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- #library "MTFunction"
- //#include "zcommon/gzdoom.acs"
- #include "MCom.acs"
- //MP/Player constants
- #define PLAYER_TID_START 300
- //Aux
- #define AmmoType_HUD_ID 500
- //HUD Scale
- #define BIGFONT_HUDX 320
- #define BIGFONT_HUDY 640
- int vehiclerotation;
- //Placeholder for the Pre-Morph health memory
- //So that morphing cannot be used for reseting the health
- //to spawn amount.
- int marineprevioushealth;
- int marinepreviousarmor;
- int vehicleprevioushealth;
- int vehiclepreviousarmor;
- //PLAYER
- int player_velx = 0.0;
- int player_vely = 0.0;
- int player_velz = 0.0;
- //Player vertex height
- int player_vertex_B0;
- int player_vertex_B1;
- int player_vertex_A0;
- int player_vertex_A1;
- //Taunting.
- Script "cmd_taunt" (VOID) NET
- {
- GiveInventory("cmd_taunt", 1);
- }
- //Inbuilt search light
- script "MTACS_SearchLight" (void) NET
- {
- while(1)
- {
- //IF ON ITEM
- if (CheckInventory("MT_Light_1") > 0)
- {
- GiveInventory("MT_SearchLight2",1);
- }
- else
- {
- Terminate;
- }
- //Adding more frames (6-7) to the light emitting bulletpuffs adds a way too
- //long "motion blur" like effect to compensate for delay(2) so a delay of 1
- //will be used instead.
- delay(1);
- }
- }
- //Weapon related constants
- #Define Cannon_Ammo_MAX 4
- //Ammunition upgrade
- str AmmoUpg[5]= {
- "MTU_APShot_2",
- "MTU_APShot_2",
- "MTU_HEShell_2",
- "MTU_ChemShell_2",
- "MTU_BuckShotShell_2",
- };
- /*
- [0][0][0] = Weapon Name
- [0][1][0] = Weapon [Weapon Mode]
- [0][1][1] = Weapon [Ammo Name]
- [0][1][2] = Weapon [Ammo Actor]
- [0][1][3] = Weapon [Ammo Upgrade 0]
- [0][1][4] = Weapon [Ammo Upgrade 1]
- [0][1][5] = Weapon [Ammo Upgrade 2]
- */
- str AmmoType_Neo[4][6][6] = {
- { {"MT_105mmCannon"},
- {"MHT_BaseGun_AP", "APHE", "MT_75x500mmAP", "APAMA0", "APAMB0", "APAMC0"},
- {"MHT_BaseGun_APCR", "U-APFSDS","MT_75x500mmAPCR" , "ACAMA0", "ACAMB0", "ACAMC0"},
- {"MHT_BaseGun_HE","HEMP", "MT_75x500mmHE", "HEAMA0", "HEAMB0", "HEAMC0"},
- {"MHT_BaseGun_Chem","Chem","MT_75x500mmChem", "CHAMA0", "CHAMB0", "CHAMC0"},
- {"MHT_BaseGun_Bee","Bee","MT_75x500mmBee", "BHAMA0", "BHAMB0", "BHAMC0"}, },
- { {"MT_105mmCannonZS"},
- {"MHT_BaseGun_AP", "APHE", "MT_75x500mmAP", "APAMA0", "APAMB0", "APAMC0"},
- {"MHT_BaseGun_APCR", "U-APFSDS","MT_75x500mmAPCR" , "ACAMA0", "ACAMB0", "ACAMC0"},
- {"MHT_BaseGun_HE","HEMP", "MT_75x500mmHE", "HEAMA0", "HEAMB0", "HEAMC0"},
- {"MHT_BaseGun_Chem","Chem","MT_75x500mmChem", "CHAMA0", "CHAMB0", "CHAMC0"},
- {"MHT_BaseGun_Bee","Bee","MT_75x500mmBee", "BHAMA0", "BHAMB0", "BHAMC0"}, },
- { {"Multi_Purpose_Device"},
- {"MT_MultiPurposeDevice_Repair", "Repair", "MT_Spareparts", "MSPPA0", "MSPPA0", "MSPPA0"},
- {"MT_MultiPurposeDevice_Reclaim", "Reclaim", "MT_Blankammo","RURMC0", "RURMC0", "RURMC0"}, },
- { {"MT_QuadMachineGun"},
- {"MT_QuadMachineGun_APSelected", "FMJ", "A_7u62x54mmR", "HUBBA0", "HUBBA0", "HUBBA0"},
