );"
- self waittill( \start_blending_reload\" );"
- anim waittill( \loadout complete\" );"
- anim waittill( \squadupdate\" action );"
- self waittill( \death\" attacker );"
- self waittillmatch( \special_idle\" \"end\" );"
- self waittillmatch( \prone_idle\" \"end\" );"
- turret waittill( \turretstatechange\" );// code or script"
- "// self waittillmatch(\stepanim\""" \"gravity on\");"
- self waittillmatch( \jumpanim\" \"finish\" );"
- "// self waittillmatch(\diveanim\""" \"gravity on\");"
- self waittillmatch( \jumpanim\" \"gravity on\" );"
- self waittillmatch( \diveanim\" \"gravity on\" );"
- self waittillmatch( \diveanim\" \"noclip\" );"
- self waittillmatch( \traverse\" \"gravity on\" );"
- self waittillmatch( \traverse\" \"blend\" );"
- self waittillmatch( \stepanim\" \"gravity on\" );"
- "// self waittillmatch(\traverse\""" \"gravity on\");"
- self waittill( \time is up\" );"
- self waittill( \spawned\" spawn );"
- waittillend( msg )
- self waittillmatch( msg, \end\" );"
- waittill_string( msg, ent )
- self waittill( msg );
- waittill_multiple( string1, string2, string3, string4, string5 )
- ent waittill( \returned\" );"
- waittill_multiple_ents( ent1, string1, ent2, string2, ent3, string3, ent4, string4 )
- ent1 thread waittill_string( string1, ent );
- ent2 thread waittill_string( string2, ent );
- ent3 thread waittill_string( string3, ent );
- ent4 thread waittill_string( string4, ent );
- \Name: waittill_any_return( <string1> <string2> <string3> <string4> <string5> )\""
- \Example: msg = level.player waittill_any_return( \"weapon_fired\" \"player_flash\" \"player_frag\" );\""
- waittill_any_return( string1, string2, string3, string4, string5 )
- ent waittill( \returned\" msg );"
- \Name: waittill_any_timeout( <timeOut> <string1> <string2> <string3> <string4> <string5> )\""
- waittill_any_timeout( timeOut, string1, string2, string3, string4, string5 )
- \Name: waittill_any( <string1> <string2> <string3> <string4> <string5> <string6> <string7> <string8> )\""
- waittill_any( string1, string2, string3, string4, string5, string6, string7, string8 )
- self waittill( string1 );
- waittill_any_ents( ent1, string1, ent2, string2, ent3, string3, ent4, string4, ent5, string5, ent6, string6, ent7, string7 )
- ent1 waittill( string1 );
- level waittill( msg, other );
- level waittill( msg );
- \Name: waittill_either( <msg1> <msg2> )\""
- \Example: level waittill_either( \"yo\" \"no\" );\""
- waittill_either( msg1, msg2 )
- self waittill( msg2 );
- // cheaper to do the upkeep at this time rather than with endons and waittills on the individual triggers
- level waittill_either( flag1, flag2 );
- msg = level waittill_any_return( flag1, flag2 );
- level waittill_any( flag1, flag2, flag3, flag4, flag5, flag6 );
- msg = level waittill_any_return( flag1, flag2, flag3, flag4, flag5, flag6 );
- \Name: waittill_notify_or_timeout( <msg> <timer> )\""
- waittill_notify_or_timeout( msg, timer )
- waittillframeend;// so it hides stuff after it shows the new stuff
- self waittill( ender );
- self waittill( \stop sound\" + alias );"
- waittillframeend;// let _load run first
- self waittill( \damage\" damage attacker direction_vec point type modelName tagName partName dflags );"
- self waittill( \queue_processed\" success );"
- self waittill( \damage\" damage attacker direction_vec point type );"
- self waittill_any( \destroyed\" \"remove_badplace\" );"
- self waittill( \queue_processed\" );"
- eModel waittill( \stop sound\" + alias );"
- level waittill( \putout_fires\" );"
- self waittill( \stop_car_alarm\" );"
- self waittill( \exploded\" );"
- waittillframeend;// wait for same area post brushes to connect before we disconnect
- waittillframeend;// wait for same area pre brushes to connect before we disconnect
- level waittill( \new_destructible_spotlight\" );"
- level waittill( \connecting\" player );"
- level waittill( \prematch_over\" );"
- self waittill( \start_flyby\" );"
- self waittill( \flyby_done\" );"
- self waittill( \trigger\" player );"
- vending_machine waittill( \damage\" damage other direction_vec P type );"
- self waittill( \trigger_enter\" player );"
- self waittill_any( \dmg_triggered\" \"touch_triggered\" \"weapon_triggered\" );"
- self waittill_any_or_timeout( \dmg_triggered\" \"touch_triggered\" \"weapon_triggered\" ( alarm_timeout + 2 ) );"
- waittill_any_or_timeout( msg1, msg2, msg3, timer )
- self waittill_weapon_placed();
- waittill_weapon_placed()
- self waittill( \touch_triggered\" );"
- damage_trig waittill( \damage\" damage other direction_vec P type );"
- self waittill( \trigger_enter\" );"
- self waittill( \trigger_leave\" leftTrigger );"
- self waittill( \trigger_empty\" );"
- waittill_copier_copies()
- waittill_copier_copies();
- self.copier waittill( \FX_State_Change0\" );"
- inside_trig waittill( \trigger\" player );"
- self waittill_or_timeout( \floor_override\" level.elevator_waittime );"
- param = inside_trig discrete_waittill( \trigger\" );"
- self waittill_any( \closed_inner_doors\" " \""interrupted\"" ); // Wait for inner doors to close for the safty of our valued customers."""
- self waittill( \opened_floor_\" + floor_num + \"_outer_doors\" );"
- self waittill( \elevator_moved\" );"
- player = self discrete_waittill( \trigger\" );"
- player waittill( \menuresponse\" menu response );"
- door_trig waittill( \trigger\" player );"
- self waittill_finish_moving( mainframe, self.e[ \floor\" + floor_num + \"_pos\" ] );"
- self waittill_finish_moving( left_door, closed_pos, right_door, closed_pos );
- self waittill_finish_moving( left_door, left_opened_pos, right_door, right_opened_pos );
- // setup discrete trigger for discrete waittill
- "self disable_trigger(); // disable trigger, enable again only when waittill on"
- // trigger only exist when waittill upon
- discrete_waittill( msg )
- self.motion_trigger waittill( msg, param );
- self waittill( msg, param );
- waittill_finish_moving( ent1, ent1_moveto_pos, ent2, ent2_moveto_pos )
- waittill_or_timeout( msg, timer )
- // wrapper for the exploder function so we dont have to use flags and do ifs/waittills on every exploder call
- waittillframeend;// Wait one frame so the effects get setup by the maps fx thread
- waittillframeend;// Wait another frame so effects can be loaded based on start functions. Without this FX are initialiazed before they are defined by start functions.
- level waittill( \start fx\" + self.fxStart );"
- level waittill( \stop fx\" + self.fxStop );"
- ent waittill( \effect id changed\" change );"
- ent waittill( \effect org changed\" change );"
- ent waittill( \effect delay changed\" change );"
- ent waittill( \effect deleted\" );"
- level waittill( \forever\" );"
- level waittill( \clear_previews\" );"
- waittillframeend;// insure that structs are initialized
- self waittill( \damage\" damage other direction_vec P type );"
- //self waittill_player_or_sentry_death();
- self waittill( \death\" attacker cause );"
- self waittill( \disconnect\" );"
- self waittill_either( \turretstatechange\" \"cooled\" );"
- self waittill_either( \cooled\" \"sentry_carried\" );"
- self waittill( \allow_fire\" );"
- self waittill_any( \sentry_placement_finished\" \"sentry_placement_canceled\" \"death\" );"
- self waittill_any( \sentry_placement_finished\" \"sentry_placement_canceled\" );"
- self waittill_any( \sentry_placement_canceled\" \"death\" \"disconnect\");"
- self waittill_any( \sentry_placement_canceled\" );"
- level waittill( \game_ended\" );"
- self waittill_any( \death\" \"cancel sentry\" );"
- "waittillframeend; // wait so self.placingSentry can get cleared before notifying script that we can give the player another turret"
- self waittill( \damage\" amount attacker direction_vec point type modelName tagName );"
- owner waittill_any( \disconnect\" \"joined_team\" \"joined_spectators\" );"
- self.owner waittill_any( \death\" \"disconnect\" );"
- self waittill( \emp_damage\" attacker duration );"
- level waittill( \emp_update\" );"
- dual_waittill( ent1, msg1, ent2, msg2 )
- level waittill ( \hell_freezes_over_AND_THEN_thaws_out\" );"
- // waittill after the player moves
- level.price waittill( \goal\" );"
- self waittill_any( \death\" \"group2_guy_alerted\" );"
- level waittill( sNotifyString );
- waitNode waittill( \trigger\" );"
- trig waittill( \trigger\" other );"
- self waittill( \_stealth_spotted\" );"
- msg = level waittill_any_return( \player_shot_someone_in_group1\" \"countdown_kill_dialogue_done\" );"
- guy waittill( \death\" );"
- dog waittill( \death\" attacker );"
- level waittill( \_stealth_spotted\" );"
- self waittill( \damage\" damage attacker );"
- msg = level waittill_any_return( \player_shot_someone_in_group1\" \"road_group2_coming_back\" );"
- msg = level waittill_any_return( \price_repositioned\" \"road_group2_alerted\" );"
- level waittill( \player_shot_someone_in_group2\" victim );"
- ai waittill( \death\" );"
- rappel_trigger waittill( \trigger\" );"
- self waittill( \goal\" );"
- self waittill( \_patrol_reached_path_end\" );"
- level.price waittill_any_timeout( 7.5, \goal\" ); // timeout in case Price gets hung up on something... this has never actually happened in my testing though"
- thread barracks_biggroup_waittill_gone();
- barracks_waittill_stealth_normal();
- level.price waittill( \scripted_shuffle_done\" );"
- barracks_waittill_stealth_normal()
- level waittill( \price_at_node\" );"
- level.price thread waittill_goal_stealthspotted_interrupt();
- msg = level waittill_any_return( \player_shot_someone_on_stairs\" \"barracks_stairguys_countdown_dialogue_done\" );"
- priceVictim waittill( \death\" );"
- waittill_goal_stealthspotted_interrupt()
- self waittill_any( \goal\" \"level_stealth_spotted\" );"
- barracks_biggroup_waittill_gone()
- self stealth_enemy_waittill_alert();
- guard waittill( \death\" );"
- level.price waittill( \anim_reach_complete\" );"
- self waittillmatch( \single anim\" \"end_reaction\" );"
- self waittill_any( \playerclose\" \"bulletwhizby\" \"bullethit\" \"damage\" \"flashbang\" \"grenade danger\" \"explode\" );"
- self waittill( \ai_event\" msg );"
- level.player waittill( \playerjump\" );"
- level waittill_any( \steamroom_price_knifekill_abort\" \"steamroom_price_knifekill_started\" );"
- self waittillmatch( \custom_animmode\" \"knife pullout\" );"
- //level.player waittill_either_or_timeout( \weapon_change\" \"done_with_ledge_sequence\" );"
- level.player waittill_notify_or_timeout( \weapon_change\" 5 );"
- level.player waittill_notify_or_timeout( \weapon_change\" 1 );"
- level waittill( \player_killed_an_enemy\" );"
- self waittill( \reached_dynamic_path_end\" );"
- self waittill( \jumpedout\" );"
- blackhawk_overlook_rappel waittill( \unloaded\" );"
- level.price waittill( \nag_anim\" );"
- self waittillmatch( \looping anim\" \"end\" );"
- level waittill( \A door in breach group 1 has been activated.\" );"
- self waittill( \unloaded\" );"
- trig waittill( \trigger\" );"
- littlebird_crasher waittill( \crash_done\" );"
- "// self waittill( \goal\"" );"""
- eDamageTrigger waittill( \damage\" damage attacker direction_vec point type modelName tagName partName idFlags );"
- "waittillframeend; // wait for stealth system to finish setting ignoreme"
- self waittill( \clearing_specialIdleAnim\" );"
- ent waittill( killNotify );
- self waittill( \damage\" );"
- tag_origin waittill( \open_fov\" );"
- ending_player_rig waittillmatch( \single anim\" \"end\" );"
- speaker waittill( \sounddone\" );"
- level.player waittill( \death\" );"
- door waittill( \rotatedone\" );"
- self waittill( \exploding\" );"
- level waittill( \explosion_earthquake\" exploding_ent_origin );"
- level waittill( \swing\" mag );"
- waittill_trigger_array( triggers )
- triggers[ 0 ] waittill( \trigger\" );"
- org waittill ( \sounddone\" );"
- waittillframeend;// let the spawned vehicle run its spawn_func to catch this useby notify.
- waittillframeend; // let the start points initiate stuff first
- waittillframeend;// let the actual start functions run before this one
- "// Avatar One, gimme a sitrep, over! self waittill( \trigger\"" );"""
- self waittill( \trigger\" other );"
- msg = chaseobj waittill_any_return( \zodiac_treadfx_stop\" \"veh_leftground\" );"
- msg = chaseobj waittill_any_return( \zodiac_treadfx_go\" \"veh_landed\" );"
- chaseobj waittill_any( \stop_bike\" \"death\" \"kill_treadfx\" );"
- self waittill( \veh_leftground\" );"
- self waittill( \veh_landed\" );"
- self waittill( \veh_jolt\" jolt );"
- self waittill( \veh_boatbounce\" force );"
- self waittill( \veh_collision\" collision start_vel );"
- level waittill( \zodiac_catchup\" );"
- self waittill( \trigger\" heli );"
- level.players_boat waittill( notify_str );
- ent waittill( \death\" );"
- self waittill( \veh_jolt\" );// veh_collision wasn't working just make it crash when it jolts around the player that should do."
- self waittill( \vehicle_mount\" player );"
- trigger waittill( \trigger\" );"
- level.players_boat waittill( \vehicle_mount\" );"
- type = level waittill_any_return( \dialog_direction\" \"dialog_helicopter_six\" \"dialog_helicopter_ahead\" \"dialog_rpg_bridge_guy\" );"
- waittillframeend;// let players boat get spawned and defined
- //self waittill ( \death\" );"
- end_price_crazy waittill( \trigger\" );"
- self waittill ( \trigger\" );"
- waittillframeend; // let _load run
- waittillframeend; // after _load
- waittillframeend; // after catchup thread.
