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- self notify( \killanimscript\" );"
- thread notify_on_end( self._anime );
- self notify( \finished_custom_animmode\" + anime );"
- notify_on_end( msg )
- self notify( \finished_custom_animmode\" + msg );"
- level notify( \battlechatter initialized\" );"
- anim notify( \battlechatter initialized\" );"
- level notify( \battlechatter disabled\" );"
- anim notify( \battlechatter disabled\" );"
- squad notify( \squad chat initialized\" );"
- self notify( \done speaking\" );"
- // if we can't specifically respond to someone, throw a notify out there
- level notify( \follow order\" self );"
- self notify( \playPhrase_done\" );"
- self notify( \burst_line_done\" );"
- self notify( \debugPrintEvents\" );"
- self notify( \removed from battleChatter\" );"
- self notify( \responseEvent_failsafe\" );"
- self notify( \combat\" );"
- self notify( \stop_deciding_how_to_shoot\" );"
- self notify( \facing_enemy_immediately\" );"
- self notify( \can_stop_turning\" );"
- self notify( \turning\" );"
- self notify( \done turning\" );"
- self notify( \turning_isnt_working\" );"
- self notify( \stop_watching_for_need_to_turn\" );"
- self notify( \stop_trying_to_melee\" );"
- self notify( \need_to_turn\" );"
- self notify( \abort_reload\" );// make sure threads that doReloadAnim() started finish"
- self notify( \abort_reload\" );"
- notifyOnStartAim( endonStr, flagName )
- self notify( \start_aim\" );"
- self notify( \dropped_gun\" );"
- // notify for level script
- self notify( \switched_to_sidearm\" );"
- self notify( \end_weapon_swap\" );"
- self notify( \switched_to_lastweapon\" );"
- self notify( \stop tracking\" );"
- self notify( \end_aim_idle_thread\" );"
- self notify( \fireAnimEnd\" );// stops NotifyOnAnimEnd()"
- NotifyOnAnimEnd( animNotify, endNotify )
- self endon( endNotify );
- self waittillmatch( animNotify, \end\" );"
- self notify( endNotify );
- self notify( \showing_rocket\" );"
- self notify( \shotgun_pump_sound_end\" );"
- level notify( \stop_printing_grenade_timers\" );"
- self notify( \grenade_debug\" );"
- self notify( \stop_aiming_at_enemy\" );"
- self notify( \dont_reduce_giptp_on_killanimscript\" );"
- self notify( \stop grenade check\" );"
- self notify( \done_grenade_throw\" );"
- self notify( \weapon_switch_done\" );"
- self notify( \watchGrenadeTowardsPlayerTimeout\" );"
- level notify( \armoffset\" );"
- self notify( \reloadtimeout\" );"
- timedNotify( time, msg )
- self notify( msg );
- self notify( \doFlashBanged\" origin attacker );"
- self.changingCoverPos = true; self notify( \done_changing_cover_pos\" );"
- self notify( \done_changing_cover_pos\" );"
- self notify( \rambo_aim_end\" );"
- self notify( \stopNotifyStopShootingAfterTime\" );"
- notifyStopShootingAfterTime( time )
- self endon( \stopNotifyStopShootingAfterTime\" );"
- self notify( \stopShooting\" );"
- self notify( \newAngleRangeCheck\" );"
- self notify( \stopShooting\" );// For changing shooting pose to compensate for player moving"
- self notify( \take_cover_at_corner\" );// Stop doing the adjust - stance transition thread"
- //self notify (\stopPeekCheckThread\");"
- self notify( \killanimscript\" );"
- self notify( \abort_approach\" );"
- // this lets code know that script is expecting the \cover_approach\" notify"
- self.requestArrivalNotify = true;
- self notify( \doing_last_minute_exposed_approach\" );"
- self notify( \goal_changed_previous_frame\" );"
- idles until the \end_idle\" notify."
- self notify( \dont_end_idle\" );"
- self notify( \stop_waiting_to_flinch\" );"
- self notify( \flinch_done\" );"
- self notify( \end_idle\" );"
- self notify( \stop_popup_donotetracks\" );"
- self notify( \return_to_cover\" );"
- owner notify( \turret_use_failed\" );"
- self waittill( \turret_use_failed\" );// generally this won't notify and we'll just not do any more cover_wall for now"
- self notify( \end_cqb_debug\" );"
- player.player_view notify( \pvd_melee_interrupted\" );"
- player.player_view notify( \pvd_melee_done\" );"
- self notify( \dog_early_notetrack\" );"
- self notify( \dog_no_longer_melee_able\" );"
- self notify( \combatIdleEnd\" );"
- level notify( \clearing_dog_hint\" );"
- self notify( \melee_stop\" );"
- self notify( \end_melee_all\" );"
- self notify( \pvd_melee_done\" );"
- self notify( \pvd_melee_interrupted\" );"
- self.dog notify( \pvd_melee_interrupted\" );"
- player notify( \dog_attacks_player\" );"
- SavedNotify( player )
- thread SavedNotify( player );
- player notify( \player_saved_from_dog\" );"
- player notify( \deathshield\" 1000000 self.dog );"
- self notify( \stop_flashbang_effect\" );"
- self notify( \move_loop_restart\" );"
- dogPlaySoundAndNotify( sound, notifyStr )
- self notify( notifyStr );
- self startscriptedanim( self.codeScripted[ \notifyName\" ] self.codeScripted[ \"origin\" ] self.codeScripted[ \"angles\" ] self.codeScripted[ \"anim\" ] self.codeScripted[ \"animMode\" ] self.codeScripted[ \"root\" ] );"
- init( notifyName, origin, angles, theAnim, animMode, root )
- self.codeScripted[ \notifyName\" ] = notifyName;"
- self notify( \flashbang_thrown\" );"
- self notify( \move_interrupt\" );"
- self.faceLastNotifyNum = 0;
- SaySpecificDialogue( facialanim, soundAlias, importance, notifyString, waitOrNot, timeToWait )
- PlayFaceThread( facialanim, soundAlias, importance, notifyString, waitOrNot, timeToWait )
- if ( isdefined( notifyString ) )
- self playsound( soundAlias, \animscript facesound\" + notifyString true );"
- "wait( 0 ); // This allows the calling script to get to a point where it's waiting for the notify"
- self notify( notifyString );
- thisNotifyNum = self.faceLastNotifyNum + 1;
- "self.faceWaiting[ thisEntryNum ][ \notifyString\"" ] = notifyString;"""
- "self.faceWaiting[ thisEntryNum ][ \notifyNum\"" ] = thisNotifyNum; // Unique identifier."""
- if ( self.faceWaiting[ i ][ \notifyNum\" ] == thisNotifyNum )"
- if ( self.a.faceWaitForResult == \notify\" )"
- self.faceWaiting[ thisEntryNum ][ \notifyString\" ]"
- "self.faceWaiting[ i - 1 ][ \notifyString\"" ] = self.faceWaiting[ i ][ \""notifyString\"" ];"""
- "self.faceWaiting[ i - 1 ][ \notifyNum\"" ] = self.faceWaiting[ i ][ \""notifyNum\"" ];"""
- self notify( \end current face\" );"
- if ( isDefined( self.a.currentDialogNotifyString ) )
- self notify( self.a.currentDialogNotifyString );
- self.a.currentDialogNotifyString = notifyString;
- //(\Face: Finished facial sound: \" soundAlias \" animation: \" facialanim \" notify: \" notifyString \" importance \" importance);#/"
- self.a.currentDialogNotifyString = undefined;
- (self.faceWaiting[i][\notifyString\"])"
- // Notify the entry in the queue, to play.
- self notify( \animscript face stop waiting \" + self.faceWaiting[ nextFaceNum ][ \"notifyNum\" ] );"
- //(\Face: Didn't play facial sound: \" soundAlias \" animation: \" facialanim \" notify: \" notifyString \" importance \" importance \" old one \" self.a.currentDialogImportance);#/"
- self notify( \animscript facedone\" );"
- self notify( msg );
- PlayFace_WaitForNotify( waitForString, notifyString, killmeString )
- self.a.faceWaitForResult = \notify\";"
- PlayFace_WaitForTime( time, notifyString, killmeString )
- self notify( \put_weapon_back_in_right_hand\" );"
- notifyGrenadePickup( animFlag, notetrack )
- self notify( \grenade_pickup\" );"
- self notify( \guy_man_turret_stop\" );"
- turret notify( \stop_burst_fire_unmanned\" );"
- flashedNotify = \flashbang\";"
- msg = gunner waittill_any_return( \damage\" flashedNotify );"
- if ( msg == flashedNotify )
- turret notify( \pain_done\" );"
- turret notify( \kill_fireController\" );"
- turret notify( \turret_cleanup\" );"
- self notify( \newanim\" );"
- self notify( \new_fireTarget\" );"
- self notify( \doshoot_starting\" );"
- turret notify( \stopfiring\" );"
- self notify( \doaim_idle_think\" );"
- // NOTE! To stop behavior, don't notify do_custom_anim, do self notify( \special_anim\" \"end\" );"
- self notify( \do_custom_anim\" );"
- self notify( \custom_anim\" );"
- turret notify( \turret_ready\" );"
- turret notify( \startfiring\" );"
- enemyNotify()
- anim.shootEnemyWrapper_func = ::shootEnemyWrapper_shootNotify;
- ai[ i ] notify( \do_slow_things\" );"
- attacker notify( \end_melee\" );"
- self notify( \end_melee\" );"
- self notify ( \MDBG_att_getInPosition\" self.melee.target );"
- self.melee.target notify ( \MDBG_def_getInPosition\" self );"
- self notify( \melee_aivsai_execute\" );"
- self.melee.partner notify( \partner_end_melee\" );"
- self notify( \abort_reload\" ); // in case a reload was going and MoveMainLoopInternal hit an endon"
- self notify( \abort_reload\" ); // in case a reload was going and MoveMainLoopProcess hit an endon"
- self notify( \doing_shootWhileMoving\" );"
- self notify( \stop_move_anim_update\" );"
- self notify( \kill_long_death\" );"
- self notify( \anim entered pain\" );"
- notifyStartAim( animFlag )
- painDeathNotify()
- // it isn't safe to notify \pain_death\" from the start of an animscript."
- self notify( \pain_death\" );"
- //notify ac130 missions that a guy is crawling so context sensative dialog can be played
- level notify( \ai_crawling\" self );"
- self notify( \end_dying_crawl_back_aim\" );"
- self notify( \done_crawling\" );"
- self notify( \long_death\" );"
- self notify( \grenade_drop_done\" );"
- self notify( \newEnemyReactionDone\" );"
- self notify( \new_hit_react\" );"
- self notify( \flashed\" );"
- self notify( \interrupt_react_to_bullet\" );"
- self notify( \end_face_enemy_tracking\" );"
- self notify( \want_aim_while_moving\" );"
- self notify( \want_shoot_while_moving\" );"
- self notify( \end_shoot_while_moving\" );"
- // notify \abort_reload\" in case the reload didn't finish maybe due to \"movemode\" notify. works with handleDropClip() in shared.gsc"
- self notify( \switchEnded\" );"
- self notify( \complete_weapon_switch\" );"
- turret notify( \being_used\" );"
- turret notify( \turretstatechange\" );"
- self notify( \stopautofireFace\" );"
- //thread [[anim.println]](\Entering animscripts\\scripted. anim: \" self.codeScripted[\"anim\"] \" notify: \" self.codeScripted[\"notifyName\"] \" dialogue: \" self.scripted_dialogue \" facial: \" self.facial_animation \"root: \" self.codeScripted[\"root\"]);#/"
- self notify( \clearSuppressionAttack\" );"
- self notify( \BlendIntoCrouchWalk\" );"
- // setflaggedanimknoball(notifyName, anim, rootAnim, goalWeight, goalTime, rate)
- self notify( \killtimerscript\" );"
- self notify( \entered_pose\" + endPose );"
- self notify( \weapon_position_change\" );"
- self notify( \end_weapon_drop_\" + position );"
- self notify( \entered_pose\" + pose );"
- level notify( \glass_break\" self );"
- ent thread doNoteTracksForTimeEndNotify( time );
- doNoteTracksForTimeEndNotify( time )
- self notify( \stop_notetracks\" );"
- self notify( \fire\" );"
- self notify( \clip_detached\" );"
- // this assert can be fixed by adding an \abort_reload\" notify from whatever interrupted the reload."