- {"MT_QuadMachineGun_HESelected", "HE","MT_AMMO_7u62x54mmR_HE" , "HEAMA0", "HEAMA0", "HEAMA0"}, },
- };
- //Mags
- str WPN_Barrel[1] = {
- "MT_Heavy_Pepperpot_BarrelsLoad"};
- //Ammo type icon
- #Define MTHUD_CURAMMO_ICO_Y 105
- #Define MTHUD_CURAMMO_ICO_X 105
- //Current Ammo text
- #Define MTHUD_CURAMMO_STR_Y 800.0
- #Define MTHUD_CURAMMO_STR_X 950.0
- //Current Ammo amount
- #Define MTHUD_CURAMMO_Y 500.0
- #Define MTHUD_CURAMMO_X 300.0
- //Ammo max
- #Define MTHUD_CURAMMOMAX_Y 1090.0
- #Define MTHUD_CURAMMOMAX_X 958.0
- //Current mag size
- #Define MTHUD_CURMAG_Y 1083.0
- #Define MTHUD_CURMAG_X 958.0
- //HUDSize
- #Define MTHUD_SIZE_Y 800
- #Define MTHUD_SIZE_X 600
- //Ammo/Weapon mode display crap
- //-
- //-
- //-
- script "MTHUD_Ammo" ENTER
- {
- //Weapon related
- int current_weapon, current_ammo, current_ammosize, current_upgrade;
- bool weapon_show;
- weapon_show = false;
- current_weapon = 0;
- current_ammo = 0;
- current_ammosize = 0;
- current_upgrade = 0;
- //print(s: "Activator: ", d: PlayerNumber());
- //TODO: Take account for hud_scale > 1.
- //TODO: Take account for magazine,clips and chamber amount.
- while(1)
- {
- //HUD related
- //TODO: Move these 2 calls to somewhere else.
- int resolution_x = GetScreenWidth();
- int resolution_y = GetScreenHeight();
- //First check selected weapon
- /*
- //MANUAL TEST
- if (CheckWeapon(AmmoType_Neo[0][0][0]))
- {
- weapon_show = true;
- }
- else if (CheckWeapon(AmmoType_Neo[1][0][0]))
- {
- weapon_show = true;
- }
- else
- weapon_show = false;
- log(s: "FIXED: ", d: weapon_show);
- */
- //New working code
- for (int b = 0; b < 3; b++)
- {
- //log(s: "NUMBER: ", d: b);
- if ( CheckWeapon(AmmoType_Neo[b][0][0]) )
- {
- current_weapon = b;
- }
- /*
- if ( CheckWeapon(AmmoType_Neo[current_weapon][0][0]) )
- weapon_show = true;
- else
- weapon_show = false;
- */
- }
- //log(s: "WEAPON SHOW: ", d: weapon_show, s: " ", s: AmmoType_Neo[current_weapon][0][0]);
- if (CheckWeapon(AmmoType_Neo[current_weapon][0][0]))
- {
- for (int i0 = 0; i0 < 3; i0++)
- {
- if (CheckWeapon(AmmoType_Neo[i0][0][0]) == 1)
- {
- //log(s: "WEAPON SELECTED: ", s: AmmoType_Neo[current_weapon][0][0]);
- //current_weapon = i0;
- for (int i1 = 1; i1 < 6; i1++)
- if (CheckInventory(AmmoType_Neo[current_weapon][i1][0]) == 1)
- {
- current_ammo = i1;
- //log(s: "WEAPON MODE:", s: AmmoType_Neo[current_weapon][i1][0]);
- }
- /*
- for (int i2 = 0; i2 < 4; i2++)
- if (CheckInventory(AmmoType_Neo[current_weapon][i1][0]) == 1)
- {
- current_ammo = i1;
- //log(s: "WEAPON MODE:", s: AmmoType_Neo[current_weapon][i1][0]);
- }
- */
- }
- }
- if (CheckInventory(AmmoUpg[current_ammo -1]) == 2)
- current_upgrade = 3;
- else if (CheckInventory(AmmoUpg[current_ammo -1]) == 1 )
- current_upgrade = 2;
- else if (CheckInventory(AmmoUpg[current_ammo -1]) == 0 )
- current_upgrade = 1;
- else
- current_upgrade = 1;
- //log(s: AmmoType_Neo[current_weapon][current_ammo][0], s: AmmoUpg[current_ammo -1], s: "upg ", d: current_ammo -1);