- self waittill( \crawling\" notetrack );"
- waittillframeend;// so e~q_ent will be defined
- waittillframeend; // if came from a start_ function
- level waittill( \knife_pulled_out\" );"
- self waittill( \reached_path_end\" );"
- "self waittill( \goal\"" ); // need nodes first"""
- level waittill( \stop_idle_crawl_fight\" );"
- level waittill( \never\" );"
- level waittill( \clear_hurt_pulses\" );"
- level.player waittill( \throw\" );"
- "/* level waittill( \end_fade_out\"" );"""
- level waittill( \slowview\" time );"
- level waittill( \link_player\" );"
- waittillframeend;// let anims get put in place first
- level waittill( \waiting_for_player_to_look_at_knife\" );"
- level waittill( \lerp_view_after_uses_knife\" );"
- level waittill( \second_knife_pull\" );"
- level waittill( \aim_at_shepherd\" );"
- level waittill( \pull_back_knife_anim_starts\" );"
- waittillframeend;// this always runs last
- level.player waittill( \player_did_melee\" );"
- heli waittill( \death\" );"
- target_ent waittill( \movedone\" );"
- "// target_ent waittill( \movedone\"" );"""
- trigger waittill( \trigger\" zodiac );"
- self waittill (\trigger\");"
- trigger add_wait( ::waittill_msg, \trigger\" );"
- add_wait( ::waittill_dead_or_dying, ai );
- actor add_abort( ::waittill_msg, \death\" );"
- waittill_dead_or_dying( ai );
- waittill_dead_or_dying( ai, ai.size - 3 );
- volume waittill_volume_dead_or_dying();
- victor waittill( \goal\" );"
- add_wait( ::waittill_dead_or_dying, ai, 4 );
- add_wait( ::waittill_dead_or_dying, ai, 3 );
- add_wait( ::waittill_dead_or_dying, ai, num );
- level.makarov waittill( \reached_path_end\" );"
- actor add_wait( ::waittill_msg, \reached_path_end\" );"
- self waittill( \rotatedone\" );"
- level.makarov add_wait( ::waittill_msg, \goal\" );"
- level.comrad add_wait( ::_waittillmatch, \single anim\" \"end\" );"
- self waittillmatch( \single anim\" \"dialog\" );"
- level waittillmatch( \glass_destroyed\" glassID );"
- doors[ \left\" ] waittill( \"movedone\" );"
- self waittill( \spawned\" );"
- self add_wait( ::waittill_msg, \reached_path_end\" );"
- self waittill( \damage\" amt attacker );"
- self add_wait( ::waittill_msg, \goal\" );"
- node waittill( \trigger\" );"
- self waittill( \trigger\" actor );"
- self add_wait( ::waittill_entity_in_range, level.player, 550 );
- waittillframeend;// - > because civilian subclass script isn't finished running...which is weak - subclass scripts should run before any spawnfuncs do
- self add_wait( ::waittill_msg, \death\" );"
- waittillframeend;// - > some of the following functions require a partner which might not be initilized yet
- mate add_abort( ::waittill_msg, \death\" );"
- mate add_wait( ::waittill_msg, \death\" );"
- self add_abort( ::waittill_msg, \death\" );"
- self waittill_player_lookat( undefined, .25, undefined, undefined, self );
- self add_wait( ::waittill_msg, msg );
- enemy add_abort( ::waittill_msg, \death\" );"
- enemy waittill( \death\" );"
- guy waittill( \goal\" );"
- waittillframeend;// default civilian nonsense
- node add_wait( ::waittill_msg, \airport_security_guard_4\" );"
- level.makarov add_abort( ::waittill_msg, \m79_shot\" );"
- level.makarov waittill( \m79_shot2\" );"
- node add_wait( ::waittill_msg, \react_stand_2_run_180\" );"
- level.makarov waittill( \m79_shot\" );"
- self waittill( \switch_to_nade_death\" );"
- elevator waittill( \elevator_moved\" );"
- elevator waittill( \closed_inner_doors\" );"
- node waittill( self.anime );
- self add_abort( ::waittill_msg, \reached_path_end\" );"
- //self waittill( \casual_killer_walk_point\" );"
- //self waittill( \reached_path_end\" );"
- waittillframeend;// because animscripts is going to set his angle on goal after this.
- self add_wait( ::waittill_msg, \damage\" );"
- level.makarov waittillmatch( \single anim\" \"kick\" );"
- self waittill( \unload\" );"
- node add_wait( ::waittill_msg, \trigger\" );"
- group waittill( \goal\" );"
- level waittill( \tarmac_riotshield_group_van_ready\" );"
- group waittill_notify_or_timeout( \goal\" 5 );"
- self waittill( \break_group\" );"
- //self add_wait( ::_waittillmatch, \ai_event\" \"grenade danger\" );"
- self add_wait( ::waittill_msg, \bullet_hitshield\" );"
- member add_wait( ::waittill_msg, \goal\" );"
- member add_abort( ::waittill_msg, \tarmac_retreat_logic\" );"
- group add_wait( ::waittill_msg, \goal\" );"
- group add_wait( ::waittill_msg, \break_group\" );"
- waittillframeend;// so that the large goal radius will be set
- level waittill( \spawned\" + value );"
- self waittill( \drone_spawned\" guy );"
- self waittill( \trigger\" guy );"
- waittill_dead_or_dying( ai, ai.size - 4 );
- self waittill_any( \reached_end_node\" \"death\" );"
- self waittill( \hack_unload\" );"
- guy waittill( \single anim\" );"
- guy waittill_either( \death\" \"hack_unloaded\" );"
- self waittill( \anim_reach_complete\" );"
- self waittill( \stand_exposed_wave_halt_v2\" );"
- self waittill( \trigger\" );*/"
- level.makarov waittillmatch( \single anim\" \"end\" );"
- level.makarov waittill( \done_shoot_player\" );"
- self waittillmatch( \single anim\" \"end\" );"
- level waittillmatch( \glass_destroyed\" glass );// glass_destroyed"
- self waittill( \damage\" amt attacker vec point type );"
- self waittill( \single anim\" notetrack );"
- link waittill( \movedone\" );"
- waittill_dead_or_dying( level.team, numdead, CONST_FF_AUTOKILL_TIME );
- self waittill( \attack\" );"
- self waittill( \ai_event\" type nade );"
- self waittill( \took_damage\" amount );"
- level.player waittill( \death\" attacker cause weaponName );"
- elevator waittill( \elevator_moving\" );"
- level waittill( \stop_music\" );"
- self waittillmatch( \single anim\" \"break_bottle\" );"
- level.foley waittill( \goal\" );"
- use_trig waittill( \trigger\" );"
- level waittill( \action moment\" );"
- self waittill( \resuming speed\" );"
- self waittill( \wait for gate\" );"
- self waittill( \spawned\" guy );"
- guy waittill( \jumpedout\" );"
- level waittill( \delete_all_fake_choppers\" );"
- player waittill( \use_laser\" );"
- self waittill( \fired_laser\" );"
- zpu waittill( \death\" );"
- gunner waittill( \damage_notdone\" );"
- self waittill( \trigger\" vehicle );"
- car waittill( \reached_end_node\" );"
- trigger waittill( \trigger\" player );"
- self waittill_notify_or_timeout( \turret_rotate_stopped\" 1.0 );"
- level.player waittill_any_timeout( 6, \weapon_fired\" \"grenade_fire\" );"
- self waittill_damage( damage_types, undefined, true, 9 );
- self waittill_damage( damage_types, undefined, true, 4 );
- turret waittill( \turret_ready\" );"
- self waittill( \damage\" damage guy );"
- sight_ent waittill_player_lookat( undefined, undefined, undefined, 5, vehicle );
- vehicle waittill_notify_or_timeout( \death\" 5 );"
- self waittill( \rpg_fired\" );"
- level waittill( \spawn_littlebird\" ent_str );"
- heli waittill( \reached_dynamic_path_end\" );"
- level waittill_stack_add( \trigger\" trigger );"
- level waittill( \waittill_stack\" msg trigger );"
- level waittill_stack_clear(); // clear stack
- turret waittill( \turret_ready\" ); // could this break it?"
- self waittill_either( \death\" \"pain_death\" );"
- self waittill_any( \goal\" \"near_goal\" );"
- level.btr80 waittill( \death\" );"
- level.heli waittill( \death\" );"
- self add_func( ::waittill_msg, \death\" );"
- level.c130.ramp_trigger waittill( \trigger\" vehicle );"
- self waittill( \veh_jolt\" vector );"
- self waittill( \boarding_vehicle\" );"
- self waittill( \missile_fire\" );"
- tanker waittill_damage( damage_types );
- tanker waittill( \destroyed\" );"
- self waittill( \boneyard_uaz_mount\" );"
- anim_model waittillmatch( \uaz_door_anim\" \"end\" );"
- self waittill( \event\" event );"
- vehicle waittill_still( 4, 200 );
- vehicle waittill( \death\" );"
- self waittill_still( wait_time, 200 );
- waittill_still( timeout, still_point )
- pivot_1 waittill( \rotatedone\" );"
- pivot_2 waittill( \rotatedone\" );"
- level waittill( \hinge_stopped\" hatch );"
- rig waittillmatch( \flare_anim\" \"end\" );"
- self waittill( \finished spawning\" );"
- self waittill_any( \death\" \"tobedeleted\" \"long_death\" );"
- self waittill_any_timeout( 3, \damage\" \"goal\" );"
- self waittill_stack_add( \bulletwhizby\" );"
- self waittill_stack_add( \damage\" );"
- self waittill( \waittill_stack\" msg );"
- ( msg == \bulletwhizby\" && self.waittill_stack.a == level.player )"
- ( msg == \damage\" && self.waittill_stack.b == level.player )"
- self waittill_stack_clear(); // removes variables used by waittill_stack.
- self waittill_stack_add( \reached_dynamic_path_end\" );"
- self waittill_stack_add( \react\" );"
- self waittill( \waittill_stack\" msg );"
- amount = self.waittill_stack.a;
- damager = self.waittill_stack.b;
- self waittill_either( \goal\" \"near_goal\" );"
- self waittill( \rpg_guy_done\" );"
- self waittill_notify_or_timeout( \missile_fire\" timeout );"
- self waittill_notify_or_timeout( \goal\" 5 );"
- "waittillframeend; // lets everyone that waits for the flag continue their thread."
- guy waittill( \animontag_thread\" );"
- killer_bird waittill_either( \goal\" \"near_goal\" );"
- killer_bird waittill( \goal\" );"
- waittill_damage( damage_types, attacker_ent, endon_death, timeout )
- self waittill( msg_str );
- target_ent.fake_target add_wait( ::waittill_msg, \death\" );"
- target_ent add_wait( ::waittill_either, \death\" \"pain_death\" );"
- msg = self waittill_any_return( \turret_no_vis\" \"turret_on_vistarget\" );"
- self waittill_either( \turret_on_target\" \"death\" );"
- self waittill( \damage\" amount damager );"
- waittill_stack_add( msg, ent )
- ent: optional ent to waittill on instead of self.
- level waittill_stack_add( \damage\" ai1 ); // waits for damage on ai1"
- level waittill_stack_add( \damage\" ai2 ); // waits for damage on ai2"
- level waittill( \waittill_stack\" msg ent ); // returns messge and ai1 or ai2 on damage to either"
- "damager = level.waittill_stack.b; // gets the second variable passes by the notify."
- level waittill_stack_clear(); // cleans up any variables.
- if ( !isdefined( self.waittill_stack ) )
- self.waittill_stack = spawnstruct();
- waittill_stack_clear()
- self notify( \waittill_stack\" );"
- self.waittill_stack = undefined;
- waittill_stack_thread( msg, ent )
- self endon( \waittill_stack\" );"
- ent waittill( msg, a, b, c, d, e, f );
- self.waittill_stack.a = a;
- self.waittill_stack.b = b;
- self.waittill_stack.c = c;
- self.waittill_stack.d = d;
- self.waittill_stack.e = e;
- self.waittill_stack.f = f;
- self notify( \waittill_stack\" msg ent );"
- level.cc waittill( \move\" line );"
- level.camera waittill( \reached_end_node\" );"
- level waittill( \cam_hostage\" );"
- level add_abort( ::waittill_msg, \new_room_anim_go\" );"
- self waittill( \new_custom_anim\" );"
- self waittill( \panic_button\" );"
- trigger waittill( \trigger\" other );"
- dsm waittill( \trigger\" );"
- level waittill( \follow_price_obj\" );"
- self waittill_entity_in_range( level.player, 980 );
- self waittill_entity_in_range( level.player, 600 );
- level.price waittill_entity_in_range( self, 300 );
- waittillframeend; // so flags get set and music will play from start points
- welder waittill( \death\" );"
- nearDoorStruct waittill( \trigger\" other );"
- self waittill( \script_requires_player\" );"
- self waittill_any( \pain\" \"pain_death\" \"death\" );"
- self waittill( \animscript_shot\" );"
- self waittill( \death\" killer method );"
- self waittill_entity_in_range( level.player, 650 );
- self waittill_player_lookat_for_time( 0.4 );
- self waittill( \death\" killer );"
- level.player waittill_in_range( obj_origin, 600 );
- level.player waittill_in_range( obj_origin, 180 );
- //self waittill_entity_out_of_range( level.player, 650 );
- self waittill_entity_in_range( level.player, 1200 );
- self waittill( \bmp_aim_at_player\" );"
- self waittill( \unloading\" );"
- self waittill( \spawned\" vehicle );"
- vehicle waittill( \unloading\" );"
- level waittill( \tarmac_snowmobile_unload\" );"
- self waittill_either( \veh_collision\" \"driver_died\" );"
- self waittill( \driver_died\" other );"
- level waittill( \kill_price\" );"
- level.price waittillmatch( \single anim\" \"end\" );"
- level.player waittill_entity_in_range( level.price, 300 );
- "// self waittill( \death\"" );"""
- level.player waittill( \detonate\" );"
- new_target waittill ( \death\" );"
- waittillframeend;// for price_tells_you_plan_b() to progress
- thread waittill_reload();
- waittill_reload()
- level.player waittill( \reload_start\" );"
- level waittill( \cliff_death\" );"
- waittillframeend; // for a chance for cliffdeaths to get increments
- self add_wait( ::waittill_player_not_position, positions );
- level waittill( \new_player_position\" );"
- self add_wait( ::waittill_player_position, positions );
- position = waittill_player_not_position( positions );
- waittill_player_position( positions )
- level waittill( \new_player_position\" position );"
- waittill_player_not_position( positions )
- level waittill( \new_player_position\" new_position );"
- driver waittill( \death\" );"
- level.player_snowmobile waittill( \vehicle_mount\" otherEnt );"
- waittillframeend; // for the mount vehicle to finish.