- // This thread will also notify \return_to_cover\" and set self.shouldReturnToCover = true if it's a good idea to do so."
- // Notify \stop_deciding_how_to_shoot\" to end this thread if no longer trying to shoot."
- self notify( \stop_deciding_how_to_shoot\" );// just in case..."
- self notify( \shoot_behavior_change\" );"
- self notify( \new_glint_thread\" );"
- self notify( \snowmobile_event_finished\" );"
- self notify( \snowmobile_event_occurred\" );"
- self notify( \want_shoot_while_driving\" );"
- self notify( \end_shoot_while_driving\" );"
- self notify( \doing_shootWhileDriving\" );"
- // notify \abort_reload\" in case the reload didn't finish. works with handledropclip() in shared.gsc"
- self notify( \start_blending_reload\" );"
- level notify( \squad created \" + squadName );"
- anim notify( \squad created \" + squadName );"
- squad notify( \squad_deleting\" );"
- level notify( \squad deleted \" + squadName );"
- anim notify( \squad deleted \" + squadName );"
- self notify( \removed from squad\" );"
- "// self notify (\squad change\"");"""
- self.squad notify( \squadupdate\" \"combat\" );"
- self notify( \stopScript\" );"
- self notify( \clearing_specialIdleAnim\" );"
- self notify( \kill UpdateProneThread\" );"
- self notify( \endTeleportThread\" );"
- self notify( \stop_traverse_notetracks\" );"
- level notify( \print_this_\" + org );"
- level notify( \prrint_this_\" + org );"
- // pain and death animscripts don't execute script between notifying killanimscript and starting the next animscript,
- self notify( \displaceprint\" );"
- self notify( \EndDebugInfo\" );"
- self notify( \enddrawstring\" );"
- NotifyAfterTime( notifyString, killmestring, time )
- self notify( \got known enemy2\" );"
- level notify( \stop debug print \" + org );"
- self notify( \timeout\" );"
- self notify( \stop debug \" + org );"
- self notify( \stop shoot \" + self.export );"
- "// self notify( \stop debugline \"" + self.export );"""
- self notify( \shooting\" );"
- shootEnemyWrapper_shootNotify()
- level notify( \an_enemy_shot\" self );"
- self notify( \stop personal effect\" );"
- level notify( \newdebugline\" );"
- self notify( \anim_prone_change\" );"
- ent notify( \returned\" msg );"
- ent notify( \die\" );"
- self notify( \returned\" \"timeout\" );"
- \MandatoryArg: <string1>: a notify on which the entity should wait\""
- level notify( message, setter );// notify needs to be very last thing called
- level notify( message );// notify needs to be very last thing called
- //do this check so we don't unneccessarily send a notify
- level notify( message );// the notify needs to be the very last thing called in this function
- \Name: waittill_notify_or_timeout( <msg> <timer> )\""
- waittill_notify_or_timeout( msg, timer )
- level notify( \exploding_\" + num );"
- self notify( \stop sound\" + alias );"
- level notify( \new_ent_selection\" );"
- level notify( \createfx_exploder_reset\" );"
- ent notify( \stop_loop\" );"
- self notify( \highlight change\" );"
- level notify( \new_createfx_centerprint\" );"
- self notify( \stop_loop\" );"
- addOption( \string\" \"ender\" \"Level notify for ending 2nd FX\" \"nil\" \"exploder\" );"
- // shotguns only do one notify so we need to amp up the damage
- self notify( self.loopingSoundStopNotifies[ toString( partIndex ) ][ i ] );
- self.modeldummy notify( self.loopingSoundStopNotifies[ toString( partIndex ) ][ i ] );
- self notify( \FX_State_Change\" + partIndex );"
- self notify( \Health_Drain_State_Change\" + partIndex );"
- self notify( \stop_damage_mirror\" );"
- parent notify( \damage\" damage attacker direction_vec point type modelName tagName );"
- self notify( \damage\" amount self ( 0 0 0 ) ( 0 0 0 ) \"MOD_UNKNOWN\" modelName tagName );"
- self notify( \remove_badplace\" );"
- self notify( \exploded\" attacker );"
- level notify( \destructible_exploded\" );"
- self notify( \death\" attacker self.damage_type );"
- self notify( \damage\" maxdamage self ( 0 0 0 ) explosionOrigin \"MOD_EXPLOSIVE\" \"\" \"\" );"
- self notify( \stop_car_alarm\" );"
- self notify( \stop_taking_damage\" );"
- self.damageOwner notify( \destroyed_car\" );"
- level notify( \player_destroyed_car\" self.damageOwner damageLocation );"
- self notify( \destroyed\" );"
- level notify( \set_disable_friendlyfire_value_delayed\" );"
- self notify( \damage\" 100000 self self.origin self.origin \"MOD_EXPLOSIVE\" \"\" \"\" );"
- notifyDamageAfterFrame( damage, attacker, direction_vec, point, damageType, modelName, tagName )
- if ( IsDefined( level.notifyDamageAfterFrame ) )
- level.notifyDamageAfterFrame = true;
- level.notifyDamageAfterFrame = undefined;
- self notify( \damage\" damage attacker direction_vec point damageType modelName tagName );"
- level notify( \new_destructible_spotlight\" );"
- level notify( \handle_destructible_frame_queue\" );"
- sortedQueue[ i ].destructible notify( \queue_processed\" true );"
- sortedQueue[ i ].destructible notify( \queue_processed\" false );"
- self notify( \start_flyby\" );"
- self notify( \flyby_done\" );"
- plane notify( \stop sound\" + \"veh_mig29_close_loop\" );"
- plane notify( \stop sound\" + \"veh_mig29_dist_loop\" );"
- self notify( \death\" );"
- weapon_notify_loop( grenade, bounds )
- self notify( \weapon_triggered\" );"
- self notify( \dmg_triggered\" );"
- self notify( \touch_triggered\" );"
- self notify( \motion_light_timeout\" );"
- self.copier notify( \bar_goes\" );"
- self.copier notify( \light_on\" );"
- trigger notify( \trigger_enter\" self );"
- self notify( \trigger_enter\" trigger );"
- self notify( \trigger_leave\" trigger );"
- trigger notify( \trigger_leave\" self );"
- trigger notify( \trigger_empty\" );"
- self notify( \floor_override\" );"
- inside_trigger notify( \trigger\" \"elevator_called\" );"
- inside_trigger.motion_trigger notify( \trigger\" \"elevator_called\" );"
- self notify( \interrupt_watch\" );"
- level notify( \elevator_interior_button_pressed\" );"
- self notify( \interrupted\" );"
- // play elevator sounds on notify of behavior
- self notify( \elevator_moving\" );"
- self notify( \elevator_moved\" );"
- self notify( \closing_inner_doors\" );"
- self notify( \closed_inner_doors\" );"
- self notify( \opening_inner_doors\" );"
- self notify( \opened_inner_doors\" );"
- self notify( \closing_floor_\" + floor_num + \"_outer_doors\" );"
- self notify( \closed_floor_\" + floor_num + \"_outer_doors\" );"
- level notify( \elevator_doors_opening\" );"
- self notify( \opening_floor_\" + floor_num + \"_outer_doors\" );"
- self notify( \opened_floor_\" + floor_num + \"_outer_doors\" );"
- self notify( \disable_trigger\" );"
- level notify ( \verify_effects_assignment_print\" );"
- level.painter_player notify( \menuresponse\" menu response );"
- level notify( \clear_previews\" );"
- level notify( \crosshair_fadetopoint\" );"
- sentry notify( \death\" );"
- sentry notify( \deleted\" );"
- self notify( \sentry_placement_finished\" sentry );"
- sentry notify( \sentry_carried\" );"
- self notify( \overheated\" );"
- self notify( \cooled\" );"
- self notify( \allowFireThread\" );"
- self notify( \stop_shooting\" );"
- self notify( \anim_state_change\" );"
- self notify( \allow_fire\" );"
- self notify( \deleted\" );"
- self notify( \sound_state_change\" );"
- self notify( \placingSentry\" );"
- //sentry_gun notify( \deleted\" );"
- sentry_gun notify( \deleted\" );"
- self notifyOnPlayerCommand( \cancel sentry\" \"+actionslot 4\" );"
- self notify( \sentry_placement_canceled\" );"
- self notify( \restock_reset\" );"
- self notify( \sentry_placement_finished\" sentry_gun );"
- "waittillframeend; // wait so self.placingSentry can get cleared before notifying script that we can give the player another turret"
- sentry_entity notify( \sentry_placement_started\" );"
- self notify( \death\" attacker type );"
- self.owner notify( \sentry_placement_canceled\" );"
- self notify( \battery_count_started\" );"
- level notify( \start_ledge\" );"
- self notify( \group2_guy_alerted\" );"
- thread intro_price_to_hillside_abort_notify( \player_moving_to_road\" );"
- thread intro_price_to_hillside_abort_notify( \_stealth_spotted\" );"
- thread intro_price_to_hillside_abort_notify( \player_shot_someone_in_group1\" );"
- intro_price_to_hillside_abort_notify( sNotifyString )
- level waittill( sNotifyString );
- level notify( \hillside_dialogue_stop\" );"
- self notify( \end_patrol\" );"
- level notify( \road_group1_countdown_kill_alldead_flag_stop\" );"
- level notify( \countdown_kill_dialogue_done\" );"
- level notify( \player_shot_someone_in_group1\" );"
- colortrig notify( \trigger\" );"
- level notify( \price_shoot_abort\" );"
- level notify( \price_repositioned\" );"
- level notify( \player_shot_someone_in_group2\" self );"
- anim_ent notify( \stop_hang_idle\" );"
- anim_ent notify( \stop_guardB_idle\" );"
- anim_ent notify( \stop_guardA_idle\" );"
- numToNotify = 3;
- guy notify( \heard_scream\" level.player.origin );"
- if( notified >= numToNotify )
- self notify( \end_scan_when_idle\" );"
- level notify( \barracks_firstpatroller_catch_player_abort\" );"
- self notify( \heard_scream\" level.player.origin );"
- level.price notify( \stop_going_to_node\" );"
- self notify( \level_stealth_spotted\" );"
- level notify( \player_shot_someone_on_stairs\" );"
- level.price notify( \price_goto_node\" );"
- array_thread( guys, ::barracks_chess_player_notify_when_broken, \chess_players_broken\" );"
- barracks_chess_player_notify_when_broken( notifyStr )
- level endon( notifyStr );
- level notify( notifyStr );
- level.price notify( \scripted_teleport\" );"
- price notify( \new_anim_reach\" ); // cancel anim_reach movement"
- level.price notify( \stop_animmode\" );"
- self notify( \playerclose\" );"
- NotifyOnCommand( \playerjump\" \"+gostand\" );"
- NotifyOnCommand( \playerjump\" \"+moveup\" );"
- level notify( \player_jump_watcher_stop\" );"
- steamroom_patroller_notify_on_player_spotted()
- level.player notify( \done_with_ledge_sequence\" );"
- level.player waittill_notify_or_timeout( \weapon_change\" 5 );"
- level.player waittill_notify_or_timeout( \weapon_change\" 1 );"
- skylight_flanker notify( \trigger\" level.player );"
- level notify( \player_killed_an_enemy\" );"
- self notify( \stop_seeking\" );"
- price_computer_node notify( \stop_idle\" );"
- level notify ( \pre_explosion_happening\" );"
- array_notify( keyboards, \trigger\" );"
- level.price notify( \nag_anim\" );"
- level notify( \breach_activated\" );"
- trig notify( \trigger\" );"
- level notify( \player_invulnerable\" );"
- owner notify( \stop_using_built_in_burst_fire\" );"
- littlebird_crasher notify( \death\" );"
- level notify( \mission failed\" );"
- level notify( \kill_timer\" );"
- level notify( \c4_barrels_exploding\" );"
- level.price notify( \price_goto_node_and_wait_for_player\" );"
- level notify( \player_near_price\" );"
- level notify( \price_at_node\" );"
- level notify( \player_unsuppressed_weapon_warning\" );"
- level notify( \player_falling_to_death\" );"
- self notify( \stop_adjust_movement_speed\" );"
- self notify( \scripted_shuffle_done\" );"
- scripted_covercrouch_earlyout_notify( killNotify, ent )
- ent waittill( killNotify );
- tag_origin notify( \open_fov\" );"
- level notify( \new_quote_string\" );"
- array_thread( GetEntArray( \explodable_barrel\" \"targetname\" ) ::barrel_earthquake_notify );"
- barrel_earthquake_notify()
- level notify( \explosion_earthquake\" self.origin );"
- level notify( \stop_cinematic\" );"
- level notify( \stop_drone_vehicle_flood\" + groupName );"
- waittillframeend;// let the spawned vehicle run its spawn_func to catch this useby notify.