- //log(s: "WEAPON UPGRADE:", s: AmmoType_Neo[current_weapon][current_ammo][0], s: " - ", s: AmmoType_Neo[current_weapon][current_ammo][2 + current_upgrade]);
- //Ammo Display
- SetFont(AmmoType_Neo[current_weapon][current_ammo][2 + current_upgrade]);
- ADVHudMessage(resolution_x - 105.0, resolution_y - 105.0, AmmoType_HUD_ID, StrParam(s:"A"), ALIGN_CENTER, ALIGN_RIGHT, FOREVER);
- //Ammo Count
- SetFont("BIGFONT2");
- ADVHudMessage(resolution_x - 210.0, resolution_y - 130.0, AmmoType_HUD_ID+1, StrParam(d: CheckInventory(AmmoType_Neo[current_weapon][current_ammo][2])), ALIGN_CENTER, ALIGN_RIGHT, FOREVER);
- //Ammo Max Count
- SetFont("BIGFONT2");
- ADVHudMessage(resolution_x - 155.0, resolution_y - 130.0, AmmoType_HUD_ID+2, StrParam(d: GetMaxInventory(0, AmmoType_Neo[current_weapon][current_ammo][2])), ALIGN_CENTER, ALIGN_RIGHT, FOREVER);
- //Ammo Name
- SetFont("BIGFONT");
- HMUSRedux(resolution_x - 190.0, resolution_y - 100.0, StrParam(s:AmmoType_Neo[current_weapon][current_ammo][1]), ALIGN_CENTER, ALIGN_RIGHT, AmmoType_HUD_ID+3, FOREVER, 0);
- //Ammo Size Count
- }
- //If it doesn't use ammo/weapon mode then it shouldn't
- //display anything.
- else if ( (weapon_show = false) | (!CheckWeapon(AmmoType_Neo[current_weapon][0][0])) )
- {
- //log(s: "WEAPON SHOW: FALSE", d: weapon_show);
- SetFont("");
- HudMessage(s:"";HUDMSG_PLAIN, AmmoType_HUD_ID, CR_BLUE, 0, 0, 0);
- SetFont("");
- HudMessage(s:"";HUDMSG_PLAIN, AmmoType_HUD_ID+1, CR_BLUE, 0, 0, 0);
- SetFont("");
- HudMessage(s:"";HUDMSG_PLAIN, AmmoType_HUD_ID+2, CR_BLUE, 0, 0, 0);
- SetFont("");
- HudMessage(s:"";HUDMSG_PLAIN, AmmoType_HUD_ID+3, CR_BLUE, 0, 0, 0);
- SetFont("");
- HudMessage(s:"";HUDMSG_PLAIN, AmmoType_HUD_ID+4, CR_BLUE, 0, 0, 0);
- SetFont("");
- HudMessage(s:"";HUDMSG_PLAIN, AmmoType_HUD_ID+6, CR_BLUE, 0, 0, 0);
- }
- Delay(2);
- }
- }
- //Used to add firing delay for cannons so that players can use other
- //weapons in the meanwhile
- str delayer[4] = {
- //MBT Cannon
- //MBT Weapon
- //Heavy Cannon
- "I_75mmReloadTimer1", "I_75mmReloadTimer2",
- //Heavy Weapon
- "MT_Heavy_Pepperpot_ReloadTimer1", "MT_Heavy_Pepperpot_ReloadTimer2"};
- script "MT_Wfiring_delay" (int Item, int duration)
- {
- //print(s: "A ", s: delayer[0]);
- //GiveInventory(delayer[Item], 1);
- while(True)
- {
- GiveInventory(delayer[Item], 1);
- if(CheckInventory(delayer[Item]) >= duration)
- {
- GiveInventory("75mmReloaded", 1);
- TakeInventory(delayer[Item], 9999);
- Terminate;
- }
- Delay(1);
- }
- }
- script "MT_NewMap" OPEN
- {
- //ZANDRONUM
- //This is highly neccessary so movement buttons can be used for Menus
- // ConsoleCommand("compat_clientssendfullbuttoninfo 1");
- TakeInventory("MT_MorphVCrewToken",999);
- //Remove a few unneccesary token on map change
- TakeInventory("MT_FirstMorph", 999);
- //When the player got the Menu open and enters a map
- //He gets stuck, this ACS removes this bug.