- level waittill( \new_icepick_snowmobile\" );"
- rider waittill( \death\" );"
- avalanche_heli waittill( \reached_dynamic_path_end\" );"
- price_goes_down_hill waittill( \trigger\" other );"
- self waittill( \reached_end_node\" );"
- level.price waittill( \jumpedout\" );"
- self waittill_either( \death\" \"veh_collision\" );"
- waittillframeend;// for chase_vehicles to be up to date
- self waittill_either( \goal\" \"death\" );"
- waittillframeend; // wait until the littlebird starts moving cause its waiting on the same flag
- self waittill( \near_goal\" );"
- //self waittill( \player_evac\" );"
- add_wait( ::waittill_msg, \trigger\" );"
- level add_wait( ::waittill_msg, \player_boards\" );"
- "// self waittill( \reached_end_node\"" );"""
- //ai waittill_any( \death\" \"pain_death\" \"_stealth_enemy_alert_level_change\" \"_stealth_attack\" \"restart_attack_behavior\" );"
- self waittill( \_stealth_bad_event_listener\" );"
- waittill_notify_or_timeout( \near_enemy\" 3 );"
- targetguy2 waittill( \death\" );"
- level.player waittill( \weapon_fired\" );"
- level.truck_patrol waittill( \death\" );"
- self waittill ( \death\" );"
- self waittill( \safe_to_unload\" );"
- //self waittill( \unloaded\" );"
- self waittillmatch( \noteworthy\" \"end_of_path\" );"
- "// self waittill( \damage\"" );"""
- level.player waittill_entity_in_range( self, 800 );
- self waittill( \enteredvehicle\" );"
- self waittill( \normal\" );"
- level.gauntlet_east waittill( \death\" );"
- level.gauntlet_west waittill( \death\" );"
- add_wait( ::waittill_base_alerted );
- "// //level waittill( \forever\"" );"""
- missile01_start waittill( \movedone\" );"
- players_key waittill( \trigger\" player );"
- waittill_base_alerted()
- level.player waittill( \projectile_impact\" weaponName position radius );"
- level waittill( \remote_missile_exploded\" );"
- self waittill( \bad_path\" );"
- self waittill( \kill_badplace_forever\" );"
- self waittill_entity_in_range( level.player, 1000 );
- self waittill_either( \unloaded\" \"death\" );"
- level.price waittill_entity_in_range( level.rasta, 300 );
- level.price waittill_entity_in_range( level.player, 600 );
- volume waittill_volume_dead();
- //level.player waittill_entity_in_range( level.btr_slider, 2200 );
- level.player waittill_entity_out_of_range( level.price, 1000 );
- level waittill( \_stealth_saw_corpse\" );"
- level waittill( \player kill dialog\" );"
- level waittill( \dialog_price_kill\" );"
- level waittill( \dialog_price_kill_dog\" );"
- level waittill( \price_starts_following\" );"
- //level waittill( \price_goes_halfway_across_bridge\" );"
- level waittill( \dialog_someone_is_alert\" );"
- thread monitor_waittill_stealth_normal();
- monitor_waittill_stealth_normal()
- newMissile waittill( \death\" );"
- cargo_heli waittill( \death\" );"
- self waittill( \attach rocket\" );//notetrack"
- self waittill( \fire rocket\" );//notetrack"
- self waittill( \drop rocket\" );//notetrack"
- fire_pos_ent waittill( \at4_fire\" );"
- self waittill( \finished_anim_reach\" );"
- //self waittill( \goal\" );"
- "// level.gauntlet_east waittill( \death\"" );"""
- "// level.gauntlet_west waittill( \death\"" );"""
- "// self waittill( \stop_dynamic_run_speed\"" );"""
- "// self waittill( \dynamic_run_speed_changing\"" );"""
- self waittill( \master_reached_patrol_end\" );"
- self waittill( \_stealth_normal\" );//be came alert"
- //self waittill( \safe_to_unload\" );"
- //waittillframeend because you may be in the part of the frame that is before
- thread waittill_checkpoint_hit( flag_name );
- level waittill_either( \checkpoint_timer_expired\" flag_name );"
- waittill_checkpoint_hit( flag_name )
- //getvehiclenode(\thenode\" \"script_noteworthy\" waittill (\"trigger\" vehicle);"
- level waittill( destroyer_msg );
- array_spawn_function_noteworthy( \waittill_damaged_and_set_flag\" ::AI_waittill_damaged_and_set_flag_think );"
- seaknight_loader_start thread waittill_flag_then_notify( \seaknight_drones_loaded\" \"load_riders\" );"
- seaknight_loader_start thread waittill_notify_then_notify( \riders_loaded\" \"play_anim\" );"
- seaknight_loader_start2 thread waittill_flag_then_notify( \seaknight_drones2_loaded\" \"load_riders\" );"
- seaknight_loader_start2 thread waittill_notify_then_notify( \riders_loaded\" \"play_anim\" );"
- waittill_dead( seaknight_drone_loaders );
- level.bunker_radio_org waittill( \done\" );"
- array_thread( javelin_vehicle_targets,:: vehicles_cheap_waittill_destroyed_think );
- monument_heli_owned waittill( \damage\" amount attacker );"
- "// self waittill( \damage\""" amount attacker );"
- humvee_spotlight_left waittill( \reached_end_node\" );"
- level.bradley_commerce waittill_notify_or_timeout( \turret_rotate_stopped\" 1 );"
- level.player waittill( \damage\" amount attacker );"
- self waittill_death_or_timeout( 4 );
- thread waittill_targetname_volume_dead_then_set_flag( \volume_courtyard_windows\" \"courtyard_has_been_cleared\");"
- thread waittill_targetname_volume_dead_then_set_flag( \volume_commerce_lobby_upper\" \"mezzanine_top_has_been_cleared\" );"
- thread waittill_targetname_volume_dead_then_set_flag( \volume_commerce_fourth_floor\" \"floor_four_has_been_cleared\" );"
- self.base waittill( \c4_detonation\" );"
- self waittill_either( \damage\" \"alerted\" );"
- self waittill( \alerted\" );"
- self waittill( \doors_closing\" );"
- bmp waittill( \reached_end_node\" );"
- thread waittill_dead_then_set_flag( hostiles_crowsnest, \crowsnest_has_been_cleared\" );"
- self waittill_notify_or_timeout( \new_target\" randomWait );"
- self waittillmatch( \single anim\" \"fire_weapon\" );"
- //self waittill_any( \grenade danger\" \"damage\" \"gunshot\" \"death\" );"
- self waittill_any( \damage\" \"death\" \"shot_at\" );"
- self waittill( \ai_event\" eventtype );"
- level waittill_either( \evac_vehicle_owned\" \"obj_commerce_defend_snipe_complete\" );"
- level waittill( \evac_vehicle_owned\" );"
- self waittill( \damage\" amount attacker enemy_org impact_org type );"
- vehicles_cheap_waittill_destroyed_think()
- level waittill( \monument_dummy_hit\" );"
- eVoloume waittill( \breach_complete\" );"
- level.blackhawk waittill( \landed\" );"
- level.blackhawk.trigger waittill( \trigger\" );"
- triggerApproach waittill( \trigger\" );"
- self waittill( \liftoff\" );"
- roof_rocket_guy waittillmatch( \single anim\" \"fire\" );"
- roof_rocket_guy waittillmatch( \single anim\" \"end\" );"
- level.littlebird_wingman_02 waittill( \touch_down\" );"
- wingman_roof_node_01 waittill( \trigger\" );"
- "// self waittill( \enemy\"" );"""
- self waittill( \damage\" amount attacker direction_vec impact_org );"
- self waittill( \damage\" amount attacker enemy_org impact_org type modelName );"
- self waittill_either( \goal\" \"damage\" );"
- self waittill_match_or_timeout( \deathanim\" \"end\" 4 );"
- AI_waittill_damaged_and_set_flag_think()
- eNode waittill( \trigger\" );"
- self waittill( \fire\" );"
- self waittill_notify_or_timeout( \turret_rotate_stopped\" fRand );"
- level waittill( \mortar_hit\" );"
- "// level waittill( \mortar_hit\"" );"""
- "// waittillframeend;"
- waittill_dead_then_set_flag( aGuys, sFlag )
- waittill_dead_or_dying( aGuys );
- self waittill( \spawn\" );"
- self waittill( \play_anim\" );"
- self waittill( \load_riders\" );"
- waittill_death_or_timeout( timeout )
- //waittill door clear
- owner waittill( \death\" );"
- eTrigger waittill( \trigger\" );"
- "// level.player waittill( \death\"" );"""
- deleteNode waittill( \trigger\" );"
- waittill_notify_then_notify( notifyToWaitFor, notifyToNotify )
- self waittill( notifyToWaitFor );
- waittill_flag_then_notify( flagToWaitFor, notifyToNotify )
- "// level.player waittill( \damage\"" );"""
- missile waittill( \reached_end_node\" );"
- rig waittill( \movedone\" );"
- ent waittill( \rotatedone\" );"
- self waittillmatch( \single anim\" \"footstep_right_large\" );"
- self waittillmatch( \single anim\" \"footstep_left_small\" );"
- node waittill( \unarmed_climb_wall\" );"
- level.foley add_wait( ::waittill_msg, \reached_path_end\" );"
- level.dunn add_wait( ::waittill_msg, \reached_path_end\" );"
- link waittill( \exposed_tracking_turn180L\" );"
- add_wait( ::waittill_dead_or_dying, enemies, 2 );
- add_wait( ::waittill_dead_or_dying, enemies, 4 );
- add_wait( ::waittill_dead_or_dying, enemies, 8 );
- add_wait( ::waittill_dead_or_dying, ai , ai.size - 1 );
- level.foley waittill( \parking_start_at_node\" );"
- guys[ 0 ] waittill( \sounddone\" );"
- guys[ 1 ] waittill( \sounddone\" );"
- guys[ 2 ] waittill( \sounddone\" );"
- self add_wait( ::waittill_msg, \ai_event\" );"
- node add_wait( ::waittill_player_lookat_for_time, .5 );
- model waittill( \movedone\" );"
- heli waittillmatch( \single anim\" \"emp\" );"
- heli waittillmatch( \single anim\" \"explode\" );"
- node waittill( \crash\" );"
- self waittill( \movedone\" );"
- "// heli waittillmatch( \single anim\""" \"play_sound\" );"
- heli waittillmatch( \single anim\" \"pre_explode\" );"
- heli waittillmatch( \single anim\" \"end\" );"
- //node waittill( \DCemp_run_sequence\" );"
- level add_wait( ::waittill_msg, \office_enemies_wave1_hurt\" );"
- self waittill( \stop_custom_aim\" );"
- radio waittill( \sounddone\" );"
- level waittill( \wtf_is_this_for\" );"
- level waittill( \whitehouse_hammerdown_death\" );"
- level waittill( \wait_for_ever\" );"
- level.dunn waittill_any_timeout( 4, \goal\" );"
- spotlight waittill( \turret_on_target\" );"
- damage = trigger waittill_player_damage( 400 );
- level waittill( \sandbag_group_\" + self.script_group );"
- self.drone waittill( \death\" );"
- "// self waittill( \turret_on_target\"" );"""
- turret waittill( \turret_on_target\" );"
- group_struct waittill( \damage\" damaged_ent damage );"
- damage = self waittill_player_damage( 100 );
- group_struct waittill( \throw_done\" );"
- guy waittill( \remove_flare\" );"
- waittill_player_damage( damage_limit )
- self.swing_origin waittill( \rotatedone\" );"
- self waittill( \chandelier_turn\" );"
- self waittill( \chandelier_swing\" );"
- "// waittill_player_fires_empty_gun();"
- waittill_player_fires_empty_gun()
- "// level.player waittill( \damage\""" amount attacker );"
- spawner add_abort( ::waittill_msg, \death\" );"
- level waittill( \introscreen_complete\" );"
- radio add_wait( ::waittill_msg, \sounddone\" );"
- // waittill endof animation
- animent waittill( \dcemp_flare_reshoot_start\" );"
- self.damage_ent waittill_friendly_damage( health );
- damage = self waittill_friendly_damage( 100 );
- self waittill_match_or_timeout( \single anim\" \"end\" 10 );"
- self waittill( \weapon_fired\" );"
- self waittill( \end_firing\" );"
- waittill_friendly_damage( damage_limit )
- level waittill ( \breaching_number_\" + breachnum );"
- level waittill( \slomo_breach_over\" );"
- level waittill_any ( \breaching_number_0\" \"breaching_number_1\" \"breaching_number_2\" );"
- //level.scarecrow waittillmatch( \single anim\" \"ps_scn_estate_photographer\" );"
- level.scarecrow waittillmatch( \single anim\" \"camera\" );"
- level.scarecrow waittillmatch( \single anim\" \"ps_scn_estate_photo_snap\" );"
- level.scarecrow waittill ( \goal\" );"
- level.ozone waittill ( \goal\" );"
- level.ghost waittillmatch( \single anim\" \"dialogue\" );"
- //self waittill ( \damage\" damage attacker );"
- level.player waittill ( \damage\" );"
- playerview waittillmatch( \single anim\" \"mortarhit\" );"
- playerview waittillmatch( \single anim\" \"helicopterbuzz\" );"
- playerview waittillmatch( \single anim\" \"gettingfuzzy\" );"
- shepherd waittill_notetrack_or_damage( \pistol_pullout\" );"
- shepherd waittill_notetrack_or_damage( \shepherd_fire2\" );"
- shepherd waittill_notetrack_or_damage( \shepherd_fire1\" );"
- shepherd waittill_notetrack_or_damage( \pistol_putaway\" );"
- shepherd waittill_notetrack_or_damage( \dsm_pullout\" );"
- shepherd waittill_notetrack_or_damage( \dsm_putaway\" );"
- throwingGuy waittill_notetrack_or_damage( \ghost_throw_release\" );"
- level.pavelow waittill_any( \goal\" \"near_goal\" );"
- //heli waittill_any( \goal\" \"near_goal\" );"
- heli waittill( \goal\" );"
- heli waittill_any( \goal\" \"near_goal\" );"
- trig waittill ( \trigger\" );"
- //shepherd waittillmatch( \single anim\" \"shepherd_dsm_talk\" );"
- gasolineGuy waittill_notetrack_or_damage( \pour_on_player\" );"
- self waittill_notetrack_or_damage( \cigar_box_pullout\" );"
- self waittill_notetrack_or_damage( \lighter_pullout\" );"
- self waittill_notetrack_or_damage( \lighter_on\" );"
- self waittill_notetrack_or_damage( \shepherd_exhale\" );"
- self waittill_notetrack_or_damage( \shepher_flick\" );"
- starter waittill ( \trigger\" );"
- level waittill ( \gameplay_mine_done\" );"
- level waittill ( \breaching_number_\" + \"4\" );"
- level waittill ( \breaching_number_3\" );"
- level waittill ( \breaching_number_\" + self.script_slowmo_breach );"
- level waittill ( waitName );
- level waittill ( unlockMsg );
- level waittill ( \breaching_number_0\" );"
- level waittill ( \breaching_number_1\" );"
- level waittill ( \breaching_number_2\" );"
- level waittill_any( \breaching_number_0\" \"breaching_number_1\" \"breaching_number_2\" );"
- level waittill ( \mainfloor_enemy_killed\" );"
- level waittill ( \topfloor_enemy_killed\" );"
- level waittill ( \basement_enemy_killed\" );"
- level waittill ( \breaching_number_\" + \"5\" );"
- level waittill ( \breaching_number_\" + \"3\" );"
- level waittill_any( \breaching_number_0\" \"breaching_number_1\" \"breaching_number_2\" );"
- level waittill ( \slomo_breach_over\" );"
- saveTrig waittill ( \trigger\" );"
- level waittill ( \sp_slowmo_breachanim_done\" );"
- level.ghost waittill ( \goal\" );"
- manualTrig waittill ( \trigger\" );"
- level waittill_any( \breaching_number_0\" \"breaching_number_1\" " \""breaching_number_2\"" ); //exterior"""
- level waittill_any( \breaching_number_3\" \"breaching_number_4\" " \""breaching_number_5\"" ); //interior 1"""
- level waittill_any( \breaching_number_3\" \"breaching_number_4\" " \""breaching_number_5\"" ); //interior 2"""
- level waittill_any( \breaching_number_3\" \"breaching_number_4\" " \""breaching_number_5\"" ); //interior 3"""
- #NAME?