- level notify( \stop_music\" );"
- //addNotetrack_customFunction( \shepherd\" \"bullets\" ::bullets_notify \"gun_monologue\");"
- guy notify( \stop_aim\" );"
- level notify ( \stop_random_breathing_sounds\" );"
- //addNotetrack_customFunction( \gun_model\" \"bullets\" ::bullets_notify \"gun_monologue\");"
- bullets_notify( guy )
- level notify( \bullets\" );"
- childthread zodiac_treadfx_stop_notify( chaseobj );
- zodiac_treadfx_stop_notify( chaseobj )
- chaseobj notify( \zodiac_treadfx_stop\" );"
- chaseobj notify( \zodiac_treadfx_go\" );"
- level notify ( \stop_deadquote_for_gettingout_of_bounds\" );"
- level notify( \dialog_helicopter_ahead\" );"
- level notify( \dialog_helicopter_six\" );"
- trigger notify( \trigger\" level.player );"
- self notify( \delete_destructible\" );// kill the effects looping first."
- toy notify( \damage\" 160 level.player self.origin toy.origin \"MOD_PISTOL_BULLET\" \"\" \"\" );"
- self notify( \raise_attacker_accuracy_while_in_range\" );"
- level notify( \conveyerbelt_speed\" );"
- level notify( \conveyerbelt_set_speed_fraction\" );"
- level notify( \new_river_current\" );"
- level notify( \set_breadcrumb_fail_time\" );"
- self notify( \newmove\" );"
- level.price notify( \new_price_anim_single_on_boat\" );"
- price_anim_loop_on_boat( anim_scene, notify_str, relink )
- level.players_boat thread anim_generic_loop( level.price, anim_scene, notify_str, \tag_guy2\" );"
- level.players_boat waittill( notify_str );
- self notify( \enable_shoot_driver\" );"
- level notify( \dialog_direction\" );"
- self notify( \exp_fade_overlay\" );"
- "// thread draw_line_from_ent_to_ent_until_notify( linkorg , level.players_boat , 0 , 1 , 0 , linkorg , \balls\"" );"""
- "// thread draw_line_from_ent_to_ent_until_notify( linkorg , shotorgs[i] , 1 , 0 , 1 , linkorg , \balls\"" );"""
- linkorg notify( \balls\" );"
- level.players_boat notify( \cleanup\" );"
- Shepherd notify( \point_end\" );"
- level notify( \stop_animate_price_into_boat\" );"
- level notify( \dialog_rpg_bridge_guy\" );"
- level notify( \end_teleport_price_on_mount\" );"
- //ent delayThread( 5, ::send_notify, \complete\" );"
- level.players_boat notify( \end_the_rapids_loop\" );"
- barrel notify( \damage\" 50 level.player (0 0 0) barrel.origin \"MOD_EXPLOSIVE\" );"
- level notify ( \stop_sandstorm_effect\" );"
- level delaythread( 5, ::send_notify, \stop_random_breathing_sounds\" );"
- anim_node notify ( \player_arrived\" );"
- level notify( \stop_drunk_walk\" );"
- level notify( \kill_limp\" );"
- level notify ( \do_staged_pain_pulse\" ); // stop any more of these"
- level notify ( \kill_limp\" );"
- level notify ( \no_more_shepherd_idle\" );"
- anim_node notify( \player_arrived\" );"
- level notify ( \not_random_blur\" );"
- level notify ( \stop_heart\" );"
- anim_node notify( \stop_crawl\" );"
- level notify ( \stop_idle_crawl_fight\" );// kill this if its running"
- level notify( \link_player\" player_rig );"
- level notify ( \player_has_min_arc\" );"
- level notify ( \waiting_for_player_to_look_at_knife\" );"
- level notify ( \lerp_view_after_uses_knife\" );"
- level notify ( \second_knife_pull\" );"
- level notify ( \fight_C_is_over\" );"
- level notify ( \knife_pulled_out\" );"
- level notify ( \aim_at_shepherd\" );"
- level notify ( \pull_back_knife_anim_starts\" );"
- anim_node notify ( \stop_loop\" );"
- ending_rescue_chopper notify( \suspend_drive_anims\" );"
- level notify( \now_fade_in\" );"
- level notify( \run_shep_run\" );"
- "// self notify( \stopanimscripted\"" );"""
- level notify( \shepherd_runs\" );"
- self notify( \stop_animmode\" );"
- level notify( \stop_random_breathing_sounds\" );"
- level notify( \knife_in_player\" );"
- level notify( \new_dof_targetent\" );"
- level notify( \kill_dof_management\" );"
- level notify( \fade_out_knife_hint\" );"
- //self notify( \weapon_switch_done\" );"
- struct notify( \stop_loop\" );"
- self notify( \auto\" );"
- "// self notify( \stop_aim\"" );"""
- struct delaythread( 100, ::send_notify, \stop\" );"
- struct delaythread( 5, ::send_notify, \stop\" );"
- timeout delayThread( 7, ::send_notify, \timeout\" );"
- //timeout delayThread( 7, ::send_notify, \timeout\" );"
- level notify( \new_hurt\" );"
- struct delayThread( fade_time, ::send_notify, \stop\" );"
- occumulator notify( \stop\" );"
- level notify( \new_blend_out_pull_additive\" );"
- level notify( \stop_track_melee\" );"
- level notify( \dof_target_to_gun_crawl\" );"
- "// level notify ( \stop_idle_crawl_fight\"" );"""
- level notify( \stop_idle_crawl_fight_just_the_fight\" );"
- level notify( \stop_idle_crawl_fight\" );"
- level notify( \clear_hurt_pulses\" );"
- level notify( \crawl_breath_recover\" );"
- self notify( \new_move_to_tag\" );"
- level.player NotifyOnPlayerCommand( \throw\" \"+attack\" );"
- level.player NotifyOnPlayerCommand( \throw\" \"+melee\" );"
- level notify( \stop_blinding\" );"
- level notify( \stop_sandstorm_fog\" );"
- thread notify_on_use();
- level notify( \player_used_knife\" );"
- notify_on_use()
- "// level.player NotifyOnPlayerCommand( \pressed_use\""" \"+use\" ); no worky?"
- level.player notify( \pressed_use\" );"
- notifyOnCommand( \player_did_melee\" \"+melee\" );"
- level notify ( \clear_rapids_junk\" );"
- level.players_boat notify( \end_aim\" );"
- level.players_boat notify( \stop_targetting\" );"
- level.players_boat notify( \kill_treadfx\" );"
- level notify( \player_over_the_waterfall\" );"
- level notify( \stop_music_at_splash\" );"
- self notify( \stop_crash_loop_sound\" );"
- self notify( \crash_done\" );"
- self notify( \nodeath_thread\" );"
- anim_scene notify( \stop_loop_solo\" );"
- level.price notify( \stop_boatrider_targets\" );"
- level notify( \quit_bread_crumb\" );// kills failure from falling behind script."
- level notify( \no_more_reverse_hints\" );"
- level notify( \price_stops_talking_about_helicopters\" );"
- level notify( \stop_explode_targets\" );"
- actor add_func( ::send_notify, \stop_blindfire\" );"
- level notify( \friendly_fire_stop_checking_for_player_dist\" );"
- van notify( \stop_loop\" );"
- guy notify( \shoot_me\" );"
- guy notify( \grenade_throw_done\" );"
- player notify( \blend_movespeedscale_custom\" );"
- self notify( \move\" );"
- node notify( \stop_loop\" );"
- self notify( \stop_spray_and_pray\" );"
- delayThread( 2.0, ::send_notify, \stop_spray_and_pray\" );"
- delayThread( time + 2, ::send_notify, \stop_spray_and_pray\" );"
- delayThread( time + 4.5, ::send_notify, \stop_spray_and_pray\" );"
- delayThread( time + 1, ::send_notify, \stop_spray_and_pray\" );"
- self notify( \_utility::follow_path\" );"
- self notify( \upperdeck_canned_deaths_execute_fire\" );"
- self notify( \nocleanup\" );"
- guy notify( \stop_loop\" );"
- temp notify( \stop_loop\" );"
- elevator notify( \elevator_moved\" );"
- self notify_delay( \stop_spray_and_pray\" .5 );"
- self notify_delay( \stop_spray_and_pray\" 2 );"
- self notify_delay( \stop_spray_and_pray\" 1 );"
- self notify_delay( \stop_spray_and_pray\" 1.5 );"
- self notify_delay( \stop_spray_and_pray\" 1.25 );"
- self notify_delay( \stop_spray_and_pray\" 1.75 );"
- self notify_delay( \stop_spray_and_pray\" .75 );"
- self notify_delay( \stop_spray_and_pray\" .8 );"
- self notify( \aim_stop\" );"
- self notify( \stop_burst_fire\" );"
- self notify( \stop_fire_full_auto\" );"
- level.makarov notify( \stop_animmode\" );"
- level notify( \tarmac_riotshield_group_van_ready\" );"
- level notify( \redoing_riot_groups\" );"
- group waittill_notify_or_timeout( \goal\" 5 );"
- level notify( \tarmac_riotshield_group_last_stand\" );"
- member notify( \tarmac_retreat_logic\" );"
- level notify( \spawned\" + value );"
- self notify( \tarmac_police_fire\" );"
- self.ref notify( \stop_loop\" );"
- self notify( \goal\" );"
- self notify( \debug_goal\" );"
- thread draw_line_from_ent_to_ent_until_notify( self, node, 1, 1, 1, self, \debug_goal\" );"
- thread draw_circle_until_notify( node.origin, self.radius, 1, 1, 1, self, \debug_goal\" );"
- self notify( \tarmac_sniper_fire\" );"
- self notify( \hack_unload\" );"
- guy notify( \hack_unloaded\" );"
- self.seats[ index ][ \node\" ] notify( \"stop_loop\" );"
- self notify( \finished_unloading\" );"
- self.van_seat notify( \stop_loop\" );"
- level notify( \friendly_fire_stop_checking_for_player_fire\" );"
- self notify( \done_shoot_player\" );"
- level thread notify_delay( \friendly_fire_watch_player\" .1 );"
- NotifyOnCommand( \attack\" \"+frag\" );"
- NotifyOnCommand( \attack\" \"+attack\" );"
- self notify( \friendly_fire_new_watch_cycle\" );"
- self notify( self.state );
- self notify( \damage\" dmg );"
- parent notify( \took_damage\" amount attacker direction_vec point type );"
- getent( \friendlyspawn_trigger_checkpoint\" \"script_noteworthy\" ) notify( \"trigger\" level.player );"
- trig notify( \trigger\" level.player );"
- level notify( \golf_course_mansion\" );"
- level notify( \objective_laze_golfcourse\" );"
- bottle notify( \delete\" );"
- self notify( \stop_idle\" );"
- self notify( \delete\" );"
- player notifyOnPlayerCommand( \use_laser\" \"+actionslot 4\" );"
- player notifyOnPlayerCommand( \fired_laser\" \"+attack\" );"
- player notify( \cancel_laser\" );"
- level notify( \laser_coordinates_received\" );"
- self notify( \use_laser\" );"
- level notify( \stop_laze_golf_course_dialog\" );"
- level notify( \delete_all_fake_choppers\" );"
- gunner notify( \dismount\" );"
- zpu notify( \stop_shooting\" );"
- gunner notify( \stop_shooting\" );"
- zone notify( \waiting_for_path_reconnection\" );"
- self notify( \ai_avoid_stryker\" );"
- level.bmp notify( \attacking_player\" );"
- self notify( \stryker_setmode_manual\" );"
- self notify( \stryker_turret_think\" );"
- self notify( \stop_scanning\" );"
- self notify( \stryker_shoot_target\" );"
- self waittill_notify_or_timeout( \turret_rotate_stopped\" 1.0 );"
- self notify( \stryker_fire_shots\" );"
- self notify( \ai_becomes_suppressed\" );"
- level.stryker notify( \stryker_laser_reminder_dialog\" );"
- level notify( \release_objective\" );"
- self notify( \death\" self.rpg_guy \"MOD_PROJECTILE\" );"
- vehicle waittill_notify_or_timeout( \death\" 5 );"
- level notify( \road_heli_spawned\" );"
- level notify( \spawn_littlebird\" self.target );"
- heli notify( \reaction_end\" );"
- getentarray( \littlebird_trigger\" \"targetname\" )[0] notify( \"trigger\" );"
- level.heli notify( \react\");"
- level notify( \hummer_dead\" );"
- self notify( \stop_hunt\" );"
- self SetNearGoalNotifyDist( 512 );
- self notify( \stop_hunt\" ); // stops the first hunt"
- self notify( \stop_hunt\" ); // stops the hunt just above."