- If(!CheckInventory("ImCrafting"))
- {
- TakeInventory("ImCrafting",1);
- SetPlayerProperty(TRUE, FALSE, PROP_TOTALLYFROZEN);
- SetPlayerProperty(TRUE, FALSE, PROP_FROZEN);
- }
- //Sometimes Cannons get stuck at firing
- for (int i = 0; i < 5; i++)
- {
- TakeInventory(delayer[i],999);
- }
- }
- //Ugly hack to fix the Morph To Marine health reset bug on map change
- //when the player is morphed
- //TODO: Fix the bug on changemap command
- script "MT_MorphFixer" UNLOADING
- {
- //log(s: "AAAAAA");
- if (CheckInventory("MT_MorphVCrewToken") == 1)
- {
- /*
- log(s: "FUGGEN");
- ACS_NamedExecuteWithResult("MT_MorphToMarine", 0);
- */
- //log(s: "FUGGEN");
- SetActorProperty(PlayerNumber(), APROP_Health, vehicleprevioushealth);
- TakeInventory("MT_MorphVCrewToken",999);
- }
- delay(5);
- }
- //Script to force use a specific item
- script "MT_AmmoSwitch_Reverse" (VOID) NET
- {
- UseActorInventory(0, "MT_AmmoSwitcher");
- }
- //Script to force use a specific item
- script "MT_SubgunSwitch_Reverse" (VOID) NET
- {
- UseActorInventory(0, "MT_SubgunSwitcher");
- }
- //Script to check if a item is exactly one,
- //Zandronum doesn't support CountInv
- script "MT_IsItemOne" (int item)
- {
- //str items[1];
- str items[1] = {"MHT_BaseGun_AmmoSlot"};
- printbold(d: CheckInventory("MHT_BaseGun_AmmoSlot"));
- if (CheckActorInventory(0, items[item]) == 1)
- {
- SetResultValue(1);
- //Return True;
- }
- else
- SetResultValue(0);
- }
- //Some fucking Multiplayer -.
- /*
- script "MT_MP1" ENTER
- {
- Thing_ChangeTID(0,PLAYER_TID_START+PlayerNumber());
- }
- script "MT_MP2" RESPAWN
- {
- // Make sure our old dead body doesn't still have our tid
- Thing_ChangeTID(PLAYER_TID_START+PlayerNumber(),0);
- Thing_ChangeTID(0,PLAYER_TID_START+PlayerNumber());
- }
- */
- //------------------------------------------------------------------------------
- //CVAR
- //------------------------------------------------------------------------------
- script "MT_CVAR_Things" (void)
- {
- SetResultValue(GetCVar("mtcvar_creditstart"));
- }
- script "MT_GiveMoni" ENTER
- {
- If (CheckInventory("MT_ClassToken") == 1)
- {
- if(GetCVar("mtcvar_creditstart") > 0 )
- {
- GiveInventory("MT_Credits", GetCVar("mtcvar_creditstart"));
- }
- if(GetCVar("mtcvar_metalstart") > 0 )
- {
- GiveInventory("MT_Metal", GetCVar("mtcvar_metalstart"));
- }
- if( GetCvar("mtcvar_techwars") > 0 )
- {
- GiveInventory("MT_AllTech", 1);
- }
- }
- GiveInventory("MT_ClassToken", 1);
- Terminate;
- }
- //Morph to Marine function
- //Probably needs some more refining
- //TODO: Fix marine health going to 0 when switching next map
- //TODO: Multiplayer compat
- script "MT_MorphToMarine" (VOID) NET
- {
- //Morph to marine
- if (!CheckInventory("MT_MorphVCrewToken") & CheckInventory("MT_ClassToken") > 0)
- {
- vehicleprevioushealth = GetActorProperty(PlayerNumber(), APROP_Health);
- vehiclepreviousarmor = CheckInventory("StoredArmorInsideVehicle");
- GiveInventory("MT_MorphVCrewToken", 1);
- delay(1);
- MorphActor(PlayerNumber(), "MT_MorphPlayer", "", 0xFFFFFF, 0, "", "");
- GiveInventory("StoredArmorInsideVehicle", marinepreviousarmor);
- if (!CheckInventory("MT_FirstMorph"))
- {
- //Initial morphing
- marineprevioushealth = 200;
- SetActorProperty(PlayerNumber(), APROP_Health, marineprevioushealth);
- }
- else
- {
- //Guarantee at least 110 HP...