- level waittill ( \counterattacker_died\" );"
- heli waittill( \unloaded\" );"
- self waittill ( \goal\" );"
- level waittill ( \magic_sniper_breaktime\" );"
- trig waittill ( \damage\" amount attacker );"
- level waittill( \runner_shot\" );"
- level waittill( \black_screen_start\" );"
- level waittill( \black_screen_finish\" );"
- vehNode waittill( \trigger\" );"
- level.player waittill( \go_crouch\" );"
- level.player waittill( \go_stand\" );"
- level.player waittill( \shot_next_frame\" );"
- level waittill( \end_scene\" );"
- civilian waittill( \combat\" );"
- level.player waittill_any( \grenade_fire\" \"weapon_fired\" );"
- faust waittill_player_lookat( 0.8, undefined, undefined, 7.0 );
- self waittill_either( \damage\" \"bulletwhizby\" );"
- level.faust waittill( \reached_path_end\" );"
- self waittill( \door_open\" );"
- self waittill( \fall\" );"
- waittill_player_lookat( 0.9, undefined, true, 5.0 );
- self waittill( \shooting\" );"
- rojas waittill( \damage\" amount who );"
- chopperSpawner waittill( \spawned\" chopper );"
- chopper waittill( \reached_dynamic_path_end\" );"
- tracer waittill_player_lookat_for_time( 1, 0.7 );
- tracer waittill_player_lookat( 0.95, 1.25 );
- killtrig waittill( \trigger\" );"
- spawner waittill( \trigger\" );"
- gates[0] waittill( \sbmodel_rotatedone\" );"
- gate_node waittill( \trigger\" );"
- arrivalNode waittill( \trigger\" );"
- waittillframeend; // let the technical spawn
- technical_waittill_end_node()
- technical_waittill_stopped()
- vehicle waittillmatch( \noteworthy\" \"vnode_technical_turret_activate\" );"
- level waittill( \kill_technical_gunners\" );"
- tracer waittill_player_lookat_for_time( 1.5, 0.7 );
- nader waittill( \goal\" );"
- //self waittill( \goal_yaw\" );"
- playOrg waittill( \sound_done\" );"
- self waittill( \mantle\" );"
- player_rig waittillmatch( \single anim\" \"start_soap\" );"
- level.sarge waittillmatch( \single anim\" \"end\" );"
- player_rig waittillmatch( \single anim\" \"blackout\" );"
- player_rig waittillmatch( \single anim\" \"end\" );"
- self waittillmatch( \single anim\" \"start_laundry\" );"
- self waittill( \roofrun_reset\" );"
- player_rig waittillmatch( \single anim\" \"start_roof_collapse\" );"
- level waittill_any_timeout( animtime, \solorun_mob_start_shooting\" );"
- level.player waittill( flagstr );
- kicker waittillmatch( \single anim\" kickNotetrack );"
- kicker waittillmatch( \single anim\" \"end\" );"
- kicker waittill_notify_or_timeout( \goal\" 5 );"
- org waittill( \sound_done\" );"
- self waittill_either( \reached_path_end\" \"damage\" );"
- msg = self waittill_any_return( \reached_path_end\" \"damage\" );"
- level waittill( \color_flags_advance_stop\" );"
- level waittill( \color_flag_advance_queue_updated\" );"
- self.volume waittill_volume_dead_or_dying();
- level.airliner waittill( \movedone\" );"
- linker waittill( \rotatedone\" );"
- level waittill( trigTN, other );
- trigs[ 0 ] waittill( \trigger\" other );"
- waittill_defined( ent )
- waittill_undefined( ent )
- tarp waittill( \tarp_activate\" );"
- level waittill( \tarp_activate\" );"
- level.player_heli waittill( \reached_dynamic_path_end\" );"
- level.player_heli waittill_any( \near_goal\" \"goal\" );"
- level.player_heli waittill( \nearing_landing\" );"
- level.player_heli waittill( \stable_for_unlink\" );"
- "// level waittill( \opened_cell_door4\"" );"""
- level waittill( \cell_door_opens\" );"
- volume add_wait( ::waittill_volume_dead_or_dying );
- level add_wait( ::waittill_msg, \flashed_room\" );"
- trigger_ent waittill( \trigger\" );"
- level waittill( \breaching\" );"
- trigger_from waittill( \trigger\" );"
- waittillframeend;// wait for trigger_to to start breach logic
- waittillframeend;// wait for friendlies to spawn or whatever
- waittillframeend; // for start points, so flags are init'd properly
- level.player_heli waittill( \reached_end_node\" );"
- waittillframeend;// overwrite whatever happens in the main ai gulag logic
- waittillframeend;// wait until the vehicle script can turn the riders into real ai
- self waittill( \reached_current_node\" nextpoint theFlag );"
- waittillframeend;// let the ai on my vehicle spawn
- self waittill_either( \unlock_pitch\" \"lock_pitch\" );"
- waittillframeend;// wait for all progressess to get set once at least
- //self waittill( \reached_dynamic_path_end\" );"
- waittillframeend;// wait for the default vehicle stuff to happen
- plane waittill( \death\" );"
- level waittill( \switch_look\" );"
- level.looker_f15 waittill( \death\" );"
- level waittill( \stop_gulag_drones\" );"
- level waittill( \force_door_open\" );"
- self waittill( \damage\" damage attacker direction_vec point type modelName tagName );"
- level waittill( \physics_jump\" origin );"
- add_wait( ::waittill_msg, \damage\" );"
- self waittillmatch( \single anim\" \"start_ragdoll\" );"
- self waittill_any_timeout( 5, \death\" );"
- level waittill( \ending_flee_death\" );"
- waittillframeend;// in case multiple die during the frame
- waittillframeend;// want to be sure the guy we're supposed to escort could have spawned
- level waittill( \f15_smoke\" );"
- level waittill( \afterburner\" );"
- vol waittill_volume_dead();
- level.player waittill( \weapon_change\" );"
- found_enemy = volume waittill_volume_dead_or_dying();
- vol waittill_volume_dead_or_dying();
- waittill_dead_or_dying( remaining_guys, 0, 6 );
- level.soap waittill( \goal\" );"
- level waittill( \background_explosion\" );"
- level.ghost waittill( \goal\" );"
- throw_flash_trigger waittill( \trigger\" other );"
- waittillframeend;// for _load
- self waittillmatch( \single anim\" \"player\" );"
- // waittillframeend;
- self waittill( \change_to_regular_weapon\" );"
- level waittill( \stop_cavein\" );"
- level waittill( \stop_chase_fx\" );"
- targ waittill( \trigger\" );"
- self waittill( \topple\" );"
- level waittill( \dropit\" );"
- level.price waittill( \change_to_regular_weapon\" );"
- level waittill( \blend_out_dof\" outblend );"
- level waittill( \more_soap_dialogue\" );"
- //level.obj_sentry thread waittill_sentry_moved();
- self waittill( \trigger\" ent );"
- //level.humvee_player waittill( \reached_end_node\" );"
- "// level waittill ( \truck_guy_died\"" );"""
- //level.player waittill_entity_in_range( level.wells, 400 );
- //waittill_player_lookat_for_time( timer, dot, dot_only )
- //level.wells waittill_player_lookat_for_time( 0.1, .99 );
- level.attack_heli waittill( \death\" attacker );"
- //convoy[0] waittill( \reached_path_end\" );"
- //level.player waittill_entity_in_range( level.convoy, 4000 );
- level.player waittill( \begin_firing\" );"
- level.player waittill_in_range( scripted_node.origin, 1350 );
- level waittill( \player_is_controlling_UAV\" );"
- turret waittill( \turret_ready\" ); // if you grab the vehicle right when it spawns wait for this otherwise don't (I will make this an ent flag when P4 unlocks)"
- level waittill( \bmp_died\" );"
- "// level waittill( \warning_player_is_leaving_BT\"" );"""
- level.president waittill( \stop_putdown\" );"
- "// self waittill( \trigger\""" other );"
- "// self waittill ( \damage\"" );"""
- level.wells waittill( \goal\" );"
- diner_backdoor_fight_area waittill_volume_dead();
- //pos waittill( \trigger\" );"
- pos waittill( \trigger\" );"
- level waittill( \player_fired_remote_missile\" );"
- pos waittill( \trigger\" apc );"
- apc waittill_player_lookat_for_time( .4, .99 );
- "// weapon waittill ( \trigger\"" );"""
- "// //weapon waittill ( \trigger\"" );"""
- predator_drone_control waittill( \trigger\" player );"
- level waittill( \hellfire\" );"
- "// level.house_destroyer waittill_either ( \death\""" \"backed_away\" );"
- level.player waittill ( \grenade_fire\" grenade weaponName );"
- level waittill( \btr_smoke_too_far\" );"
- //waittill_sentry_moved()
- level waittill( \starting_predator_drone_control\" );"
- //self waittillmatch( \trigger\" vehicle );"
- vehicle waittill( \turret_on_target\" );"
- bmp waittill( \turret_on_target\" );"
- "// level.player waittill_entity_in_range( self, 800 );"
- level.roof_parachute_landing_guy_humvee waittill( \death\" );"
- level waittill ( \humvee_destroyer_fired\" );"
- //self waittill( \reached_end_node\" );"
- //self waittill( \turret_on_target\" );"
- level.player waittill_entity_in_range_or_timeout( self, 950, 4 );
- //level.player waittill_entity_in_range( self, 950 );
- "// self waittill( \projectile_impact\""" weaponName position radius );"
- level.player waittill( \damage\" amount who );"
- //closest_enemy waittill( \death\" );"
- "// closest_enemy waittill( \death\"" );"""
- "// level waittill_either ( \leaving_diner\""" \"diner_enemies_dead\" );"
- "// level waittill( \player_fired_remote_missile\"" );"""
- "// level waittill( \remote_missile_exploded\"" );"""
- level waittill( \attack_heli_spawned\" );"
- level.attack_heli waittill_death_or_stinger();
- level.attack_heli waittill( \death\" );"
- waittill_death_or_stinger()
- level waittill( \humvee_blows_up\" );"
- //guy waittill( \damage\" );"
- level waittill( \roof_landing_anim_finished\" );"
- level waittillmatch( \glass_destroyed\" num );"
- level waittill( \exploding_\" + script_exploder );"
- level waittill( \exploding_333\" );"
- waittill_player_in_range( origin, range )
- eVehicle waittill( \reached_end_node\" );"
- waittill_touching_entity( eEnt )
- aTriggers[ 0 ] waittill( \trigger\" );"
- self waittill( \stop_waiting_at_node\" );"
- WaitTillSlowProcessAllowed();
- maps\mp\gametypes\_hostmigration::waitTillHostMigrationDone();
- level waittill( \connected\" player );"
- level waittill( \hq_captured\" );"
- level waittill( \hq_destroyed\" );"
- level waittill(\game_ended\");"
- self waitTillRecoveredHealth( 3 );
- level waittill ( \connected\" player );"
- self waittill( \spawned_player\" );"
- self waittill( \begin_firing\" );"
- self waittill ( \reload_start\" );"
- self waittill ( \grenade_fire\" grenade weaponName );"
- self waittill_any( soundAlias, \death\" \"disconnect\" );"
- level waittill( \eternity\" );"
- self waittill ( \weapon_change\" newWeapon );"
- damagetrig waittill(\damage\" amount attacker);"
- level waittill ( \round_end_finished\" );"
- self waittill( \detonate\" );"
- lastStandWaittillDeath()
- self.owner waittill_any ( \death\" \"disconnect\" );"
- level waittill ( \joined_team\" );"
- level waittill ( \player_last_stand\" );"
- self waittill ( \trigger\" player );"
- reviveEnt waittill ( \death\" );"
- level waittill(\connected\" player);"
- self waittill( \dpad_down\" );"
- self waittill( \dpad_up\" );"
- self waittill ( \next_weapon\" );"
- self waittill(\spawned_player\");"
- self waittill(\killed_player\");"
- level waittill ( \abort_forfeit\" );"
- waittillFinalKillcamDone()
- level waittill ( \give_match_bonus\" );"
- waittillframeend; // wait till cleanup of previous start timer if multiple happen at once
- level waittill_either ( \update_scorelimit\" \"update_winlimit\" );"
- level waittill(\prematch_over\");"
- waittillFinalKillcamDone();
- self waittill ( \disconnect\" );"
- self.trigger waittill ( \trigger\" player );"
- level waittill(\radar_status_change\");"
- timePassed = maps\mp\gametypes\_hostmigration::waitTillHostMigrationDone();
- level waittill( \host_migration_end\" );"
- waitTillHostMigrationDone()
- waitTillHostMigrationStarts( duration )
- waitTillHostMigrationStarts( (endtime - gettime()) / 1000 );
- timePassed = waitTillHostMigrationDone();
- waitTillHostMigrationDone();
- //self waittill( \playerKilledChallengesProcessed\" );"
- level waittill ( \cancel_notify\" );"
- self waittill ( \reset_outcome\" );"
- self waittill( \update_outcome\" );"
- self waittillKillcamOver();
- waittillKillcamOver()
- self waittill( \use_copycat\" );"
- self waittill(\spawned\");"
- self waittill(\menuresponse\" menu response);"
- self waittill( \scavenger_pickup\" );"
- self waittill( \received_earned_killstreak\" );"
- self waittill( \survived_explosion\" );"
- self waittill( \destroyed_insertion\" owner );"
- self waittill( \revive\" );"
- self waittill( \combathigh_survived\" );"
- self waittill(\sprint_begin\");"
- self waittill( \sprint_end\" );"
- result = self waittill_any_return( \bomb_planted\" \"bomb_defused\" );"
- self waittill ( \spawned_player\" );"
- self waittill(\disconnect\");"
- // (this allows one disconnect waittill instead of 4 disconnect endons)
- monitorMiscSingle( waittillString )
- self waittill( waittillString );
- monitorMiscCallback( waittillString );
- self waittill( \process\" challengeName );"
- self waittill ( \got_killstreak\" streakCount );"
- self waittill( \destroyed_killstreak\" weapon );"
- level waittill ( \last_alive\" player );"
- level waittill ( \round_switch\" switchType );"
- level waittill ( \game_win\" winner );"
- level waittill ( \round_win\" winner );"
- level waittill ( \match_ending_soon\" reason );"
- level waittill ( \match_ending_very_soon\" );"
- self waittill ( \showing_final_killcam\" );"
- self waittill ( \stopped_using_remote\" );"