- level.heli notify( \missed_final\" );"
- self notify( \clear_turret_target\" );"
- level.heli notify( \reaction_end\" );"
- level.heli notify( \stop_hunt\" );"
- self notify( \newpath\" );"
- vehicle notify( \event\" self.script_parameters );"
- vehicle notify( \end_induced_death\" );"
- vehicle notify( \dying\" );"
- self notify( \event\" \"frontal\" );"
- self notify( \dying\" );"
- ent delaythread( timeOut, ::send_notify, \timeout\" );"
- level notify( \uaz_park_crash\" );"
- level notify( \hinge_stopped\" hatch );"
- self notify( \react\" );"
- self waittill_notify_or_timeout( \missile_fire\" timeout );"
- etarget notify( \rpg_fired\" );"
- self notify( \rpg_guy_done\" );"
- self waittill_notify_or_timeout( \goal\" 5 );"
- guy notify( \animontag_thread\" );"
- killer_bird SetNearGoalNotifyDist( 4000 );
- killer_bird notify( \killing_player\" );"
- set_flag_on_notify( flag_str, msg_str )
- flag_set_on_notify( flag_str, msg )
- self notify( \tobedeleted\" );"
- Used to wait on multiple messages and/or entities and get the message and triggering ent and variables passed through the notify
- "damager = level.waittill_stack.b; // gets the second variable passes by the notify."
- self notify( \waittill_stack\" );"
- self notify( \waittill_stack\" msg ent );"
- level.cc notify( \move\" my_line );"
- subtitle notify( \destoyed\" );"
- self notify( \new_debug\" );"
- level notify( \new_room_anim_go\" );"
- level notify( \cam_hostage\" );"
- self notify( \new_custom_anim\" );"
- self notify( \panic_button\" );"
- self notify( \stop_first_frame\" );"
- level notify( \kill_variable_blizzard\" );"
- level notify( \stop_price_shield\" );"
- self notify( \stop_slide_fx\" );"
- level notify( \stop_skidout_fx\" );"
- self notify( \bmp_aim_at_player\" );"
- GetEnt( self.triggername, \targetname\" ) notify( \"trigger\" );"
- guy.ref_node add_func( ::send_notify, \stop_loop\" );"
- guy.ref_node notify( \stop_loop\" );"
- self notify( \stop_idle_proc\" );"
- self notify( \play_sound_done\" );"
- level notify( \camp_save\" );"
- self notify( \follow_player\" );"
- anim.shootEnemyWrapper_func = ::ShootEnemyWrapper_SSNotify;
- ShootEnemyWrapper_SSNotify()
- self notify( \animscript_shot\" );"
- other notify( \target_stop\" );"
- self notify( \start_dynamic_run_speed\" );"
- level notify( \tarmac_snowmobile_unload\" );"
- price notify( \single anim\" \"end\" );"
- locker notify( \single anim\" \"end\" );// send the notify so the sequence ends"
- satelite_sequence_node notify( \stop_satellite_idle\" );"
- price_capture_node notify( \stop_capture_idle\" );"
- GetEnt( \price_starts_moving\" \"targetname\" ) notify( \"trigger\" );"
- GetEnt( \price_position_on_ridge\" \"targetname\" ) notify( \"trigger\" );"
- level notify( \kill_price\" );"
- level.player delayThread( 1, ::send_notify, \player_shot\" );"
- level notify( \stop_detecting_player_shot\" );"
- level.player notify( \player_shot\" );"
- //anim_ent notify( \stop_idle\" );"
- self notify( \new_node_orders\" );"
- level notify( \new_player_protection_trip\" );"
- price notify( \new_node_orders\" ); // stop any more color talking"
- self add_func( ::send_notify, \player_left_bad_positions\" );"
- self notify( \player_moved_on\" );"
- self add_func( ::send_notify, \player_reached_good_position\" );"
- node notify( \enemies_receded\" );"
- level.player.vehicle notify( \veh_collision\" );"
- //level.price.vehicle notify( \stop_modulating_speed\" );"
- level.price.vehicle notify( \stop_modulating_speed\" );"
- "// self notify( \unload\"" );"""
- other notify( \driver_died\" );"
- level notify( \new_icepick_snowmobile\" );"
- self setNearGoalNotifyDist( 1000 );
- self notify( \stop_tracking\" );"
- level notify( \new_player_position\" self.script_noteworthy );"
- level notify( \cliff_death\" );"
- self notify( \near_enemy\" );"
- self notify( \enemy_runto_and_lookaround\" );"
- self notify( \restart_attack_behavior\" );"
- waittill_notify_or_timeout( \near_enemy\" 3 );"
- self notify( \stop_check_near_enemy\" );"
- //this notify makes sure that script dies here so that the
- level.truck_patrol notify( \stop sound\" + \"cliffhanger_truck_music\" );"
- spawner_triggers[i] notify ( \trigger\" );"
- level.player thread maps\_remotemissile::RemoteMissileDetonatorNotify();
- level.price notify( \stop_smart_path_following\" );"
- level.price notify( \stop_adjust_movement_speed\" );"
- "// level.price notify( \stop_smart_path_following\"" );"""
- level notify( \run_to_woods\" );"
- level.price notify( \_utility::follow_path\" );"
- level.price notify( \stop_going_to_node\" );// kills the last call to go_to_node"
- level notify( \stop_snow\" );"
- level.price notify( \stop_dynamic_run_speed\" );"
- "// level notify( \stop_snow\"" );"""
- "// level notify( \stop_sub_enemies\"" );"""
- level notify( \stop_base_arrival_music\" );"
- self notify( \kill_treads_forever\" );"
- self notify( \stop_vehicle_enabled_paths\" );"
- // Notify from _vehicle::vehicle_kill, after the phys vehicle is blown up and disconnectpaths
- self notify( \stop_barney\" );"
- level notify ( \mission failed\" );"
- level notify( \uav_destroyed\" );"
- level notify( next_node.targetname );//so we can react to price deciding to move
- tree notify ( \explode\" );"
- level notify( \shoot_at_player\" );//stops the scripted tree destruction"
- level notify( \player kill dialog\" );"
- level notify( \dialog_price_kill_dog\" );"
- level notify( \dialog_price_kill\" );"
- level notify( \saying_patience\" );"
- //level.price notify( \stop_going_to_node\" );"
- //level.price notify( \stop_dynamic_run_speed\" );"
- //level.price notify( \stop_going_to_node\" );//end follow_path"
- level notify( \said_convoy_coming\" );"
- level notify( \dialog_someone_is_alert\" );"
- self notify( \finished_anim_reach\" );"
- "// self notify( \start_dynamic_run_speed\"" );"""
- "// self notify( \dynamic_run_speed_changing\"" );"""
- "// self notify( \stop_loop\"" );"""
- "// self notify( \stop_loop\"" );"""
- "// self notify( \stop_going_to_node\"" );"""
- "// self notify( \killanimscripts\"" );"""
- //self notify( \end_patrol\" );"
- self notify( \stop_dynamic_run_speed\" );"
- level notify( \moving \" + objName );"
- level notify( \timer_tick\" );"
- "// level notify( \gun_2_chest\"" );"""
- "// level notify( \shotgun_pickup\"" );"""
- notetrack_notify_attach_rocket( guy )
- guy notify( \attach rocket\" );"
- notetrack_notify_fire_rocket( guy )
- guy notify( \fire rocket\" );"
- notetrack_notify_drop_rocket( guy )
- guy notify( \drop rocket\" );"
- addNotetrack_customFunction( \bricktop\" \"attach rocket\" ::notetrack_notify_attach_rocket \"at4_fire\" );"
- addNotetrack_customFunction( \bricktop\" \"fire rocket\" ::notetrack_notify_fire_rocket \"at4_fire\" );"
- addNotetrack_customFunction( \bricktop\" \"drop rocket\" ::notetrack_notify_drop_rocket \"at4_fire\" );"
- addNotetrack_customFunction( \rasta\" \"attach rocket\" ::notetrack_notify_attach_rocket \"at4_fire\" );"
- addNotetrack_customFunction( \rasta\" \"fire rocket\" ::notetrack_notify_fire_rocket \"at4_fire\" );"
- addNotetrack_customFunction( \rasta\" \"drop rocket\" ::notetrack_notify_drop_rocket \"at4_fire\" );"
- addNotetrack_customFunction( \price\" \"attach rocket\" ::notetrack_notify_attach_rocket \"at4_fire\" );"
- addNotetrack_customFunction( \price\" \"fire rocket\" ::notetrack_notify_fire_rocket \"at4_fire\" );"
- addNotetrack_customFunction( \price\" \"drop rocket\" ::notetrack_notify_drop_rocket \"at4_fire\" );"
- level notify ( \btr_fired\" );"
- self notify( \laser_off\" );"
- //the script has received the \death\" notify but after the AI has died."