- if (marineprevioushealth < 110)
- {
- marineprevioushealth = 110;
- }
- SetActorProperty(PlayerNumber(), APROP_Health, marineprevioushealth);
- }
- GiveInventory("MT_FirstMorph", 1);
- }
- //Morph to tank
- else if (CheckInventory("MT_ClassToken") > 0)
- {
- //Health, Armor
- vehiclepreviousarmor = CheckInventory("StoredArmorInsideVehicle");
- //Angle
- //int vehiclepreviousbaseangle = GetUserVariable(0, "user_chassisangle");
- //int vehiclenewangle = GetActorAngle(0);
- //log(s: "OLD ANGLE: ", d: vehiclenewangle);
- //vehiclenewangle = vehiclenewangle / 182;
- //log(s: "NEW ANGLE: ", d: vehiclenewangle);
- delay(1);
- UnMorphActor(PlayerNumber(), 0);
- //Health, Armor
- SetActorProperty(PlayerNumber(), APROP_Health, vehicleprevioushealth);
- GiveInventory("StoredArmorInsideVehicle", vehiclepreviousarmor);
- //Angle
- //ACS_NamedExecuteWithResult("MT_SetVehicleRotation", vehiclenewangle);
- //SetUserVariable(0, "user_chassisangle", vehiclenewangle);
- TakeInventory("MT_MorphVCrewToken", 999);
- }
- else
- {
- HudMessage(s:"\cfOnly available for Micro Tank classes.";HUDMSG_FADEOUT,PlayerNumber(),CR_Blue,0.5,0.7,2.0,2.0);
- }
- }
- //Check max player health
- script "MT_CheckMaxHealth" (VOID)
- {
- if (GetActorProperty(0, APROP_HEALTH) == GetActorProperty(0, APROP_SPAWNHEALTH))
- {
- SetResultValue(1);
- }
- else
- {
- SetResultValue(0);
- }
- }
- //Map Initzalization
- script "MTACS_RotationSpawn"
- {
- SetResultValue(GetActorAngle(0));
- }
- script "MT_SetVehicleRotation" (int degree)
- {
- vehiclerotation = degree;
- }
- script "MT_GetVehicleRotation" (VOID)
- {
- SetResultValue(vehiclerotation);
- }
- script "MT_ChangeTid" (int old_tid, int new_tid)
- {
- Thing_ChangeTid(old_tid, new_tid);
- }
- script "MT_ReturnHeight" (int tid)
- {
- int z;
- z = 0;
- z = GetActorZ(tid) >> 16;
- //log(s: "HEIGHT:", d: z);
- SetResultValue(z);
- }
- //Vector Crap
- script "MT_GetVector_X" ()
- {
- SetResultValue(player_velx);
- }
- script "MT_GetVector_Y" ()
- {
- SetResultValue(player_vely);
- }
- script "MT_GetVector_Z" ()
- {
- SetResultValue(player_velz);
- }
- script "MT_SetVector_X" (int X)
- {
- player_velx = X;
- }
- script "MT_SetVector_Y" (int Y)
- {
- player_vely = Y;
- }
- script "MT_SetVector_Z" (int Z)
- {
- player_velz = Z;
- }
- //Player Vertex Stuff
- script "MT_Set_Vertex_Height" (int cases, int height)
- {
- switch (cases)
- {
- case 1:
- player_vertex_B0 = height;
- break;
- case 2:
- player_vertex_B1 = height;
- break;
- case 3:
- player_vertex_A0 = height;
- break;
- case 4:
- player_vertex_A1 = height;
- break;
- default:
- Log(s: "Invalid case.");
- break;
- }
- }
- script "MT_Get_Vertex_Height" (int cases)
- {
- switch (cases)
- {
- case 1:
- SetResultValue(player_vertex_B0);
- break;
- case 2:
- SetResultValue(player_vertex_B1);
- break;
- case 3:
- SetResultValue(player_vertex_A0);
- break;
- case 4:
- SetResultValue(player_vertex_A1);
- break;
- default:
- Log(s: "Invalid case.");
- break;
- }
- }
- //This one causes the Player to morph back to tank with 0 health
- //but he can still move and rotate, maybe it can be used for something.