- waittillframeend; // so we don't endon the end_respawn from spawning as a spectator
- self waittill(\death\");"
- self waittill( \killed_player\" );"
- self waittill( \begin\" );"
- self waittill( \joined_team\" );"
- self waittill( \joined_spectators\" );"
- level waittill_notify_or_timeout( \game_over\" 0.25 );"
- self waittill( \explode\" position );"
- self waittill_notify_or_timeout( \death\" 2.0 );"
- self waittill( \spectating_cycle\" );"
- self waittill(\joined_spectators\");"
- level waittill( \restarting\" );"
- self waittill ( \grenade_fire\" weaponEnt weaponName );"
- level waittill_any( \joined_team\" \"player_spawned\" \"changed_kit\" );"
- self waittill( \weapon_change\" newWeapon );"
- self waittill( \weapon_switch_started\" newWeapon );"
- self waittill ( \weapon_fired\" weaponName );"
- self waittill( \trigger\" player droppedItem );"
- self waittill( \scavenger\" destPlayer );"
- self waittill( \grenade_pullback\" weaponName );"
- self waittill( \missile_fire\" missile weaponName );"
- self waittill( \sentry_placement_finished\" sentry );"
- self waittill_any( \grenade_fire\" \"weapon_change\" \"offhand_end\" );"
- self waittill( \grenade_fire\" grenade weapname );"
- self waittill( \grenade_fire\" c4 weapname );"
- self waittill( \grenade_fire\" claymore weapname );"
- self waittill( \missile_stuck\" );"
- damagearea waittill( \trigger\" player );"
- self waittillmatch( \detonate\" \"c4_mp\" );"
- self waittill( \alt_detonate\" );"
- self waitTillEnabled();
- self waittill( \damage\" damage attacker direction_vec point type modelName tagName partName iDFlags );"
- waitTillEnabled()
- self waittill( \enabled\" );"
- self waittill( \activated\" );"
- self waittill( \grenade_fire\" weapon );"
- weapon waittill( \missile_stuck\" stuckTo );"
- self waittill ( \turret_deactivate\" );"
- level waittill ( \ac130player_removed\" );"
- level waittill ( \game_ended\" );"
- level waittill ( \game_cleanup\" );"
- level.ac130.planeModel waittill ( \crashing\" );"
- self waittill ( \joined_team\" );"
- self waittill_any ( \joined_spectators\" \"spawned\" );"
- self waittill ( \damage\" damage attacker dir point type );"
- self waittill ( \change_weapon\" newWeapon );"
- self waittill ( \switch thermal\" );"
- self waittill( \projectile_impact\" weaponName position radius );"
- level waittill ( \ai_crawling\" guy );"
- level waittill ( \ai_pain\" guy );"
- level waittill ( \player_destroyed_car\" player vehicle_origin );"
- level waittill ( \ai_killed\" guy );"
- level waittill ( \enemy_killed\" );"
- level waittill ( \context_location\" locationType );"
- self waittill ( \trigger\" triggerer );"
- level waittill ( \radio_not_in_use\" );"
- level waittill ( \stinger_fired\" player missile lockTarget );"
- //rig waittillmatch( \flare_anim\" \"end\" );"
- self waittill( \weapon_change\" currentWeapon );"
- self waittill( \grenade_fire\" airDropWeapon weapname );"
- self waittill_any( \grenade_fire\" \"weapon_change\" );"
- owner waittill ( \death\" );"
- self waittill ( \drop_crate\" );"
- self waittill( \physics_finished\" );"
- chopper waittill ( \goal\" );"
- self waittill_any( \crashing\" \"leaving\" );"
- self waittill ( \captured\" player );"
- level waittill ( \begin_airstrike\" );"
- plane waittill ( \start_bombing\" );"
- self waittill( \cancel_location\" );"
- self waittill( \confirm_location\" location directionYaw );"
- self waittill( waitfor );
- level waittill ( \emp_update\" );"
- result = waittill_any_return( \place_sentry\" \"cancel_sentry\" );"
- self waittill( \damage\" amount attacker dir point type );"
- self.owner waittill_any( \disconnect\" \"joined_team\" \"joined_spectators\" );"
- carrier waittill ( \death\" );"
- carrier waittill ( \disconnect\" );"
- self waittill ( \end_firing\" );"
- level waittill_either ( \joined_team\" \"emp_update\" );"
- harrier waittill ( \goal\" );"
- self waittill (\goal\");"
- self.bestTarget waittill( \death\" );"
- self.bestTarget waittill( \crashing\" );"
- ent waittill ( notifyString );
- chopper waittill( \turret_fire\" );"
- chopper waittill ( \helicopter_done\" );"
- self waittill ( \helicopter_done\" );"
- self waittill( \turretstatechange\" );"
- self waittill_any( \death\" \"crashing\" \"leaving\" );"
- self waittill( \damage\" damage attacker direction_vec P type );"
- owner waittill( \disconnect\" );"
- owner waittill_any( \joined_team\" \"joined_spectators\" );"
- owner waittill( \spawned\" );"
- self waittill( \missile ready\" );"
- self waittill( \secondary acquired\" );"
- self waittill_notify_or_timeout( \turret_on_target\" timeOut );"
- self waittillmatch( \goal\" );"
- self waittill( \near_goal\" ); //self waittillmatch( \"goal\" );"
- self waittill( \changed_kit\" );"
- laptopWait = self waittill_any_timeout( 1.0, \disconnect\" \"death\" \"weapon_switch_started\" );"
- blackOutWait = self waittill_any_timeout( 0.80, \disconnect\" \"death\" );"
- lb thread waitTillGone();
- lb waittill ( \goal\" );"
- waitTillGone()
- self waittill( \gone\" );"
- self waittill( \confirm_location\" location locationYaw);"
- player waittill_any( \death\" \"disconnect\" );"
- level waittill ( \spawning_intermission\" );"
- level waittill( \nuke_death\" );"
- rocket waittill( \death\" );"
- self waittill_any( \joined_team\" \"joined_spectators\" );"
- self.owner waittill ( \joined_team\" );"
- self.owner waittill ( \disconnect\" );"
- self waittill( \damage\" amount attacker direction_vec point damageType );"
- self waittill( \turret_pitch_clamped\" );"
- bestTarg waittill( \death\" );"
- self.bestMiniTarget waittill( \death\" );"
- self waittill( \trigger\" tank wasForced );"
- self waittill( \trigger\" tank );"
- self waittill ( \trigger\" tank wasForced );"
- UAVModel waittill_notify_or_timeout_hostmigration_pause( \death\" duration - 7 );"
- UAVModel waittill_notify_or_timeout_hostmigration_pause( \death\" 3 );"
- UAVModel waittill_notify_or_timeout_hostmigration_pause( \death\" 4 );"
- waittill_notify_or_timeout_hostmigration_pause( msg, timer )
- level waittill_either ( \joined_team\" \"uav_update\" );"
- self waittill ( \damage\" damage attacker direction_vec point sMeansOfDeath );"
- level waittill ( \uav_update\" );"
- self waittill ( \empty_offhand\" );"
- self waittill ( \gambit_on\" );"
- self waittill ( \gambit_off\" );"
- self waittill( \adjustedStance\" );"
- self waittill( \jumped\" );"
- self waittill ( \killed_enemy\" );"
- self waittill ( \menuresponse\" menu className );"
- self waittill ( \weapon_change\" );"
- self waittill_any ( \disconnect\" \"joined_team\" \"joined_spectators\" );"
- self waittill( \grenade_fire\" lightstick weapName );"
- level waittill_either ( \joined_team\" \"player_spawned\" );"
- self waittill ( \damage\" amount attacker );"
- self.enemyTrigger waittill ( \trigger\" player );"
- self waittill ( \soft_landing\" trigger damage );"
- //self waittill( \damage\" damage attacker direction_vec point type modelName tagName partName dflags );"
- self waittill( \weapon_change\" weapon );"
- self waittill( \shield_blocked\" );"
- self waittill( \flash_hit\" );"
- self waittill( \stun_hit\" );"
- player waittill( \spawned_player\" );"
- level waittill ( \player_got_killstreak_\" + streakCount player );"
- level waittill ( \defcon_killstreak\" streakCount changingPlayer );"
- self waittill(\damage\" amount other);"
- owner waittill ( \disconnect\" );"
- self waittill( \hijacker\" crateType owner );"
- self waittill( \objective\" objType );"
- self waittill( \flashbang\" origin amount_distance amount_angle attacker );"
- level waittill( endonNotify );
- level waittill( \rain_change\" change blendTime );"
- self waittill (\trigger\" other);"
- self waittill_any( \death\" \"leftTrigger\" );"
- level waittill (\wind blows\" windDirection);"
- level waittill( \disconnected\" player );"
- WaitTillSlowProcessAllowed( allowLoop )
- self waittill ( \end_altScene\" );"
- object waittill ( \death\" );"
- level waittill ( flagName );
- waitTillRecoveredHealth( time, interval )
- level.player waittill( \death\" attacker );"
- eHeli waittill( \reached_dynamic_path_end\" );"
- //self waittillmatch( \single anim\" \"surface\" );"
- level waittill( \player_is_below_water\" );"
- level waittill( \player_is_above_water\" );"
- self waittillmatch( \single anim\" \"grab\" );"
- "// level.hostile_stealthkill_player waittill( \trigger\"" );"""
- waittill_player_triggers_stealth_kill();
- ePlayer_rig waittillmatch( \single anim\" \"throat\" );"
- ePlayer_rig waittillmatch( \single anim\" \"teleport\" );"
- ePlayer_rig waittillmatch( \single anim\" \"help\" );"
- ePlayer_rig waittillmatch( \single anim\" \"end\" );"
- waittill_player_triggers_stealth_kill()
- trig_out_of_water waittill( \trigger\" );"
- trig_in_water waittill( \trigger\" );"
- self waittill( \finished_swim_animation\" );"
- "// self waittillmatch( \single anim\""" \"end\" );"
- level waittill( \A door in breach group 100 has been activated.\" );"
- level waittill( \breach_explosion\" );"
- ePatroller waittill( \damage\" );"
- level waittill( \stealth_broken\" );"
- self waittillmatch( \single anim\" \"splash\" );"
- //self waittillmatch( \single anim\" \"fire\" );"
- level waittill( \A door in breach group 200 has been activated.\" );"
- trig_prisoner_sequence_failsafe waittill( \trigger\" );"
- eTrig waittill( \trigger\" );"
- "// c4Org waittill( \c4_detonation\"" );"""
- "// volume_ambush_room waittill( \breached\"" );"""
- org_c4 waittill( \c4_detonation\" );"
- self waittill_alert();
- waittill_alert()
- self waittill_any( \damage\" \"enemy\" \"alerted\" \"bulletwhizby\" \"flashbang\" \"grenade danger\" \"explode\" \"pain_death\" );"
- eHeli waittill( \damage\" damage attacker direction_vec P type );"
- level waittill( \A door in breach group 300 has been activated.\" );"
- level.littlebird_escape waittill( \touch_down\" );"
- "// trigger waittill( \trigger\"" );"""
- blackhawk_samsite_01 waittill( \reached_dynamic_path_end\" );"
- self waittill( \c4_planted\" );"
- self waittill( \over_solid_ground\" );"
- eHeli = maps\_vehicle::waittill_vehiclespawn( sTargetname );
- eHeli waittill_either( \death\" \"crash_done\" );"
- "// self waittill_entity_in_range( level.EnemyHeli, 2048 );"
- "// level waittill( \attack_heli_destroyed\"" );"""
- "// self waittill( \trigger\"" );"""
- waittill_using_thermal_scope_or_timeout_func( 7 );
- waittill_using_thermal_scope_or_timeout_func( time )
- //self waittill ( \enemy\" );"
- self waittill( \damage\" amount attacker );"
- self waittillmatch( \single anim\" \"start\" );"
- self waittillmatch( \single anim\" \"passing\" );"
- self waittillmatch( \single anim\" \"arrival\" );"
- self waittillmatch( \single anim\" \"stop\" );"
- //self waittillmatch( \single anim\" \"start\" );"
- //self waittillmatch( \single anim\" \"stop\" );"
- //self waittillmatch( \single anim\" \"end\" );"
- killtrigger_ocean waittill( \trigger\" other );"
- "// level.player waittill( \weapon_fired\"" );"""
- level waittill( \destructible_exploded\" );"
- self waittill( \moving\" );"
- self waittill( \stopped_moving\" );"
- //self waittill( \arriving\" );"
- waittillframeend;// needs to happen after init
- level waittill ( \get_on_the_line\" );"
- waittillframeend;// wait for the ride vehicles to get defined
- volume add_wait( ::waittill_volume_dead );
- waittillframeend;// wait till they spawn
- waittillframeend;// for heroes to get defined
- "// add_wait( ::waittill_dead, guys, 3 );"
- level.riverside_bmp waittill_player_lookat( 0.98, 0.1, true, 20 );
- waittillframeend;// for auto spawn logic
- spawner waittill( \drone_spawned\" guy );"
- //self waittill( \speed_zero_path_disconnect\" );"
- level.player_humvee waittill( \vehicle_flag_arrived\" );"
- chair waittill( \trigger\" );"
- self waittill( \touch\" other );"
- spawner waittill( \spawned\" vehicle );"
- level add_wait( ::waittill_msg, \player_got_in\" );"
- level waittill_notify_or_timeout( \shot_rings_out\" 1.5 );"
- waittillframeend;// wait for the array to fill in
- level.traffic_jam_truck waittill_player_lookat( 0.6, 0.5, undefined, 8 );
- level.player waittill( \missile_fire\" );"
- bmp waittill( \death\" );"
- self waittill( \damage\" dmg attacker one two weapType );"
- self waittill( \destroyed\" );"
- waittill_notify_or_timeout( \damage\" 1.5 );"
- level waittill( \school_spawner_death\" );"
- //self waittill( \damage\" );"
- self waittillmatch( \custom_animmode\" \"fire_spray\" );// whatever"
- struct waittill ( scene );
- self waittill( \bullethit\" other );"
- add_wait( ::waittill_msg, \bulletwhizby\" );"
- add_wait( ::waittill_msg, \death\" );"
- taxi waittill( \taxi_moving\" );"
- level waittill( \bridge_collapse\" );"
- level waittill( \bridge_collapse_start\" );"
- "// level waittill( \bridge_collapse_start\"" );"""
- level waittill( \bridge_sway_start\" );"
- car waittill( \movedone\" );"
- level waittill( \so_rpgs_shot\" );"
- level.chopper waittill( \chopper_near_goal\" );"