- level notify( \kill_3d_checkpoint_icon\" );"
- level notify( \kill_checkpoint_timer\" );"
- level notify( \checkpoint_timer_expired\" );"
- level notify( \specop_challenge_completed\" );"
- level notify( \clearing_hints\" );"
- seaknight_loader_start notify( \spawn\" );"
- seaknight_loader_start2 notify( \spawn\" );"
- 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\" );"
- trig_colornode notify( \trigger\" level.player );"
- self notify( \stop_drone_fighting\" );"
- self notify( \turret_fire\" );"
- "// self notify( \death\"" );"""
- self notify( \stop_firing_turret\" );"
- level.bradley_commerce waittill_notify_or_timeout( \turret_rotate_stopped\" 1 );"
- self.base notify( \death\" );"
- "// self notify( \alerted\"" );"""
- self notify( \alerted\" );"
- reference notify( \stop_idle\" );"
- elevator_dude notify( \doors_closing\" );"
- bmp notify( \deleted_through_script\" );"
- colornodes_crowsnest notify( \trigger\" level.player );"
- self waittill_notify_or_timeout( \new_target\" randomWait );"
- self.reference notify( \stop_idle\" );"
- self notify( \stop_shooting_stingers_and_javs\" );"
- guy notify( \new_target\" );"
- self notify ( \stop_shooting_at_drones\" );"
- self notify( \shot_at\" );"
- crowsnest_seaknight_01 notify( \spawn\" );"
- crowsnest_seaknight_02 notify( \spawn\" );"
- crowsnest_seaknight_01 notify( \play_anim\" );"
- crowsnest_seaknight_02 notify( \play_anim\" );"
- level notify( \evac_vehicle_owned\" );"
- level notify( \monument_dummy_hit\" );"
- heli notify( \stop_firing_turret\" );"
- roof_seaknight_01 notify( \spawn\" );"
- roof_seaknight_02 notify( \spawn\" );"
- roof_seaknight_01 thread notify_delay( \play_anim\" 1 );"
- roof_seaknight_02 thread notify_delay( \play_anim\" 1 );"
- ww2_heli thread notify_delay( \liftoff\" 3 );"
- level.teamleader notify( \stop_teleport_hack\" );"
- self notify( \damage\" 5000 level.player undefined undefined \"MOD_PROJECTILE\" );"
- soundOrg notify( \death\" );"
- slamraam thread notify_delay( \fire\" delay );"
- level notify( \player_off_blackhawk_gun\" );"
- //thread notify_hack();
- level.player notify( \stop sound\" + \"dcburning_heli_alarm\" );"
- level.blackhawk notify( \stop sound\" + \"blackhawk_helicopter_dying_loop\" );"
- //notify_hack()
- "// level.blackhawk notify( \stop sound\"" + \""Minigun_gatling_fire\"" );"""
- "// level notify( \stopMinigunSound\"" );"""
- self notify( \weapon_detached\" );"
- self notify( \landing\" );"
- self notify( \landed\" );"
- self notify( \killed_by_friendly\" );"
- self waittill_notify_or_timeout( \turret_rotate_stopped\" fRand );"
- self notify( \cooldown_started\" );"
- self notify( \death\" level.player \"MOD_PROJECTILE\" );"
- self.eAnimEnt notify( \stop_idle\" );"
- self notify ( \stop_idle\" );"
- "// self notify( \death\"" );"""
- self notify_delay( \taking_off\" 4 );"
- self notify( \stop_rider_idle\" );"
- self notify( \riders_loaded\" );"
- level notify( \stop_drone_flood\" + groupName );"
- guy notify( \stop_adjust_movement_speed\" );"
- self notify( \deleted_through_script\" );"
- waittill_notify_then_notify( notifyToWaitFor, notifyToNotify )
- self waittill( notifyToWaitFor );
- self notify( notifyToNotify );
- waittill_flag_then_notify( flagToWaitFor, notifyToNotify )
- guy notify( \reload_begin\" );"
- node2 notify( \stop_loop\" );"
- level notify( \player_unlinked\" );"
- level.foley notify( \stop_loop\" );"
- self notify( \corner_at_plane\" );"
- self notify( \movingout\" );"
- self notify( \reached_path_end\" );"
- self notify( \stop_custom_aim\" );"
- self notify( \sounddone\" );"
- self.refnode notify( \stop_loop\" );"
- self notify( \plaza_moveup_kill_backup\" );"
- self.colornode_func = ::notify_node_on_goal;
- notify_node_on_goal( node )
- node notify( \trigger\" self );"
- self notify( \done_organizing\" );"
- heli notify( \stop_heli_spark_effects\" );"
- btr notify( \stop_heli_spark_effects\" );"
- "// array_thread( level.team, ::notify_delay, \killanimscript\""" time );"
- level thread notify_delay( \office_enemy_suppressive_fire\" 5 );"
- level notify( \office_enemies_wave1_hurt\" );"
- self notify( \remove_team\" );"
- model notify( \stop_sun_fx\" );"
- level notify( \lerp_sunlight\" );"
- level notify( \lerp_specular\" );"
- guy notify( \killanimscript\" );"
- level notify( \whitehouse_hammerdown_death\" );"
- self notify( \stop_going_to_node\" );"
- self notify( \remove_flare\" );"
- anim_ent notify( \foley_idle_end\" );"
- level notify( \tunnels_dead_check_done\" );"
- spotlight notify( \death\" );"
- level notify( \sandbag_group_\" + self.script_group );"
- self notify( \stop_path\" );"
- self notify( \stop_firing\" );"
- turret notify( \stop_firing\" );"
- level notify( \sandbag_group_\" + damaged_ent.script_group );"
- level notify( \sandbag_group_\" + bag.script_group );"
- bag notify( \thrown\" );"
- group_struct notify( \throw_done\" );"
- group_struct notify( \damage\" self damage );"
- self notify( \chandelier_swing\" );"
- self notify( \chandelier_turn\" );"
- self notify( \chandelier_fall\" );"
- self notify( \damage\" damage undefined direction_vec undefined \"mod_grenade_splash\" );"
- level notify( \emp_lighting_flash\" );"
- level notify( \stop_drone_flood\" + \"axis_crash_drones\" );"
- "// level notify( \player_crash_temp_invulnerable\"" );"""
- heli_crash_site_spotlight notify( \stop_spotlight_random_targets\" );"
- wh_spotlight.damage_ent notify( \damage\" 1000 level.player );"
- ww_spotlight.damage_ent notify( \damage\" 1000 level.player );"
- animent notify( \stop_loop\" );"
- level notify( \flare_spotted\" );"
- guy notify( \stop_flare_fx\" );"
- flare notify( \stop_flare_fx\" );"
- houseAttackTrig notify ( \trigger\" );"
- level notify ( \breaching_number_3\" );"
- //trig notify ( \trigger\" );"
- trig notify ( \trigger\" );"
- self notify( \blurview_stop\" );"
- level notify ( \ending_normal_death\" );"
- level notify ( \ending_slacker_death\" );"
- level notify ( \stop_blur_cycler\" );"
- //level.player notify ( \damage\" );"
- //level.player notify ( \pain\" );"
- level notify ( \stop_player_breathing\" );"
- self notify( \gas_splash_end\" );"
- self notify( \gas_drip_end\" );"
- level notify ( \ghost_leaving_start_area_on_cue\" );"
- starter notify ( \trigger\" );"
- level notify ( \ghost_leaving_start_area_early\" );"
- level notify ( \gameplay_mine_done\" );"
- level notify ( \gameplay_mine_deployed\" );"
- "// - also notify to terminate the cancel thread for the battleplan"
- //if the extraguy spawns, send a notify that terminates the thread that would artificially decrement the battleplan's spawners from floorpop
- level notify ( endonMsg );
- level notify ( \mainfloor_enemy_killed\" );"
- level notify ( \topfloor_enemy_killed\" );"
- level notify ( \basement_enemy_killed\" );"
- level notify ( \house_reset_ghost\" );"
- level notify ( \stop_timeout\" );"
- level notify ( \counterattacker_died\" );"
- level notify ( \magic_sniper_breaktime\" );"
- level notify ( \dsm_has_been_destroyed\" );"
- level notify ( \player_is_out_of_danger_zone\" );"
- level notify ( \player_deserted_the_area\" );"
- level notify( \stop_monitoring_makarov_damage\" );"
- level notify( \end_scene\" );"
- animNode notify( \stop_shooting\" );"
- notifyOnCommand( \go_crouch\" \"+movedown\" );"
- notifyOnCommand( \go_crouch\" \"+prone\" );"
- notifyOnCommand( \go_crouch\" \"+stance\" );"
- notifyOnCommand( \go_crouch\" \"lowerstance\" );"
- notifyOnCommand( \go_crouch\" \"togglecrouch\" );"
- notifyOnCommand( \go_crouch\" \"toggleprone\" );"
- notifyOnCommand( \go_crouch\" \"goprone\" );"
- notifyOnCommand( \go_crouch\" \"gocrouch\" );"
- notifyOnCommand( \go_stand\" \"+stance\" );"
- notifyOnCommand( \go_stand\" \"raisestance\" );"
- notifyOnCommand( \go_stand\" \"togglecrouch\" );"
- notifyOnCommand( \go_stand\" \"toggleprone\" );"
- notifyOnCommand( \go_stand\" \"+moveup\" );"
- notifyOnCommand( \go_stand\" \"+gostand\" );"
- player_rig notify( \stop_down_idle\" );"
- level notify( \exiting_vehicle\" );"
- vehicle notify( \door_open\" );"
- level notify( \runner_shot\" );"
- level notify( \makarov_wounded_successfully\" );"
- ent notify( \stop_car_alarm\" );"
- level notify( \black_screen_start\" );"
- level notify( \black_screen_finish\" );"
- driver notify( \stop sound\" + alias );"
- level.player notify( \shot_next_frame\" );"
- eNode notify( \stop_idle_anim\" );"
- civilian notify( \stop_idle_anim\" );"
- level notify( \objective_on_faust\" );"
- level notify( \stop_street_traffic\" );"
- anim.shootEnemyWrapper_func = animscripts\utility::ShootEnemyWrapper_shootNotify;
- self notify( \stop_drive_idle\" );"
- self notify( \fall\" );"
- guy notify( \deleted\" );"
- redshirt notify( \death\" );"
- level notify( \cleaning_up_rojas\" );"
- level notify( \color_flags_advance_stop\" );"
- animref notify( \sarge_idle_stop\" );"
- level notify( \radiotower_hiding_door_guy_cleanup_cancel\" );"
- self notify( \technical_health_reset\" );"
- level notify( \kill_technical_gunners\" );"
- guy notify( \wavingguy_activated\" );"
- level notify( \kill_hidden_reinforcement_waiting\" );"
- self SetNearGoalNotifyDist( 256 );
- self SetNearGoalNotifyDist( 600 );
- NotifyOnCommand( \mantle\" \"+gostand\" );"
- NotifyOnCommand( \mantle\" \"+moveup\" );"
- player_left_trigger_notify( trig )
- self notify( \left_trigger\" );"
- level.sarge.animlooporg notify( \stop_loop\" );"
- guy.animlooporg notify( \stop_loop\" );"
- self notify( \roofrun_friendly_cleanup\" );"
- door notify( \stop_loop\" );"
- level notify( \glass_break\" level.player );"
- NotifyOnCommand( flagstr, \+breath_sprint\" );"
- NotifyOnCommand( flagstr, \+sprint\" );"
- chopper notify( \stop_loop\" );"
- self notify( \stop sound\" + idleAlias );"
- level.player notify( \stop_sliding\" ); // defensive. deleting the slide trigger when we catch the jump should work but just in case it starts in some super edge case I don't want StopSlide() to ever try to unlink him"
- kicker waittill_notify_or_timeout( \goal\" 5 );"
- level notify( \group_at_scriptedgoal\" );"
- array_notify( level.friends, \death\" );"
- level notify( \color_flag_advance_queue_updated\" );"
- level notify( \airliner_flyby\" );"
- self notify( \sbmodel_rotatedone\" );"
- trig notify( \trigger_fuse\" self );"
- level notify( trigTN, other );
- level notify( \stop_special_treadfx\" );"
- level notify( \stop_gulag_drones\" );"
- level.player_heli SetNearGoalNotifyDist( 8 );
- level notify( \force_door_open\" );"
- level notify( \stop_cellblock_respawn\" );"