- /*
- //Morph to Marine function
- script "MT_MorphToMarine" (VOID) NET
- {
- //Morph player
- if (!CheckInventory("MT_MorphVCrewToken") & CheckInventory("MT_ClassToken"))
- {
- delay(1);
- delay(5);
- SetActorAngle (0, GetActorAngle (261));
- Thing_Move(0, 261, 1);
- GiveInventory("MT_MorphVCrewToken", 1);
- vehicleprevioushealth = GetActorProperty(0, APROP_Health);
- int vehiclepreviousbaseangle = GetUserVariable(0, "user_tankbasedirection");
- MorphActor(0, "MT_MorphPlayer", "", 0xFFFFFF, 0, "", "");
- int resetarmor = CheckInventory("StoredArmorInsideVehicle");
- int resethealth = CheckInventory("StoredHealthInsideVehicle");
- SetActorProperty(0, APROP_Health, resethealth);
- GiveInventory("GiveArmor", resetarmor);
- SetActorProperty(261, APROP_Health, vehicleprevioushealth);
- SetActorProperty(261, APROP_Health, vehicleprevioushealth);
- TakeInventory("StoredHealthInsideVehicle", 9999);
- TakeInventory("StoredArmorInsideVehicle", 9999);
- }
- //Morph tank
- else if (CheckInventory("MT_ClassToken"))
- {
- TakeInventory("MT_MorphVCrewToken", 999);
- SetActorAngle (0, GetActorAngle (261));
- Thing_Move(0, 261, 1);
- vehicleprevioushealth = GetActorProperty(261, APROP_Health);
- GiveInventory("StoredArmorInsideVehicle", playerpreviousarmor);
- GiveInventory("StoredHealthInsideVehicle", playerprevioushealth);
- SetActorProperty(0, APROP_Health, vehicleprevioushealth);
- UnMorphActor(0,1);
- SetActorProperty(0, APROP_Health, vehicleprevioushealth);
- }
- else
- {
- HudMessage(s:"\cfOnly available for Micro Tank classes.";HUDMSG_FADEOUT,PlayerNumber(),CR_Blue,0.5,0.7,2.0,2.0);
- }
- //vehicleprevioushealth = GetActorProperty(261, APROP_Health);
- //GiveInventory("StoredArmorInsideVehicle", playerpreviousarmor);
- //GiveInventory("StoredHealthInsideVehicle", playerprevioushealth);
- //SetActorProperty(0, APROP_Health, vehicleprevioushealth);
- //int thisgunmachinegunammo = CheckActorInventory(261, "HeavyMachinegunAmmo");
- //int thistankammo = CheckActorInventory(261, "TankAmmo");
- //int thisvehicleHelicopterRocketAmmo = CheckActorInventory(261, "HelicopterRocketAmmo");
- //int thisvehicleMechMortarAmmo = CheckActorInventory(261, "MechMortarAmmo");
- //int thisvehicleMechLaserAmmo = CheckActorInventory(261, "MechLaserAmmo");
- //int thisvehicleMechRocketAmmo = CheckActorInventory(261, "MechRocketAmmo");
- //int vehiclepreviousbaseangle = CheckActorInventory(261, "TankBaseDirection");
- //GiveInventory("HeavyMachinegunAmmo", thisgunmachinegunammo);
- //GiveInventory("TankAmmo", thistankammo);
- //GiveInventory("HelicopterRocketAmmo", thisvehicleHelicopterRocketAmmo);
- //GiveInventory("MechMortarAmmo", thisvehicleMechMortarAmmo);
- //GiveInventory("MechLaserAmmo", thisvehicleMechLaserAmmo);
- //GiveInventory("MechRocketAmmo", thisvehicleMechRocketAmmo);
- //SetUserVariable(0, "user_tankbasedirection", vehiclepreviousbaseangle);
- //delay(1);
- }
- */
- //------------------------------------------------------------------------------
- ////Main script
- //It will initalize other scripts on start
- //------------------------------------------------------------------------------
- script "MT_Main" (VOID) NET
- {
- }
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