- level waittill( \never_end\" );"
- level.groundplayer waittill( \damage\" dmg attacker );"
- self waittill_either( \near_goal\" \"goal\" );"
- "// self waittill_either( \near_goal\""" \"goal\" );"
- self waittill( \chopper_near_goal\" );"
- level.groundplayer waittill( \movedone\" );"
- // Must be a thread due to the waittill
- dmg_trigger waittill( \trigger\" other );"
- level waittill( \hunters_all_down\" );"
- waittill_multiple( \hunters_all_down\" \"attack_helis_all_down\" );"
- waittill_multiple( \hunters_all_down\" \"btr80s_all_down\" );"
- waittill_multiple( \hunters_all_down\" \"btr80s_all_down\" \"attack_helis_all_down\" );"
- self waittill_any( \death\" \"pain_death\" );"
- stinger waittill( \trigger\" player old_weapon );"
- semtex waittill( \trigger\" player old_weapon );"
- level waittill_any( uav_notarget, \hellfire_attack_stop\" \"hellfire_attack_pause\" \"special_op_terminated\" \"wave_complete\" );"
- level waittill( enemy_death );
- level waittill( \wave_complete\" );"
- self waittill( \trigger\" ai );"
- level waittill( \clean_up\" script_group );"
- self waittill( \death\" killer type );"
- self waittill_either( \coop_downed\" \"weapon_change\" );"
- self waittill( \weapon_change\" );"
- self waittill( \player_fired\" );"
- self waittill( \exploded\" attacker );"
- self waittill( \show_vehicle_locs\" );"
- self waittill( \hide_vehicle_locs\" );"
- self waittill_any( \hide_vehicle_locs\" \"refresh_vehicle_locs\" );"
- level waittill( \vehicle_destroyed\" );"
- level waittill( \special_op_terminated\" );"
- "// self waittill( \trigger\""" other );"
- self.trig waittill( \trigger\" );"
- self waittill_any_timeout( downloadTime, \download_interrupted\" );"
- self waittill_any_timeout( 25, \downloading\" );"
- waittill_dead_or_dying( self.spawned, ( self.spawned.size - level.NUM_ENEMIES_LEFT_TOLERANCE ), downloadTime );
- waittill_both_players_touch_targetname( \trig_bridge_end\" );"
- self waittill_either( \use_laser\" \"used_laser\" );"
- self waittill_either( \fired_laser\" \"used_laser\" );"
- self waittill( \laser_coordinates_received\" );"
- //waittill at node
- retreatTrig waittill( \trigger\" );"
- waittill_both_players_touch_targetname( tn )
- self waittill_any( \damage\" \"death\" );"
- self waittill( \weapon_change\" );"
- level waittill( wait_id );
- waittill_any( \shooting\" \"abandon_shooting\" );"
- self waittill( \switched_to_sidearm\" );"
- self waittill_player_lookat( 0.95, 1.0, true, undefined, undefined, player );
- waittill_any( \shooting\" \"meleeanim\" );"
- self waittill( \death\" attacker cause weapon_name );"
- level waittill( \kill_registered\" );"
- level waittill( \update_enemies_remaining_count\" );"
- level waittill( \enemy_number_changed\" );"
- level waittill( \enemy_downed\" );"
- level waittill( \who_let_the_dogs_out\" );"
- level waittill( \enemy_killed_by_player\" );"
- level waittill( \civilian_died\" );"
- level waittill( \specops_player_kill\" attacker );"
- level waittill( \hunter_group_spawn_complete\" );"
- self waittill( \pain_death\" attacker );"
- level waittill( \score_updated\" );"
- "// level waittill( \pulse_queue_processed\"" );"""
- level waittill( \pre_display_splash\" + num );"
- level waittill( \target_killed\" );"
- level waittill( \civilian_killed\" );"
- so_waittill_targets_killed( 3, \course_initial_targets_dead\" );"
- so_waittill_targets_killed( 2, \course_pre_start_targets_dead\" );"
- so_waittill_targets_killed( 5, \course_start_targets_dead\" );"
- so_waittill_targets_killed( 3, \course_first_floor_targets_dead\" );"
- so_waittill_targets_killed( 5, \course_second_floor_targets_dead\" );"
- so_waittill_targets_killed( 4, \course_pre_end_targets_dead\" );"
- so_waittill_targets_killed( 2, \course_end_targets_dead\" );"
- so_waittill_targets_killed( iNumberOfTargets, sFlagToSetWhenKilled )
- level waittill_any_timeout( removeTimer, \civilian_killed_\" + civ_kill_num );"
- self waittill( \damage\" dmg attacker dir point mod model tagname partname dflags weapon );"
- level waittill( \player_on_roof\" );"
- "// level waittill( \never\"" );"""
- //level waittill( \new_wave_started\" );"
- uav_pickup waittill( \trigger\" player );"
- "// self waittill( \kill_badplace_forever\"" );"""
- vehicle waittill( \unloaded\" );"
- "// end_node waittill( \trigger\"" );"""
- level waittill( \new_wave_started\" );"
- "// player waittill( \projectile_impact\""" weaponName position radius );"
- thread waittill_player_in_range( player );
- self waittill( \player_in_range\" );"
- waittill_player_in_range( player )
- player waittill_entity_in_range( self, 800 );
- self waittill_player_in_truck_range();
- waittill_player_in_truck_range()
- level waittill( \player_in_truck_range\" );"
- truck waittill_entity_in_range( self, 1200 );
- self.obj_model waittill( \trigger\" );"
- level waittill( \an_explosive_planted\" );"
- level waittill( \player_enters_bathroom\" );"
- level waittill( \slowmo_breach_ending\" );"
- waittillframeend; // for bike.riders to get defined
- level waittill_any_timeout( removeTimer );
- level waittill( \challenge_timer_failed\" );"
- radio_org waittill( \done\" );"
- level.player waittill( \menuresponse\" menu response );"
- level waittill( sNotify );
- target waittill ( \hit\" );"
- level waittill( \a timed target has been hit\" );"
- level waittill_notify_or_timeout( \player_has_hit_too_many_from_hip\" 10 );"
- targets[ selected_target ] waittill( \hit\" );"
- level.plywood waittill ( \damage\" amount attacker direction_vec point type );"
- WAITTILL FRAG SUCCESS
- level.player waittill_either( \grenade_pullback\" \"did_action_frag\" );"
- self waittill ( \hit_with_grenade\" );"
- self waittill ( \hit\" );"
- "// WAITTILL FRAG SUCCESS"
- frag_trigger waittill( \trigger\" );"
- waittill_targets_killed_and_flag_is_set_or_timeout_on_flag( 10, \course_start_targets_dead\" \"player_course_03a\" );"
- waittill_targets_killed_and_flag_is_set_or_timeout_on_flag( 3, \course_first_floor_targets_dead\" \"player_course_stairs\" );"
- waittill_targets_killed_and_flag_is_set_or_timeout_on_flag( 5, \course_second_floor_targets_dead\" \"player_course_jumped_down\" );"
- waittill_targets_killed_and_flag_is_set_or_timeout_on_flag( 6, \course_end_targets_dead\" \"player_course_end_03\" );"
- waittill_targets_killed_and_flag_is_set_or_timeout_on_flag( iNumberOfTargets, sFlagToSetWhenKilled, sFlagToTimeOutOn )
- level waittill ( \target_killed\" );"
- level waittill( \player_not_killing_targets_at_a_good_rate\" );"
- level waittill_notify_or_timeout( \target_killed\" 8 );"
- level waittill( \pit_target_hit_without_ADS\" );"
- self waittill( \activate\" );"
- self waittill ( \pop_up\" );"
- self waittill ( \damage\" amount attacker direction_vec point type );"
- self waittill( \target_going_back_down\" );"
- level.player waittill( notifyName );
- self waittillmatch( \looping anim\" \"spark on\" );"
- self waittillmatch( \looping anim\" \"spark off\" );"
- level waittill ( \test_cleared\" );"
- level waittill ( \accuracy_bonus\" );"
- level.player waittill( msg );
- //getEnt( \obstacleTraining_sprint\" \"targetname\" ) waittill ( \"trigger\" );"
- waittill_dead( runners );
- level.player waittill_either( \begin_firing\" \"player_not_in_camp\" );"
- level waittill( \introscreen_black\" );"
- level waittill( \start_clock\" );"
- level.ac130 waittillmatch( \ac130_move_in\" \"end\" );"
- level.ac130 waittillmatch( \ac130_move_out\" \"end\" );"
- level.ac130player waittill( \switch weapons\" );"
- level.ac130player waittill( \weapon_fired\" );"
- level.ac130player waittill( \switch thermal\" );"
- level waittill( \clear_to_engage\" );"
- level.ac130player waittill( \projectile_impact\" weaponName position radius );"
- self waittill ( \damage\" damage attacker );"
- self waittill( \damage\" damage attacker direction_vec point );"
- treeorg waittill( \rotatedone\" );"
- level waittill( \hud_target_blink_off\" );"
- level waittill( \hud_target_blink_on\" );"
- guy waittill( \death\" attacker );"
- level waittill( \ai_crawling\" guy );"
- level waittill( \ai_pain_falling\" guy );"
- level waittill( \ai_pain\" guy );"
- level waittill( \vehicle_explosion\" vehicle_origin );"
- level waittill( \enemy_killed\" );"
- level waittill( \context_location\" locationType );"
- self waittill( \trigger\" triggerer );"
- level waittill( \radio_not_in_use\" );"
- level.ac130player waittill( \playSoundOverRadio_done\" );"
- waittillframeend; // so flag can get set
- waittillframeend; // for main init
- level waittill( \slowview\" wait_time );"
- level waittill( \stop_drunk_walk\" );"
- level waittill_either( \recovered\" \"force_limp\" );"
- level.ground_ref_ent waittill( \rotatedone\" );"
- level.player.soundEnt waittill( \sounddone\" );"
- ent waittill( \sounddone\" );"
- self waittill( endonString );
- guyPackets[ scriptedAnimationIndex ][ \guy\" ] waittillmatch( anim_string \"end\" );"
- guyPackets[ scriptedSoundIndex ][ \guy\" ] waittill( anim_string );"
- ent waittill( anime );
- "// guy waittillmatch( \face_done_\"" + anime" \"end\" );"
- guy waittill( \single dialogue\" );"
- guy waittill_match_or_timeout( \single anim\" \"end\" scriptedAnimationTime );"
- guy waittillmatch( \single anim\" \"end\" );"
- guy waittill( msg, notetrack );
- waittillframeend;// because this should come after any attachs that happen on the same frame
- gun waittill( \death\" );"
- ent waittill( \reached_position\" );"
- waittillframeend;// let the guys get their new goals from anim_reach
- ent waittill( \reach_notify\" );"
- self waittill_either( \death\" \"goal\" );"
- waittillframeend;// delay a frame so if you end a loop with a notify then start a new loop, this guarentees that
- waittillframeend;// in case another facial animation just ended, so its clear doesnt overwrite us
- ent waittill( \reached_goal\" );"
- self waittillmatch( \face_done_\" + anime \"dialog\" );"
- "// self waittill( anime );"
- guy waittillmatch( msg, \end\" );"
- level waittill( \windchange\" wind );"
- waittillframeend;// so level.script is set
- level.player add_wait( ::waittill_msg, \death\" );"
- level waittill_either( \arcademode_decrement_kill_streak\" \"arcademode_new_kill\" );"
- waittillframeend;// for the new hud elem to be added to the array
- level waittill( \arcademode_decrement_kill_streak\" );"
- waittillframeend;// gotta wait until the hud is definitely defined, in case you go from 0x to 8x in one frame.
- waittillframeend;// so that the 8x hud stuff gets drawn
- level add_wait( ::waittill_msg, \lost_streak\" );"
- level waittill( \arcademode_stop_kill_streak\" );"
- level waittill( \arcademode_new_kill_streak\" );"
- player add_wait( ::waittill_msg, \death\" );"
- heli waittill( \near_goal\" );"
- self waittill_notify_or_timeout( \damage_by_player\" fRand );"
- self waittill_notify_or_timeout( \damage_by_player\" level.attackHeliTargetReaquire );"
- eHeli waittill_notify_or_timeout( \damage_by_player\" level.attackHeliPlayerBreak );"
- self waittill( \fire_missiles\" other );"
- self waittill( \disable_turret\" );"
- self waittill( \enable_turret\" );"
- self waittill_either( \death\" \"miniguns_have_new_target\" );"
- level.player waittill( \sounddone\" );"
- self waittill_any( \death\" \"crash_done\" \"turn_off_spotlight\" );"
- eHeli waittill( \death\" );"
- self waittill_either( \death\" \"crash_done\" );"
- eNextNode waittill( \trigger\" );"
- self waittill_any( \near_goal\" \"goal\" );"
- level waittill( \finished final intro screen fadein\" );"
- barrett_trigger waittill( \trigger\" );"
- "// waittillframeend;"
- "// self waittill( \unloading\"" );"""
- level waittill( \level.players initialized\" );"
- self waittill( \execute_the_breach\" );"
- self waittill( \spawn_hostiles\" );"
- self waittillmatch( \single anim\" \"fire\" );"
- eVolume waittill( \execute_the_breach\" );"
- self waittillmatch( \single anim\" \"grenade_throw\" );"
- self waittillmatch( \single anim\" \"pull fuse\" );"
- self waittillmatch( \single anim\" \"explosion\" );"
- self waittillmatch( \single anim\" \"kick\" );"
- self waittillmatch( \single anim\" \"attach prop right\" );"
- self waittillmatch( \single anim\" \"detach prop right\" );"
- eVolume waittill( \detpack_detonated\" );"
- self waittillmatch( \single anim\" \"sound effect\" );"
- eRoomVolume waittill( \detpack_detonated\" );"
- eRoomVolume waittill( \execute_the_breach\" );"
- self waittill( \breach_abort\" );"
- self waittill( \play_breach_fx\" );"
- self waittill( level.slide[ i ][ \dialog_wait\" ] + \"sounddone\" );"
- self waittill( level.slide[ i ][ \dialog\" ] + \"sounddone\" );"
- waitTillBriefingDone()
- self waittill( \briefingend\" );"
- self waittill( \briefingskip\" );"
- technical = maps\_vehicle::waittill_vehiclespawn( \technical\" );"
- technical waittill( \c4_detonation\" );"
- self.trigger waittill( \trigger\" player );"
- c4_target waittill( \c4_planted\" c4_model );"
- player waittill( \detonate\" );"
- soundPlayer waittill( \sound_done\" );// not working?"