- "// ent notify( \stop_loop\"" );"""
- level.price notify( \change_to_regular_weapon\" );"
- trigger_to notify( \trigger\" level.player );"
- level notify( \kill_color_replacements\" );"
- level notify( \stop_objective_updating\" );"
- level notify( \flashed_room\" );"
- guy notify( \stop_slide_fx\" );"
- level notify( \switch_look\" );"
- level notify( \stop_moving_gulag_center\" );"
- level.player_heli notify( \newpath\" );"
- array_thread( allies, ::send_notify, \stop_adding_mbs\" );"
- level notify( \stop_tv_loop\" );"
- "// level notify( \stop_rotating_around_gulag_break\"" );"""
- level delayThread( 1.8, ::send_notify, \f15_smoke\" );"
- level delayThread( 2.1, ::send_notify, \afterburner\" );"
- level notify( \stop_rotating_around_gulag_break\" );"
- delayThread( 12, ::Send_notify, \stop_tracking\" );"
- level notify( \tarp_activate\" );"
- node delayThread( 3.15, ::send_notify, \tarp_activate\" );"
- level notify( \new_ai_move_command\" );"
- self notify( \stop_dyn\" );"
- light notify( \stop_flickering\" );"
- level notify( \opened_\" + self.targetname );"
- level notify( \cell_door_opens\" );"
- level notify( \physics_jump\" struct.origin );"
- self notify( \stop_setting_off_exploders\" );"
- ai_hole_rappel_triggers[ 0 ] notify( \trigger\" guy );"
- self notify( \saved\" );"
- level notify( \ending_flee_death\" );"
- self notify( \new_debug_print\" );"
- slamraam notify( \lose_operation\" );"
- animscripts\utility::shootEnemyWrapper_shootNotify();
- level notify( \stop_following_node_chain\" );"
- struct notify( \stop\" );"
- dest notify( \stop_jitter\" );"
- self notify( \stop_line\" );"
- ent delaythread( 35, ::send_notify, \stop\" );"
- level.soap notify( \stop_going_to_node\" );"
- level.redshirt notify( \stop_going_to_node\" );"
- level notify( \cafeteria_sequence_begins\" );"
- level notify( \stop_cavein\" );"
- level.player notify( \stop_opening_fov\" );"
- level notify( \skip_stumble_trigger_think\" );"
- level notify( \stop_minor_earthquakes\" );"
- level notify( \player_dist_from_squad\" dist );"
- self notify( \movemode\" );"
- level notify( \collapse_fx_stop\" );"
- ent delaythread( time, ::send_notify, \stop\" );"
- targ notify( \topple\" );"
- models[ \script_brushmodel\" ] notify( \"stop_killing\" );"
- level notify( \dropit\" );"
- level.price_breach_ent notify( \stop_following_player\" );"
- level notify( \breach_concludes\" );"
- level notify( \blend_out_dof\" outblend );"
- level notify( \swing\" mag );"
- level notify( \stop_chase_fx\" );"
- level notify( \introscreen_complete\" );// Do final notify when player controls have been restored"
- first_planes notify( \trigger\" );"
- //level.humvee_player notify( \death\" );"
- burning_tree notify( \stop_burning_tree\" );"
- anim_node notify( \stop_invasion_vehicle_cover_dialogue_guy1_idle\" );"
- level notify( \enemy_group_spawning\" );"
- level notify( \warning_player_is_leaving_BT\" );"
- president_start_node notify( \stop_wounded_idle\" );"
- level.house_destroyer notify ( \backed_away\" );"
- //self notify( \stop_adjust_movement_speed\" );"
- level.obj_sentry notify ( \deleted\" );"
- level notify( \hellfire\" );"
- level notify( \dialog_bmp_hasnt_spotted_us\" );"
- level notify( \btr_smoke_too_far\" );"
- level notify ( \truck_guy_died\" );"
- level notify( \bmp_died\" );"
- self notify( \new_target\" );//clears ambient target shooting"
- vehicle notify( \new_target\" );"
- "// other notify( \start_drop\"" );"""
- "// other notify( \stop_drop\"" );"""
- level notify ( \humvee_destroyer_fired\" );"
- "// using_supply_crate notify ( \stop_idle\"" );"""
- level notify( \humvee_blows_up\" );//starts animation"
- level notify ( \bmps_from_north_dead\" );"
- level notify( \attack_heli_spawned\" );"
- level notify( \moving obj_raptor_defend\" );"
- node notify( \stop_tangled_chute_idle\" );"
- node notify( \stop_tangled_guy_idle\" );"
- node notify( \he got free\" );"
- node notify( \stop_tangled_chute_idle\" );//he might die before trying to free self"
- self notify( \stop_front_humvee_anims\" );"
- level notify( \roof_landing_anim_finished\" );"
- //level notify( \roll_death\" );"
- level notify( \crawl_death_finished\" );"
- glass notify( \damage\" 150 undefined undefined undefined \"bullet\" );"
- "// glass notify ( \damage\"" );"""
- level notify (\show_start_exploders_thread\");"
- ai_notify( sNotify, duration )
- self notify( sNotify );
- self notify( \ai_notify_complete\" );"
- wait_for_level_notify_or_timeout( msg1, timer )
- self notify( \stop_3dprint\" );"
- self notify( \smoke_has_been_thrown\" );"
- aTrigArray[ i ] notify( \trigger\" );"
- eTrig notify( \trigger\" level.player );"
- level notify( \arena_flag_time\" );"
- level notify( \down_to_one\" );"
- level notify ( \spawned_player\" );"
- player notify( \objective\" \"captured\" );"
- self.didStatusNotify = false;
- if ( progress > 0.05 && change && !self.didStatusNotify )
- self.didStatusNotify = true;
- self notify ( \picked_up\" );"
- player thread maps\mp\gametypes\_hud_message::SplashNotify( \flagreturn\" maps\mp\gametypes\_rank::getScoreInfoValue( \"return\" ) );"
- player thread maps\mp\gametypes\_hud_message::SplashNotify( \flagpickup\" maps\mp\gametypes\_rank::getScoreInfoValue( \"pickup\" ) );"
- player thread maps\mp\gametypes\_hud_message::SplashNotify( \flag_capture\" maps\mp\gametypes\_rank::getScoreInfoValue( \"capture\" ) );"
- player notify ( \bomb_planted\" );"
- player thread maps\mp\gametypes\_hud_message::SplashNotify( \plant\" maps\mp\gametypes\_rank::getScoreInfoValue( \"plant\" ) );"
- self.visuals[0] notify( \stopTicking\" );"
- splashPlayer thread maps\mp\gametypes\_hud_message::SplashNotify( \time_added\" );"
- player notify ( \bomb_defused\" );"
- self notify( \defused\" );"
- player thread maps\mp\gametypes\_hud_message::SplashNotify( \ninja_defuse\" ( maps\mp\gametypes\_rank::getScoreInfoValue( \"defuse\" ) ) );"
- player thread maps\mp\gametypes\_hud_message::SplashNotify( \defuse\" maps\mp\gametypes\_rank::getScoreInfoValue( \"defuse\" ) );"
- level notify(\bomb_defused\" + siteDefused.label);"
- player thread maps\mp\gametypes\_hud_message::SplashNotify( \capture\" maps\mp\gametypes\_rank::getScoreInfoValue( \"capture\" ) );"
- attacker thread maps\mp\gametypes\_hud_message::SplashNotify( \assault\" maps\mp\gametypes\_rank::getScoreInfoValue( \"assault\" ) );"
- attacker thread maps\mp\gametypes\_hud_message::SplashNotify( \defend\" maps\mp\gametypes\_rank::getScoreInfoValue( \"defend\" ) );"
- player thread maps\mp\gametypes\_hud_message::SplashNotify( \gtnw_overtime\" );"
- self notify( \stop_counting\" );"
- player thread maps\mp\gametypes\_hud_message::SplashNotify( \captured_nuke\" maps\mp\gametypes\_rank::getScoreInfoValue( \"capture\" ) );"
- level notify(\hq_reset\");"
- player notify( \force_spawn\" );"
- level notify( \hq_captured\" );"
- level notify( \hq_destroyed\" );"
- level notify(\awardHQPointsRunning\");"
- player thread maps\mp\gametypes\_hud_message::SplashNotify( \flagreturn\" maps\mp\gametypes\_rank::getScoreInfoValue( \"pickup\" ) );"
- self notify ( \flag_reset\" );"
- level notify ( \bomb_picked_up\" );"
- level notify ( \last_alive\" self );"
- level notify ( \overtime\" );"
- player thread maps\mp\gametypes\_hud_message::SplashNotify( \sab_overtime\" );"
- level notify(\bomb_defused\");"
- self notify( \graceComplete\" );"
- self notify( \waitSkipped\" );"
- self notify ( soundAlias );
- self notify(\disconnect\");"
- self notify ( \weapon_change\" \"riotshield_mp\" );"
- self notify ( \changed_kit\" );"
- self notify ( \giveLoadout\" );"
- self.damagetrig notify(\unlink\");"
- self notify(\passive\");"
- notifyArrived()
- self notify(\arrived\");"
- self notify(\death\");"
- self notify(\finaldeath\");"
- level notify( \ai_killed\" self );"
- level notify ( \player_got_killstreak_\" + attacker.pers[\"cur_kill_streak\"] attacker );"
- attacker notify ( \killed_enemy\" );"
- victim notify( \killed_player\" );"
- self notify ( \death\" );"
- attacker notify( \crushed_enemy\" );"
- victim notify( \death_delay_finished\" );"
- self notify ( \giveRecentShieldXP\" );"
- victim notify ( \shield_blocked\" );"
- victim notify( \survived_explosion\" );"
- level notify( \ai_pain\" victim );"
- notifyData = spawnStruct();
- notifyData.titleText = game[ \strings\" ][ \"final_stand\" ];"
- notifyData.iconName = \specialty_finalstand\";"
- notifyData.titleText = game[ \strings\" ][ \"last_stand\" ];"
- notifyData.iconName = \specialty_pistoldeath\";"
- notifyData.glowColor = ( 1, 0, 0 );
- notifyData.sound = \mp_last_stand\";"
- notifyData.duration = 2.0;
- level notify ( \player_last_stand\" );"
- player thread maps\mp\gametypes\_hud_message::SplashNotifyDelayed( \reviver\" 200 );"
- self.owner thread maps\mp\gametypes\_hud_message::playerCardSplashNotify( \revived\" player );"
- player notify( \confirm_location\" level.mapCenter 0 );"
- player notify(\gambit_on\");"
- if ( getDvar(\scr_levelnotify\" ) != \"\" )"
- level notify ( getDvar( \scr_levelnotify\" ) );"
- setDevDvar( \scr_levelnotify\" \"\" );"
- self notify ( \cancel_notify\" );"
- if ( getDvar( \scr_do_notify\" ) != \"\" )"
- level.players[i] maps\mp\gametypes\_hud_message::oldNotifyMessage( getDvar( \scr_do_notify\" ) getDvar( \"scr_do_notify\" ) game[\"icons\"][\"allies\"] );"
- announcement( getDvar( \scr_do_notify\" ) );"
- setDevDvar( \scr_do_notify\" \"\" );"
- player thread maps\mp\gametypes\_hud_message::splashNotifyDelayed( \longshot\" );"
- player thread maps\mp\gametypes\_hud_message::splashNotifyDelayed( \headshot\" );"
- player thread maps\mp\gametypes\_hud_message::challengeSplashNotify( \ch_marksman_m16\" );"
- player thread maps\mp\gametypes\_hud_message::splashNotifyDelayed( \execution\" );"
- player thread maps\mp\gametypes\_hud_message::killstreakSplashNotify( \uav\" 3 );"
- player thread maps\mp\gametypes\_hud_message::killstreakSplashNotify( \ac130\" 11 );"
- player thread maps\mp\gametypes\_hud_message::splashNotify( splashName, splashValue );
- player thread maps\mp\gametypes\_hud_message::killstreakSplashNotify( splashName, splashValue );
- player thread maps\mp\gametypes\_hud_message::challengeSplashNotify( splashName );
- level notify( \hostmigration_enoughplayers\" );"
- level notify(\end_draw_map_bounds\");"
- self notify(\menuresponse\" game[\"menu_team\"] team);"
- self notify(\menuresponse\" \"changeclass\" class);"
- level notify(\hide_spawnpoints\");"
- self notify ( \new_test_weapon\" );"
- self notifyOnPlayerCommand( \dpad_down\" \"+actionslot 2\" );"
- self notifyOnPlayerCommand( \dpad_up\" \"+actionslot 1\" );"
- self notifyOnPlayerCommand( \next_weapon\" \"weapnext\" );"
- level notify( \abort_forfeit\" );"
- level notify ( \grace_period_ending\" );"
- level notify( \match_ending_soon\" \"score\" );"
- level notify( \match_start_timer_beginning\" );"
- self notify(\perks_hidden\"); // stop any threads that are waiting to hide the perk icons"
- level notify ( \round_end_finished\" );"
- level notify ( \give_match_bonus\" );"
- level notify ( \update_scorelimit\" );"
- self notify(\stop_ticking\");"
- level notify ( \match_ending_soon\" \"time\" );"
- level notify ( \match_ending_very_soon\" );"
- level notify(\prematch_over\");"
- level notify ( \wave_respawn_allies\" );"
- level notify ( \wave_respawn_axis\" );"
- player thread maps\mp\gametypes\_hud_message::teamOutcomeNotify( winner, true, endReasonText );
- player thread maps\mp\gametypes\_hud_message::outcomeNotify( winner, endReasonText );
- level notify ( \round_win\" winner );"
- player thread maps\mp\gametypes\_hud_message::teamOutcomeNotify( winner, false, endReasonText );
- level notify ( \game_win\" winner );"
- level notify ( \round_switch\" switchType );"
- player thread maps\mp\gametypes\_hud_message::teamOutcomeNotify( switchType, true, level.halftimeSubCaption );
- level notify ( \round_switch\" \"overtime\" );"
- level notify ( \restarting\" );"
- level notify ( \round_switch\" \"halftime\" );"
- player thread maps\mp\gametypes\_hud_message::teamOutcomeNotify( \halftime\" true level.halftimeSubCaption );"
- level notify ( \game_ended\" winner );"
- player notify ( \reset_outcome\" );"
- level notify ( \game_cleanup\" );"
- level notify ( \spawning_intermission\" );"
- level notify( \exitLevel_called\" );"
- self notify ( \pickup_object\" );"
- self notify ( \reset\" );"
- self notify ( \dropped\" );"
- self notify(\carrier_cleared\");"
- self notify ( \drop_object\" );"
- self notify ( \deleted\" );"
- self notify ( \finished_use\" );"
- player notify ( \use_hold\" );"
- player notify( \done_using\" );"
- objPoint notify( \stop_flashing_thread\" );"
- self.visuals[index] notify(\changing_solidness\");"
- self notify(\changing_solidness\");"
- self notify(\disabled\");"
- level notify(\updating_scores\");"
- level notify(\updating_dm_scores\");"
- player notify( \update_outcome\" );"
- level notify( \game_ended\" );"
- notifyData.titleText = &\MP_CHALLENGE_COMPLETED\";"
- notifyData.notifyText = \wheee\";"
- notifyData.sound = \mp_challenge_complete\";"
- level notify( \host_migration_begin\" );"
- level notify( \host_migration_end\" );"
- self notify ( \fontPulse\" );"
- player thread initNotifyMessage();
- notifyData.notifyText = hintText;
- notifyData.glowColor = (0.3, 0.6, 0.3);
- notifyMessage( notifyData );
- initNotifyMessage()
- self.notifyTitle = createFontString( font, titleSize );
- self.notifyTitle setPoint( point, undefined, xOffset, yOffset );
- self.notifyTitle.glowColor = (0.2, 0.3, 0.7);
- self.notifyTitle.glowAlpha = 1;
- self.notifyTitle.hideWhenInMenu = true;
- self.notifyTitle.archived = false;
- self.notifyTitle.alpha = 0;
- self.notifyText = createFontString( font, textSize );
- self.notifyText setParent( self.notifyTitle );
- self.notifyText setPoint( point, relativePoint, 0, 0 );
- self.notifyText.glowColor = (0.2, 0.3, 0.7);
- self.notifyText.glowAlpha = 1;
- self.notifyText.hideWhenInMenu = true;
- self.notifyText.archived = false;
- self.notifyText.alpha = 0;
- self.notifyText2 = createFontString( font, textSize );
- self.notifyText2 setParent( self.notifyTitle );
- self.notifyText2 setPoint( point, relativePoint, 0, 0 );
- self.notifyText2.glowColor = (0.2, 0.3, 0.7);
- self.notifyText2.glowAlpha = 1;
- self.notifyText2.hideWhenInMenu = true;
- self.notifyText2.archived = false;
- self.notifyText2.alpha = 0;
- self.notifyIcon = createIcon( \white\" iconSize iconSize );"
- self.notifyIcon setParent( self.notifyText2 );
- self.notifyIcon setPoint( point, relativePoint, 0, 0 );
- self.notifyIcon.hideWhenInMenu = true;
- self.notifyIcon.archived = false;
- self.notifyIcon.alpha = 0;
- self.notifyOverlay = createIcon( \white\" iconSize iconSize );"
- self.notifyOverlay setParent( self.notifyIcon );
- self.notifyOverlay setPoint( \CENTER\" \"CENTER\" 0 0 );"
- self.notifyOverlay.hideWhenInMenu = true;
- self.notifyOverlay.archived = false;
- self.notifyOverlay.alpha = 0;
- oldNotifyMessage( titleText, notifyText, iconName, glowColor, sound, duration )
- notifyData.titleText = titleText;
- notifyData.notifyText = notifyText;
- notifyData.iconName = iconName;
- notifyData.glowColor = glowColor;
- notifyData.sound = sound;
- notifyData.duration = duration;
- notifyMessage( notifyData )
- if ( !isDefined( notifyData.slot ) )
- notifyData.slot = 0;
- slot = notifyData.slot;
- if ( !isDefined( notifyData.type ) )
- notifyData.type = \\";"
- else if ( notifyData.type == \rank\" && self.doingSplash[ slot ].type != \"challenge\" && self.doingSplash[ slot ].type != \"killstreak\" )"
- self.splashQueue[ slot ][ self.splashQueue[ slot ].size ] = notifyData;
- dispatchNotify( slot )
- nextNotifyData = self.splashQueue[ slot ][ 0 ];
- if ( isDefined( nextNotifyData.name ) )
- actionNotify( nextNotifyData );
- showNotifyMessage( nextNotifyData );
- promotionSplashNotify()
- showNotifyMessage( notifyData )
- assert( isDefined( notifyData.slot ) );
- if ( isDefined( notifyData.type ) && notifyData.type == \rank\" )"
- self.doingSplash[ slot ] = notifyData;
- if ( isDefined( notifyData.duration ) )
- duration = notifyData.duration;
- if ( isDefined( notifyData.sound ) )
- self playLocalSound( notifyData.sound );
- if ( isDefined( notifyData.leaderSound ) )
- self leaderDialogOnPlayer( notifyData.leaderSound );
- if ( isDefined( notifyData.glowColor ) )
- glowColor = notifyData.glowColor;
- anchorElem = self.notifyTitle;
- if ( isDefined( notifyData.titleText ) )
- if ( isDefined( notifyData.titleLabel ) )
- self.notifyTitle.label = notifyData.titleLabel;
- self.notifyTitle.label = &\\";"
- if ( isDefined( notifyData.titleLabel ) && !isDefined( notifyData.titleIsString ) )
- self.notifyTitle setValue( notifyData.titleText );
- self.notifyTitle setText( notifyData.titleText );
- self.notifyTitle setPulseFX( int(25*duration), int(duration*1000), 1000 );
- self.notifyTitle.glowColor = glowColor;
- self.notifyTitle.alpha = 1;
- if ( isDefined( notifyData.textGlowColor ) )
- glowColor = notifyData.textGlowColor;
- if ( isDefined( notifyData.notifyText ) )
- if ( isDefined( notifyData.textLabel ) )
- self.notifyText.label = notifyData.textLabel;
- self.notifyText.label = &\\";"
- if ( isDefined( notifyData.textLabel ) && !isDefined( notifyData.textIsString ) )
- self.notifyText setValue( notifyData.notifyText );
- self.notifyText setText( notifyData.notifyText );
- self.notifyText setPulseFX( 100, int(duration*1000), 1000 );
- self.notifyText.glowColor = glowColor;
- self.notifyText.alpha = 1;
- anchorElem = self.notifyText;
- if ( isDefined( notifyData.notifyText2 ) )
- self.notifyText2 setParent( anchorElem );
- if ( isDefined( notifyData.text2Label ) )
- self.notifyText2.label = notifyData.text2Label;
- self.notifyText2.label = &\\";"
- self.notifyText2 setText( notifyData.notifyText2 );
- self.notifyText2 setPulseFX( 100, int(duration*1000), 1000 );
- self.notifyText2.glowColor = glowColor;
- self.notifyText2.alpha = 1;
- anchorElem = self.notifyText2;
- if ( isDefined( notifyData.iconName ) )
- self.notifyIcon setParent( anchorElem );
- self.notifyIcon setShader( notifyData.iconName, 60, 60 );
- if ( isDefined( notifyData.iconOverlay ) )
- self.notifyIcon fadeOverTime( 0.15 );
- self.notifyIcon.alpha = 1;
- //if ( !isDefined( notifyData.overlayOffsetY ) )
- notifyData.overlayOffsetY = 0;
- self.notifyOverlay setPoint( \CENTER\" \"CENTER\" 0 notifyData.overlayOffsetY );"
- self.notifyOverlay setShader( notifyData.iconOverlay, 512, 512 );
- self.notifyOverlay.color = (1,0,0);
- self.notifyOverlay fadeOverTime( 0.4 );
- self.notifyOverlay.alpha = 0.85;
- self.notifyOverlay scaleOverTime( 0.4, 32, 32 );
- self.notifyIcon fadeOverTime( 0.75 );
- self.notifyOverlay fadeOverTime( 0.75 );
- self.notifyIcon fadeOverTime( 1.0 );
- self notify ( \notifyMessageDone\" );"
- killstreakSplashNotify( streakName, streakVal, appendString )
- defconSplashNotify( defconLevel, forceNotify )
- actionData.forceNotify = forceNotify;
- challengeSplashNotify( challengeRef )
- splashNotify( text, optionalNumber )
- splashNotifyDelayed( text, optionalNumber )
- playerCardSplashNotify( splashRef, player, optionalNumber )
- actionNotify( actionData )
- actionNotifyMessage( actionData )
- self notify ( \actionNotifyMessage\" + slot );"
- self endon ( \actionNotifyMessage\" + slot );"
- self endon ( \notifyMessageDone\" );"
- resetNotify();
- self notify ( \resetOnCancel\" );"
- level waittill ( \cancel_notify\" );"
- resetNotify()
- self matchOutcomeNotify( \draw\" );"
- self matchOutcomeNotify( \victory\" );"
- self matchOutcomeNotify( \defeat\" );"
- matchOutcomeNotify( outcome )
- teamOutcomeNotify( winner, isRound, endReasonText )
- self notify ( \reset_outcome\" );"
- outcomeNotify( winner, endReasonText )
- resetOutcomeNotify( outcomeTitle, outcomeText, firstTitle, secondTitle, thirdTitle, matchBonus )
- resetTeamOutcomeNotify( outcomeTitle, outcomeText, leftIcon, rightIcon, LeftScore, rightScore, matchBonus )
- self notify ( \begin_killcam\" startTime );"
- self notify ( \killcam_ended\" );"
- self notify ( \showing_final_killcam\" );"
- self notify(\abort_killcam\");"
- self notifyOnPlayerCommand( \use_copycat\" \"weapnext\" );"
- attacker thread maps\mp\gametypes\_hud_message::playerCardSplashNotify( \copied\" self );"
- self notify(\killcam_ended\"); // do this last in case this function was called from a thread ending on it"
- self notify(\end_respawn\");"
- // these are generally triggered from the \connected\" notify which can happen on the same"
- self notify( \joined_spectators\" );"
- level notify( \joined_team\" );"
- self notify( \joined_team\" );"
- owner maps\mp\gametypes\_hud_message::playerCardSplashNotify( \destroyed_insertion\" self );"
- self notify( \clearing_expID_\" + expID );"
- data.attacker notify( \playerKilledChallengesProcessed\" );"
- self notify( \destroyed_explosive\" );"
- self notify( \begin_airstrike\" );"
- self notify( \destroyed_car\" );"
- self notify( \destroyed_helicopter\" );"
- // don't need to endon disconnect because we will get the notify we're waiting for when we disconnect.