- c4_target waittill( \clear_c4\" );"
- chicken waittill( \sounddone\" );"
- //vehicle waittill( \reached_end_node\" );"
- vehicle waittill( \reached_end_node\" );"
- level waittill( \foreverever\" );"
- ent.viewModel waittillmatch( \anim\" \"end\" );"
- ent.player waittill( \jump\" );"
- ent.player waittill( \climbing\" );"
- //ent.viewModel waittillmatch( \start_climb\" \"end\" );"
- ent.viewModel waittillmatch( \start_climb\" \"stab\" );"
- ent.viewModel waittill( \stop_crack\" );"
- //ent.viewModel waittillmatch( \stabbing\" \"end\" );"
- ent.viewModel waittillmatch( \stabbing\" \"release\" );"
- ent.viewModel waittillmatch( \stabbing\" \"settle\" );"
- ent.viewModel waittillmatch( \stabbing\" \"end\" );"
- //ent.viewModel waittillmatch( \anim\" \"end\" );"
- ent.viewmodel waittillmatch( \animdone\" \"end\" );"
- ent.viewModel waittillmatch( \stabbing\" \"stab\" );"
- waittillframeend;// wait until all calcs are finished
- waittillframeend;// for old models to get deleted
- model waittillmatch( \anim\" \"stab\" );"
- model waittill( \anim\" notetrack );"
- node add_wait( ::waittill_msg, \price_climb_start\" );"
- level add_wait( ::waittill_msg, \fourth_swing\" );"
- climb_jump_org waittill_player_lookat( 0.4, 0, true );
- //player_arms waittillmatch( \slide\" \"end\" );"
- self waittillmatch( \anim\" \"end\" );"
- self.trigger waittill( \trigger\" pilot );"
- chopper waittill( \takeoff\" );"
- chopper waittill( \goal\" );"
- chopper.pilotModel waittillmatch( \pilot_idle_anim\" \"end\" );"
- self waittillmatch( \rotor_anim\" \"end\" );"
- level waittill( \weapon_armed\" );"
- self waittill( \turret_fire\" );"
- targetStruct.targetEntity waittill( \death\" );"
- level waittill( \targets_updated\" );"
- level waittill( \cobra_death\" );"
- level waittill( \health_regen\" );"
- self waittill( \veh_collision\" velocity collisionNormal );"
- self waittill( \veh_predictedcollision\" velocity collisionNormal );"
- self waittill( \crash_done\" );"
- level.playervehicle waittill( \incomming_missile\" eMissile );"
- eMissile waittill( \death\" );"
- level waittill( \ammo_reload\" regenPoint trigger );"
- level.playervehicle waittill( \goal\" );"
- trig waittill( \trigger\" vehicle );"
- self waittill ( \trigger\" vehicle );"
- level.playervehicle waittill ( \goal\" );"
- level waittill( \border_outer\" );"
- level waittill( \border_inner\" );"
- level waittill( \incomming_missile_blink_on\" );"
- level waittill( \incomming_missile_blink_off\" );"
- missileIndicator.eMissile waittill( \death\" );"
- "// waittillframeend;"
- self waittill( \stop_being_careful\" );"
- self waittill( \node_taken\" taker );"
- // could've died in waittillframeend
- self waittill( \deathshield\" damage attacker direction point type modelName tagName partName dflags weaponName );"
- level waittill( \player_downed\" );"
- self add_wait( ::waittill_msg, \coop_bled_out\" );"
- msg = self waittill_any_timeout( level.coop_revive_nag_hud_refreshtime, \nag\" \"nag_cancel\" );"
- self waittill_disable_nag();
- waittill_disable_nag()
- self waittill_any( \nag\" \"nag_cancel\" \"death\" );"
- self waittill_any( \end_func_player_coop_downed_icon\" \"death\" );"
- level.revive_ent waittill( \trigger\" player );"
- self waittill_notify_or_timeout( \draw_attention\" 4 );"
- path_waittill_enable();
- path_waittill_enable()
- model waittillmatch( \flag\" \"end\" );"
- level waittill( \debug_next_corner\" );"
- spawn waittill( \death\" );"
- waittillframeend;// for vars to get init'd elsewhere
- level waittill( \updated_color_friendlies\" );"
- waittillframeend;// now we know _load has run and the level.scr_notetracks have been defined
- waittillframeend;// wait one extra frameend because _audio.gso files waittillframeend and we have to start after them
- FPrintLn( file, tab + \waittillframeend;\" );"
- grenade waittill ( \death\" );"
- self waittill (\missile_stuck\" entity );"
- self waittill ( \explode\" );"
- c4 waittill( \death\" );"
- damagearea waittill( \trigger\" ent );"
- level waittill( array_targetname + \ gotten\" );"
- "// println (\waittill trigger\"");"""
- level waittill( activate_notify );
- drone waittill( \death\" );"
- self waittillmatch( \drone_anim\" \"end\" );"
- //self waittill_match_or_timeout( \deathanim\" \"end\" 4 );"
- self waittill( \move\" );"
- other waittill( \reached_end_node\" );"
- self waittillmatch( \noteworthy\" \"flare_intro_node\" );"
- self waittillmatch( \noteworthy\" \"flare_fade_node\" );"
- waittillframeend;// otherwise other things waiting on flare complete wont continue
- org waittill( \rotatedone\" );"
- org waittill( \movedone\" );"
- entity waittill( \friendlyfire_notify\" damage attacker direction point method weaponName );"
- entity waittill( \damage\" damage attacker direction point method modelName tagName partName dFlags weaponName );"
- entity waittill( \damage_notdone\" damage attacker direction point method );"
- entity waittill( \death\" attacker method weaponName );"
- waittillframeend;// for init to finish
- waittillframeend;// in case our accuracy changed this frame
- waittillframeend;// let the scripted grenade - specific stuff from _utility try first
- self waittill( \update_health_packets\" );"
- waittillframeend;// if we're on hard, we need to wait until the bolt damage check before we decide what to do
- /* level.player waittill( \death\" );"
- waitTillPlayerIsHitAgain()
- waitTillPlayerIsHitAgain();
- self waittill( \noHealthOverlay\" );"
- waittillframeend;// if we're on the first frame then we want to wait until after _load or animscript has run
- waittillframeend;// so level.start_point is defined
- level.player waittill( \damage\" amount a b c d e f );"
- self waittill( \showpath\" );"
- level waittill( \newtrigger\" );"
- vehicle waittill( \missile_lock\" enemyVehicle );"
- vehicle waittill( \near_goal\" );"
- vehicle waittill( \missile_lock_ended\" );"
- vehicle waittill( \incomming_missile\" eMissile );"
- "// guy waittill( \jumpedout\"" );"""
- heli waittill( \unloading\" );"
- door_org waittill( scene );
- guy waittill_either( \death\" \"quit_door_behavior\" );"
- self waittill( \push_player\" );"
- guy waittill( \damage\" dmg attacker );"
- //spawn_func, then it will initalize after this causing problems...this waittillframeend insures that the
- //the waittillframeend ( which is necessary ) is just enough time for this guy to be deleted from max 32 ai over-spawning.
- self add_wait( ::waittill_msg, \enemy\" );"
- self waittill( \_idle_reaction\" );"
- self waittill( \_idle_reaction\" type );"
- self.usetrig waittill( \trigger\" );"
- self waittill( \damage\" damage attacker direction_vec point damageType );"
- cracked waittill( \damage\" damage other direction_vec point damageType );"
- self waittill( \damage\" amount attacker direction_vec P type );"
- self.barrel waittill( \exploding\" );"
- self.barrel waittill( \damage\" amount attacker direction_vec P type );"
- self waittill( \damage\" other damage direction_vec point );"
- self waittill( \damage\" damage ent );"
- self waittill( \damage\" amount ent );"
- self.autoaim waittill( \xenon_auto_aim_stop_logic\" );"
- self waittill( \ok_remove\" );"
- level waittill( string );
- self waittill( \recreate\" );"
- self waittill( \death\" attacker type weapon );"
- self waittill( \use killstreak\" );"
- node waittill( \leapfrog\" next_node );"
- waittillframeend; // wait for turrets to get setup
- level waittill( \trigger_group_\" + self.script_trigger_group trigger );"
- level.player waittill( \damage\" );"
- // createfx has to do 2 waittillframeends so we have to do 3 to make sure this comes after
- self waittill( \damage\" amount );"
- level.player waittill( \damage\" damage attacker direction_vec point cause );"
- realTrigger waittill( \trigger\" other );"
- ent waittill( \trigger\" );"
- waittillframeend;// starts happen at the end of the first frame, so threads in the mission have a chance to run and init stuff
- waittillframeend;// let the frame finish for all ai init type stuff that goes on in start points
- level waittill( flag );
- trigger waittill( \trigger\" user );"
- waittillframeend;// let the ai get their eq_num table created
- level waittill( \foreverrr\" );"
- trigger waittill( \damage\" damage attacker direction_vec point type modelName tagName );"
- trig waittill( \trigger\" triggerer );"
- waittillframeend;// so level.spawn_groups is defined
- level waittill( \glass_break\" other );"
- self waittill( \guy_entered\" );"
- self.use_trigger waittill( \trigger\" player );"
- thread waittill_each_ready( player, \player\" + idx + \"_ready\" );"
- waittill_each_ready( player, ready_flag )
- self waittill( \weaponchange\" );"
- self waittill( \menuresponse\" menu response );"
- self waittill( \auto_ai\" );"
- self waittill( \turretstatechange\" );// code or script"
- mg42 waittill( \startfiring\" );"
- mg42 waittill( \stopfiring\" );"
- self waittill( \get new user\" );"
- node waittill( \enable mg42\" );"
- mg42_gunner waittill( \death\" );"
- owner waittill( msg );
- self waittill( \manual_ai\" );"
- level waittill( mg42.target );
- self waittill( \next_target\" );"
- turret waittill( \turret_deactivate\" );"
- level waittill( \new_drone\" );"
- target waittill_any( \death\" \"drone_mg42_fail\" );"
- self waittill( \restore_default_drop_pitch\" );"
- self waittill( \dropped_gun\" );"
- self waittill( \turret_deactivate\" );"
- self waittill( \saw_enemy\" );"
- "// self waittill( \runto_arrived\"" );"""
- self waittillmatch( \setup_done\" \"end\" );"
- waittill_turret_is_released( turret );
- waittill_turret_is_released( turret )
- self waittill( \end_mg_behavior\" );"
- self waittill( \new_enemy\" );"
- waittill_either( \death\" \"end_mg_behavior\" );"
- waittillframeend;// so everybody who spawns in this frame can get in the team
- ent waittill( \gunner_died\" );"
- waittill_player_not_holding_fire_trigger_or_overheat();
- waittill_player_not_holding_fire_trigger_or_overheat()
- level waittill( \start_mortars\" );"
- level waittill( level.mortar_notify );
- level waittill( \mortarzone\" mortartrig );"
- self waittill( \mortar\" );"
- self waittill( \wait again\" );"
- level waittill( \start_mortars \" + groupNum );"
- level waittill( \stop_mortars \" + groupNum );"
- "level waittill( \mortar_hit\"" ); //don't interrupt in the middle of an incoming sound before it hits"""
- level waittill( level.explosion_startNotify[ strExplosion ] );
- self waittill( \loadguy_done\" );"
- self.loadGuy waittill( \death\" );"
- self waittillmatch( \single anim\" \"open_mortar\" );"
- node waittill( setupString[ index ] );
- self waittill( \night_vision_on\" );"
- self waittill( \night_vision_off\" );"
- waittillframeend; // sometimes this gets tangled with the placed_nodes size assures reset happens after that thing.
- // self waittill( \scripted_animdone\" );"
- waittill_combat_wait()
- waittill_death()
- waittill_combat()
- waittill_combat_wait();
- waittillframeend;// make sure everyone is spawned;
- psource_waittill_enable();
- psource_waittill_enable()
- self waittill( \enemy_visible\" );"
- self waittill( \damage_notdone\" damage attacker );"
- level.pmc.objective.trigger waittill( \trigger\" player );"
- self waittill( \remove_laptop_pickup_hud\" );"
- level waittill( \enemy_died\" );"
- level waittill( \juggernaut_died\" );"
- self add_wait( ::waittill_msg, \stop_loop\" );"
- guy add_wait( ::waittill_msg, \death\" );"
- level waittill( \cancel_notify\" );"
- self waittill( \weapon_change\" weap );"
- self waittill( \switch_to_remotemissile\" );"
- level waittill( \uav_collecting_stats\" );"
- level waittill( \uav_reloading\" );"
- self waittill_any( \damage\" \"dtest\" \"force_out_of_uav\" );"
- missile waittill( \death\" );"
- player waittill( \projectile_impact\" weaponName position radius );"
- player waittill( \remote_missile_attack\" val );"
- waittillframeend;// was colliding with self waittill death which also removes the target
- waittill_dead( self.ai_array, 1 );
- //self waittill( \ai_at_goal\" );"
- org waittill( \sway1\" );"
- org waittill( \sway2\" );"
- ent.parent waittill( \got_link\" );"
- link waittill( \precalcdone1\" );"
- link waittill( \precalcdone2\" );"
- level waittill( \_sea_bob\" );"
- self waittill( \sway1\" );"
- self waittill( \sway2\" );"
- level waittill( \_sea_viewbob\" );"
- level waittill( \wind blows\" windDirection );"
- self waittill( \shutterSound\" );"
- self waittill( \sounddone\" );"
- level waittill( \breaching_number_\" + index );"
- trigger waittill( \trigger\" other passive );"
- level waittill_notify_or_timeout( \breaching\" 3 );"
- level waittill( \breach_concludes\" );"
- waittill_dead( aEnemies );
- level waittill( breach_notify );
- waittillframeend;// give other players a chance to breach here before fake breaching it
- self waittill( \player_shot_fired\" );"
- level waittill( \slowmo_breach_ending\" newLerpTime );"
- self waittill_any( \weapon_switch_started\" \"night_vision_on\" \"night_vision_off\" );"
- level waittill( \mission failed\" );"
- level waittill_either( \slomo_breach_over\" \"friendlies_finished_breach\" );"
- msg = self waittill_any_return( \death\" \"finished_breach_start_anim\" );"
- ent waittill( \breach_status_change\" status );"
- waittillframeend;// give level.last_player_damage a chance to get set
- self waittill_notetrack_or_damage( \bodyfall large\" );"
- self waittill( \finished_breach_start_anim\" );"
- self waittillmatch( \single anim\" \"bodyfall large\" );"
- self waittillmatch( \single anim\" \"stab\" );"
- self waittill_either( \damage\" \"finished_breach_start_anim\" );"
- self waittill( \starting_breach_reaction\" );"
- //room_volume waittill( \breached\" );"
- vehicle waittill_either( \vehicle_dismount\" \"death\" );"
- self waittill( message );
- vehicle waittill_vehicle_crashes();
- waittill_vehicle_crashes()
- thread waittill_vehicle_falling_so();
- self waittill_any( \veh_collision\" \"veh_falling\" );"
- waittill_vehicle_falling_so()
- trigger_ent waittill( \trigger\" player );"
- vehicle waittill( \vehicle_dismount\" );"
- vehicle waittill( \third_person\" );"
- vehicle waittill( \first_person\" );"
- vehicle waittill( animflag, notetrack );
- vehicle waittillmatch( \pullout_anim\" \"attach_gun\" );"
- vehicle waittillmatch( \pullout_anim\" \"end\" );"
- vehicle waittillmatch( \reload_anim\" \"end\" );"
- vehicle waittillmatch( \putaway_anim\" \"detach_gun\" );"
- vehicle waittillmatch( \putaway_anim\" \"end\" );"
- vehicle waittill( \drive_shooting_done\" );"
- // give the other waittill( \spawned\" ) a chance to hit and increment the deathspawn"
- self waittillDeathOrPainDeath();
- waittillframeend; // if its the first frame then process deathflags hasn't happened yet
- // notify and endon and waittill so we only do this a max of once per frame
- trigger waittill( \trigger\" guy );"
- waittillframeend;// let our random killspawner fire before spawning guys
- spawned waittill( \death\" attacker );"
- waittillframeend;// wait for spawners to setup spawn_groups so we can verify ours exists
- waittillDeathOrPainDeath()
- self waittill( \pain_death\" );// pain that ends in death"
- waittillDeathOrPainDeath();
- self waittill( \fallback_notify\" );"
- level waittill( ( \fallbacker_trigger\" + num ) );"
- level waittill( ( \fallback_reached_goal\" + num ) );"
- level waittill( ( \fallback_firstspawn\" + num ) );"
- level waittill( ( \fallbacker_died\" + num ) );"
- self waittill( \fallback\" );"
- level waittill( \friendly_died\" );"
- mg42 waittill( \friendly_finished_using_mg42\" );"
- ai waittill( \goal\" );"
- ai waittill( \shot_at_target\" );"
- "// ai waittill( \panzer mission complete\"" );"""
- waittillDeathOrLeaveSquad()
- self waittill( \leaveSquad\" );"
- self waittill( \friendly_wave_start\" startPoint );"
- ent.ai waittill( \death\" );"
- self waittill( \flood_begin\" );"
- self waittill( \spawn_died\" deleted playerKill );"
- waittillRestartOrDistance( dist );
- waittillDeletedOrDeath( spawn )
- waittillDeletedOrDeath( spawn );
- level.spawnerWave[ name ] waittill( \waveReady\" );"
- waittillRestartOrDistance( dist )
- self waittill( \death\" other );"
- waittillDeathOrEmpty()
- self waittillDeathOrEmpty();
- level waittill( \spawner_expired\" + self.script_deathChain );"
- self waittill( \spawned\" soldier );"
- self waittill( \emptied spawner\" );"
- trigger_target waittill( \trigger\" );"
- soldier waittill( \death\" attacker );"
- spawner.spawn waittill( \death\" );"
- self waittill( \death_report\" );"
- self waittill( \bad_path\" badPathPos );"
- waittillframeend;// _load needs to finish entirely before we can add spawn functions to spawners
- level waittill( \spawner_expired\" + trigger.script_deathChain );"
- self waittill( \rope_death\" attacker );"
- self waittill( self.unique_id + \_is_ready\" );"
- self waittill( self.unique_id + \_is_not_ready\" );"
- self waittill( \toggle_challenge_timer\" );"
- self waittill( \force_challenge_timer\" );"
- self waittill( \update_challenge_timer\" );"
- note = self waittill_any_return( \so_downed\" \"so_bleedingout\" \"so_reviving\" \"so_revived\" );"
- self waittill( \sentry_placement_finished\" );"
- self waittill( \so_bcs_kill_generic\" );"
- self waittill( \so_bcs_kill_infantry\" );"
- self waittill( \so_bcs_area_secure\" );"
- self waittill( \so_bcs_affirmative\" );"
- self waittill( \so_bcs_negative\" );"
- self waittill( \so_bcs_on_comms\" );"
- self waittill( \so_bcs_mark_dropzone\" );"
- self waittill( \ai_event\" event shooter whizByOrigin );"
- self waittill( \bc_done\" );"
- level waittill( \new_challenge_timer\" );"
- response = waittill_either_player();
- level waittill( \so_player_has_died\" );"
- waittill_either_player()
- thread waittill_player_respond( 0 );
- thread waittill_player_respond( 1 );
- level.players[0] waittill( \menuresponse\" menu response );"
- waittill_player_respond( player_num )
- level.players[ player_num ] waittill( \menuresponse\" menu response );"
- level waittill( \so_generate_deathquote\" );"
- self waittill( \death\" attacker cause weapon );"
- self waittill_notify_or_timeout( anime, randomfloatrange( 1.5, 3 ) );
- self waittill( \event_awareness\" type );"
- self waittill( \_stealth_saw_corpse\" );"
- level waittill( corpse_flag );
- level waittill( _flag );
- waittill_dead_or_dying( group_get_ai_in_group( group ), undefined, level._stealth.logic.corpse.reset_time );
- self waittill( \stop_flashbang_effect\" );"
- self waittill( type, subtype );
- level._stealth.group waittill( group_name );
- self waittill_true_goal( origin );
- add_wait( ::waittill_msg, \event_awareness_handler\" );"
- add_wait( ::waittill_msg, \default_event_awareness_enders\" );"
- add_wait( ::waittill_msg, string );
- add_wait( ::waittill_msg, \end_event_awareness_handler\" );"
- self add_wait( ::waittill_msg, \_stealth_stance_down\" );"
- self add_wait( ::waittill_msg, \_stealth_stance_dont_change\" );"
- self add_wait( ::waittill_msg, \_stealth_stance_handler\" );"
- self waittill( \_stealth_enemy_alert_level_change\" type );"
- self waittill_notify_or_timeout( \goal\" 2 );"
- \Name: stealth_enemy_waittill_alert()\""
- \Example: enemy stealth_enemy_waittill_alert();\""
- stealth_enemy_waittill_alert()
- waittillframeend;// to ensure the ent flag below is init'ed
- stealth_enemy_waittill_alert();
- self add_wait( ::waittill_msg, \stop_idle_proc\" );"
- "self waittill( type, subtype, param ); // subtype and param for debugging"
- self waittill( type, subtype, param );
- waittillframeend;// wait a frame to make sure stealth_spotted didn't get set this frame
- self waittill( type, param );
- level waittill( wait_msg );
- waittillframeend;// make sure these flag's are set;
- self add_wait( ::waittill_msg, \going_back\" );"
- self waittill( type, var1, var2 );
- self waittill( \grenade_pullback\" );"
- grenade waittill_notify_or_timeout( \death\" 10 );"
- self waittillmatch( animation, \end\" );"
- ai waittillmatch( \frozen\" \"end\" );"
- self waittill( \weapon_fired\" );// waits for Code notify when FireWeapon() is called."
- self waittill( \treeburst\" );"
- "// treeorg waittill(\rotatedone\"");"""
- self waittillmatch( \single anim\" \"surfacing\" );"
- self waittill( \scuba_breathe_sound_done\" );"
- self waittill( \scuba_breathe_sound_starting\" );"
- self waittill( \stop_scuba_breathe\" );"
- self waittill_either( flag1, flag2 );
- ent waittill( sounddone );
- spawn waittill( \finished spawning\" );"
- eTrigger waittill( \trigger\" eOther );"
- thread set_flag_on_func_wait_proc( spawners, strFlag, ::waittill_dead, \set_flag_on_dead\" );"
- thread set_flag_on_func_wait_proc( spawners, strFlag, ::waittill_dead_or_dying, \set_flag_on_dead_or_dying\" );"
- \Name: waittill_dead( <guys> <num> <timeoutLength> )\""
- \Example: waittill_dead( GetAIArray( \"axis\" ) );\""
- waittill_dead( guys, num, timeoutLength )
- AssertEx( allAlive, \Waittill_Dead was called with dead or removed AI in the array meaning it will never pass.\" );"
- ent thread waittill_dead_timeout( timeoutLength );
- array_thread( guys, ::waittill_dead_thread, ent );
- ent waittill( \waittill_dead guy died\" );"
- \Name: waittill_dead_or_dying( <guys> <num> <timeoutLength> )\""
- \Summary: Similar to waittill_dead(). Waits until all the AI in array < guys > are dead OR dying (long deaths).\""
- \Example: waittill_dead_or_dying( GetAIArray( \"axis\" ) );\""
- waittill_dead_or_dying( guys, num, timeoutLength )
- array_thread( guys, ::waittill_dead_or_dying_thread, ent );
- ent waittill( \waittill_dead_guy_dead_or_dying\" );"
- waittill_dead_thread( ent )
- ent notify( \waittill_dead guy died\" );"
- waittill_dead_or_dying_thread( ent )
- ent notify( \waittill_dead_guy_dead_or_dying\" );"
- waittill_dead_timeout( timeoutLength )
- waittill_aigroupcleared( aigroup )
- waittill_aigroupcount( aigroup, count )
- \Name: waittill_notetrack_or_damage( <notetrack> )\""
- \Example: self waittill_notetrack_or_damage( \"bodyfall large\" );\""
- waittill_notetrack_or_damage( notetrack )
- self waittillmatch( \single anim\" notetrack );"
- self waittill( \gather_delay_finished\" + msg + delay );"
- self waittill( \done speaking\" );"
- objEvent waittill_objectiveEvent();// this waits until the AI with the event's script_deathchain are dead,
- waittill_objective_event()
- waittill_objective_event_proc( true );
- waittill_objective_event_notrigger()
- waittill_objective_event_proc( false );
- self waittill_any( \goal\" \"timeout\" );"
- // setting force color happens after waittillframeend so we need to wait until it finishes
- self waittill( \done_setting_new_color\" );"
- self waittill( \flashbang\" origin percent_distance percent_angle attacker team );"
- waittillframeend;// give every other waitspreader in this frame a chance to increment wait_spreaders
- waittillframeend;// wait for the logic to setup the waits
- ent waittill( \done\" );"
- \Name: waittill_match_or_timeout( <msg> <match> <timer> )\""
- waittill_match_or_timeout( msg, match, timer )
- self waittillmatch( msg, match );
- // can lose color during the waittillframeend in left_color_node
- \Name: waittill_either_function( <func1> <parm1> <func2> <parm2> )\""
- waittill_either_function( func1, parm1, func2, parm2 )
- thread waittill_either_function_internal( ent, func1, parm1 );
- thread waittill_either_function_internal( ent, func2, parm2 );
- \Name: waittill_msg( <msg> )\""
- waittill_msg( msg )
- if ( IsDefined( localentity.function_stack_func_begun ) || ( localentity waittill_any_timeout( timeout, \function_stack_func_begun\" ) != \"timeout\" ) )"
- //waittillframeend makes sure that doesn't happen
- level waittill( waiter );
- structs[ key ] waittill( \_array_wait\" );"
- \Name: waittill_player_lookat( <dot> <timer> <dot_only> <timeout> )\""
- \Example: level.price waittill_player_lookat();\""
- waittill_player_lookat( dot, timer, dot_only, timeout, ignore_ent, player )
- \Name: waittill_player_lookat_for_time( <timer> <dot> )\""
- \Example: self waittill_player_lookat_for_time( 0.5 );\""
- waittill_player_lookat_for_time( timer, dot, dot_only, ignore_ent )
- AssertEx( IsDefined( timer ), \Tried to do waittill_player_lookat_for_time with no time parm.\" );"
- waittill_player_lookat( dot, timer, dot_only, undefined, ignore_ent );
- \Example: add_wait( ::waittill_player_lookat );\""
- \Example: add_func( ::waittill_player_lookat );\""
- ent array_levelthread( array, ::waittill_func_ends, endons );
- ent waittill( \func_ended\" );"
- \Name: _waittillmatch( <msg> <match> )\""
- _waittillmatch( msg, match )
- \Name: waittill_entity_in_range_or_timeout( <entity> <range> <timeout> )\""
- \Example: level.player waittill_entity_in_range_or_timeout( level.enemyHeli 2048 10 )\""
- waittill_entity_in_range_or_timeout( entity, range, timeout )
- \Name: waittill_entity_in_range( <entity> <range> )\""
- \Example: level.player waittill_entity_in_range( level.enemyHeli 2048 )\""
- waittill_entity_in_range( entity, range )
- \Name: waittill_entity_out_of_range( <entity> <range> )\""
- \Example: level.player waittill_entity_out_of_range( level.enemyHeli 2048 )\""
- waittill_entity_out_of_range( entity, range )
- \Name: waittill_true_goal( <origin> <radius> )\""
- waittill_true_goal( origin, radius )
- \Name: waittill_in_range( <origin> <range> )\""
- waittill_in_range( origin, range )
- \Name: waittill_volume_dead()\""
- \Example: volume waittill_volume_dead()\""
- waittill_volume_dead()
- //waittill_dead( aHostiles );
- \Name: waittill_volume_dead_or_dying()\""
- \Example: volume waittill_volume_dead_or_dying()\""
- waittill_volume_dead_or_dying()
- \Name: waittill_volume_dead_then_set_flag( <sFlag> )\""
- \Example: volume waittill_volume_dead_then_set_flag( \"some_flag\" );\""
- waittill_volume_dead_then_set_flag( sFlag )
- self waittill_volume_dead();
- \Name: waittill_targetname_volume_dead_then_set_flag( <targetname> <msg> )\""
- \Example: waittill_targetname_volume_dead_then_set_flag( \"some_targetname\" \"some_flag\" );\""
- waittill_targetname_volume_dead_then_set_flag( targetname, msg )
- volume waittill_volume_dead_then_set_flag( msg );
- waittill_objective_event_proc( requireTrigger )
- ent waittill( msg );
- self waittill( \finished_radio\" );"
- waittill_either_function_internal( ent, func, parm )
- level waittill( \friendlyfire_mission_fail\" );"
- localentity waittill_either( \function_done\" \"death\" );"
- caller waittill( \level_function_stack_ready\" );"
- waittill_func_ends( func, endons )
- waittill_abort_func_ends( func, endons )
- self array_levelthread( array, ::waittill_abort_func_ends, endons );
- self waittill( \abort_func_ended\" );"
- self waittill( \stop_dynamic_run_speed\" );"
- self waittill( \autosave_player_nade\" );"
- waittillframeend;// give endon's a chance to register
- waittillframeend;// wait for the blend settings to get set;
- waittillframeend;// give the scripts that set the params a chance to do so
- trigger waittill( \enable\" );"
- detournode waittillmatch( \trigger\" self );"
- detourpath waittillmatch( \trigger\" self );"
- guy waittillmatch( \hopinend\" \"end\" );"
- nextpoint waittillmatch( \trigger\" self );"
- "// self waittill( \reached_wait_node\"" );"""
- self waittill( \start_dynamicpath\" );"
- waittillframeend;// this lets other scripts interupt
- vnode waittillmatch( \trigger\" self );"
- pathspot waittill( \gate opened\" );"
- waittill_vehiclespawn( targetname )
- // for those vehicles spawned on the first frame. trying to avoid waittillframeend juggling though I don't think this is much better =/.
- waittill_vehiclespawn_noteworthy( noteworthy )
- waittill_vehiclespawn_noteworthy_array( noteworthy )
- array_levelthread( array, ::waittill_vehiclespawn_noteworthy_array_countdown, struct );
- struct waittill( \all_vehicles_spawned\" );"
- waittill_vehiclespawn_noteworthy_array_countdown( spawner, struct )
- // waittill death twice. in some cases the vehicle dies and does a bunch of stuff. then it gets deleted. which it then needs to do more stuff
- self waittill( \deathrolloff\" );"
- self waittill( \animsdone\" );// tankgetout will never get notified if there are no guys getting out"
- msg = self waittill_any( \goal\" \"near_goal\" \"death\" );"
- // waittill_any ends on \death\""
- self waittill_any( \fire_extinguish\" \"stop_crash_loop_sound\" );"
- self waittill( \vehicle_flag_arrived\" notifymsg );"
- self waittill( \death_finished\" );"
- self waittill( \animtimer\" );"
- // the trigger_process function. This is so that I only do a waittill trigger once
- // some of the vehiclenodes don't need to waittill trigger on anything and are here only
- areatrigger waittill( \trigger\" );"
- self waittill( \turret_fire\" );// next game remove this. just a simple fireturret command should do"
- waittill_stable()
- waittill_stable();
- self waittill_either( \enable_spline_path\" \"reached_end_node\" );"
- vehicle waittill_stable();
- //waittill he's just starting to play out his animation before sending the other guys to get in the way.
- hop_on_guy1 waittill( \boarding_vehicle\" );"
- patting_back_second_guy waittill( \boarding_vehicle\" );"
- waittillframeend; // let .riders get set
- level.player waittill( \damage\" ammount );"
- self waittill( \damage\" ammount );"
- waittillframeend;// override _spawner set health
- guy waittill( \damage\" );// fragile guy"
- msg = guy waittill_any_return( \long_death\" \"death\" \"enteredvehicle\" );"
- self waittill_any( \unload\" \"death\" );"
- self waittill( \reached_wait_speed\" );"
- guy waittill_any( \death\" \"jumpedout\" );"
- waittill_notify_or_timeout( \crashed_while_deploying\" ropesDeployedAnimTime );"
- guy waittill( \idle\" );"
- guy waittillmatch( flag, notetracks[ i ] );
- guy waittillmatch( flag, \end\" );"
- guy waittill( \damage\" damage attacker );"
- guy waittillmatch( \fastrope_fall\" \"start_ragdoll\" );"
- guy waittillmatch( \movetospot\" \"end\" );"
- self waittill( \loaded\" );"
- self waittill( \stable_for_unlink\" );"
- self waittill( \turret_rotate_stopped\" );"
- self waittill( \missile_fired\" eMissile );"
- self waittill( \shoot_target\" targetEnt );"
- waittillframeend;// for bike_ent wipeout to occur
- waittillframeend;// so exploders get setup
- level waittill( self.script_noteworthy );
- self waittill( \forever\" );"
- self waittill( \veh_collision\" );"
- obj waittill( \damage\" ammount attacker dvec p type );"
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