- self notify ( \attempted_spawn\" );"
- self waitForTimeOrNotify( timeUntilSpawn, \force_spawn\" );"
- self notify(\stop_wait_safe_spawn_button\");"
- self notify ( \revive\" );"
- thread maps\mp\gametypes\_hud_message::defconSplashNotify( game[\defcon\"] false );"
- thread maps\mp\gametypes\_hud_message::splashNotify( \rested\" );"
- self notify( \predicting_about_to_spawn_player\" );"
- self notify( \used_predicted_spawnpoint\" );"
- self maps\mp\gametypes\_hud_message::playerCardSplashNotify( \destroyed_insertion\" package.owner );"
- self notify( \spawned\" );"
- self notify( \end_respawn\" );"
- thread maps\mp\gametypes\_hud_message::oldNotifyMessage( game[\strings\"][\"overtime\"] game[\"strings\"][\"overtime_hint\"] undefined (1 0 0) \"mp_last_stand\" );"
- thread maps\mp\gametypes\_hud_message::oldNotifyMessage( game[\strings\"][team + \"_name\"] undefined game[\"icons\"][team] + \"_blue\" game[\"colors\"][\"blue\"] );"
- thread maps\mp\gametypes\_hud_message::oldNotifyMessage( game[\strings\"][team + \"_name\"] undefined game[\"icons\"][team] game[\"colors\"][team] );"
- // notify which can happen on the same frame as the \connected\" notify"
- self notify( \spawned_player\" );"
- level notify ( \player_spawned\" self );"
- self notify(\perks_hidden\");"
- self notify(\spawned\");"
- notifyConnecting()
- level notify( \connecting\" self );"
- thread notifyConnecting();
- level notify( \connected\" self );"
- // give any threads waiting on the \connected\" notify a chance to process before we are added to level.players"
- thread maps\mp\gametypes\_hud_message::splashNotify( \rested_done\" );"
- self notify(\update_rank\");"
- level waittill_notify_or_timeout( \game_over\" 0.25 );"
- thread maps\mp\gametypes\_hud_message::promotionSplashNotify();
- self notify( \scorePopup\" );"
- self notify ( \end_explode\" );"
- self waittill_notify_or_timeout( \death\" 2.0 );"
- level notify(\drawing_spawn_data\");"
- level notify(\stop_spawn_profile\");"
- level notify( \end_spawn_graph\" );"
- level notify( \spawn_graph_stop_draw\" );"
- level notify(\stop_spawn_weight_debug\");"
- spawnpoint notify( \debug_stop_LOS\" );"
- destPlayer notify( \scavenger_pickup\" );"
- self notify ( \updateMagShots_\" + weaponName );"
- // sometimes the \weapon_fired\" notify happens after we hit the guy..."
- self.gotPullbackNotify = false;
- self.gotPullbackNotify = true;
- level notify ( \stinger_fired\" self missile self.stingerTarget );"
- level notify ( \stinger_fired\" self missile self.javelinTarget );"
- ent notify( \emp_damage\" self.owner 8.0 );"
- if ( self.gotPullbackNotify )
- // no grenade_pullback notify! we must have picked it up off the ground.
- self notify( \disabled\" );"
- self notify( \enabled\" );"
- self notify( \activated\" );"
- self notify( \alt_detonate\" );"
- self notify( \detonated\" );"
- // \destroyed_explosive\" notify for challenges"
- attacker notify( \destroyed_explosive\" );"
- // won't get here; got death notify.
- trigger notify( \end_detection\" );"
- self.entity notify( \damage\" iDamage eAttacker ( 0 0 0 ) ( 0 0 0 ) \"mod_explosive\" \"\" \"\" );"
- eAttacker notify( \stun_hit\" );"
- stuckTo maps\mp\gametypes\_hud_message::playerCardSplashNotify( \semtex_stuck\" self );"
- self notify( \process\" \"ch_bullseye\" );"
- player notify ( \weapon_change\" \"none\" );"
- player notify ( \weapon_change\" player getCurrentWeapon() );"
- player notify ( \ac130player_removed\" );"
- level notify ( \ac130player_removed\" );"
- level.ac130.cameraModel notify ( \death\" );"
- attacker notify( \destroyed_killstreak\" );"
- level notify(\stop_rotatePlane_thread\");"
- self notifyOnPlayerCommand( \switch thermal\" \"+activate\" );"
- level notify( \gun_fired_and_ready_105mm\" );"
- self notify( \darkScreenOverlay\" );"
- level notify ( \enemy_killed\" );"
- array_thread( getentarray( \context_dialog_car\" " \""targetname\"" )" " ::context_Sensative_Dialog_Locations_Add_Notify_Event" \"car\" );"
- array_thread( getentarray( \context_dialog_truck\" " \""targetname\"" )" " ::context_Sensative_Dialog_Locations_Add_Notify_Event" \"truck\" );"
- array_thread( getentarray( \context_dialog_building\" " \""targetname\"" )" " ::context_Sensative_Dialog_Locations_Add_Notify_Event" \"building\" );"
- array_thread( getentarray( \context_dialog_wall\" " \""targetname\"" )" " ::context_Sensative_Dialog_Locations_Add_Notify_Event" \"wall\" );"
- array_thread( getentarray( \context_dialog_field\" " \""targetname\"" )" " ::context_Sensative_Dialog_Locations_Add_Notify_Event" \"field\" );"
- array_thread( getentarray( \context_dialog_road\" " \""targetname\"" )" " ::context_Sensative_Dialog_Locations_Add_Notify_Event" \"road\" );"
- array_thread( getentarray( \context_dialog_church\" " \""targetname\"" )" " ::context_Sensative_Dialog_Locations_Add_Notify_Event" \"church\" );"
- array_thread( getentarray( \context_dialog_ditch\" " \""targetname\"" )" " ::context_Sensative_Dialog_Locations_Add_Notify_Event" \"ditch\" );"
- context_Sensative_Dialog_Locations_Add_Notify_Event( locationType )
- level notify ( \context_location\" locationType );"
- level notify ( \radio_not_in_use\" );"
- level.ac130.planeModel notify ( \crashing\" );"
- self notify( \markerDetermined\" );"
- self notify ( \stopWatchingAirDropMarker\" );"
- self notify( \watchAirDropMarkerUsage\" );"
- self notify( \watchAirDropMarker\" );"
- self notify( \beginAirDropMarkerTracking\" );"
- self notify( \airDropMarkerActivate\" );"
- level.nukeCrate notify( \nukeLanded\" );"
- chopper notify( \drop_crate\" );"
- chopper notify( \leaving\" );"
- chopper notify( \delete\" );"
- c130 notify ( \drop_crate\" );"
- self notify( \helicopter_gone\" );"
- self notify( \drop_crate\" );"
- self notify ( \explode\" );"
- self notify ( \captured\" player );"
- player thread hijackNotify( self, \airdrop\" );"
- player thread hijackNotify( self, \emergency_airdrop\" );"
- //self.owner maps\mp\gametypes\_hud_message::playerCardSplashNotify( \giveaway_airdrop\" player );"
- self.owner thread maps\mp\gametypes\_hud_message::SplashNotifyDelayed( \sharepackage\" maps\mp\killstreaks\_killstreaks::getStreakCost( self.crateType ) * 50 );"
- player maps\mp\gametypes\_hud_message::killstreakSplashNotify( self.crateType, undefined, \pickup\" );"
- level notify( \nukeCaptured\" player );"
- player thread hijackNotify( self, \sentry\" );"
- self.owner maps\mp\gametypes\_hud_message::playerCardSplashNotify( \giveaway_sentry\" player );"
- hijackNotify( crate, crateType )
- self notify( \hijacker\" crateType crate.owner );"
- owner notify ( \begin_airstrike\" );"
- level notify ( \begin_airstrike\" );"
- level notify(\debugArtilleryDangerCenters_thread\");"
- self notify ( \airstrikeDamageEntsThread\" );"
- plane notify( \delete\" );"
- plane notify ( \start_bombing\" );"
- plane notify ( \stop_bombing\" );"
- self notify( \stop_bombing\" );"
- self notify ( \cancel_location\" );"
- self notify( \used\" );"
- self notify( \stop_location_selection\" );"
- self notifyOnPlayerCommand( \place_sentry\" \"+attack\" );"
- self notifyOnPlayerCommand( \cancel_sentry\" \"+actionslot 4\" );"
- self notify ( \sentry_handleOwner\" );"
- self notify ( \placed\" );"
- self notify ( \carried\" );"
- self notify( \not_overheated\" );"
- self notify( \saveWeaponAmmoOnDeath\" );"
- self notify( weaponName + \_ammo_monitor\" );"
- self notify( \used_emp\" );"
- level notify ( \EMP_JamTeam\" + teamName );"
- level notify ( \emp_update\" );"
- level notify ( \EMP_JamPlayers\" );"
- level notify ( \emp_ended\" );"
- rocket notify ( \death\" );"
- self notify( \engageGround\" );"
- self notify( \leaving\" );"
- self notify(\stopRand\");"
- self notify ( \harrier_gone\" );"
- self notify( \randomHarrierMovement\" );"
- self notify( \randMove\" );"
- self notify( \acquiringTarget\" );"
- self notify( \watchTargetDeath\" );"
- self notify(\stopfiring\");"
- self notify( \newTarget\" );"
- self notify( \harrierGetTargets\" );"
- self notify( \acquiringVehTarget\" );"
- queueEnt thread deleteOnEntNotify( self, \disconnect\" );"
- deleteOnEntNotify( ent, notifyString )
- ent waittill ( notifyString );
- self notify ( \heliPlayer_removed\" );"
- self notify( \helicopter_done\" );"
- self notify( \primary acquired\" );"
- self notify( \secondary acquired\" );"
- validAttacker notify( \destroyed_killstreak\" weapon );"
- attacker notify( \destroyed_helicopter\" );"
- self notify( \crashing\" );"
- // give \death\" notify time to process"
- self notify( \missile fired\" );"
- self notify ( \missile ready\" );"
- self waittill_notify_or_timeout( \turret_on_target\" timeOut );"
- self notify( \flying\");"
- self notify ( \waitForChangeTeam\" );"
- self notify ( \finish_death\" );"
- self notify( \got_killstreak\" streakCount );"
- rewardNotify( streakName, streakVal )
- self maps\mp\gametypes\_hud_message::killstreakSplashNotify( streakName, streakVal );
- level notify ( \gave_killstreak\" streakName );"
- self notify( \received_earned_killstreak\" );"
- lb notify ( \stopFiring\" );"
- lb notify( \gone\" );"
- trail_fx( trail_fx, trail_tag, stop_notify )
- self notify( stop_notify );
- self endon( stop_notify );
- self notify( \used_nuke\" );"
- level notify ( \nuke_cancelled\" );"
- level notify( \nuke_death\" );"
- // instantly deletes its self after an explode and death notify
- self notify ( \path_abandoned\" );"
- startNode notify ( \trigger\" self true );"
- print(\sent death notify via script\");"
- self notify ( \abandoned\" );"
- self notify( \tankDestroyed\" );"
- self notify( \onTargOrTimeOut\" );"
- self notify( \killedTarget\" );"
- self notify( \abandonedTarget\" );"
- self notify( \targetRemoved\" );"
- self notify( \acquiringMiniTarget\" );"
- self notify( \killedMiniTarget\" );"
- self notify( \abandonedMiniTarget\" );"
- level notify ( \end_tankPathHandling\" );"
- debugPrintLn2( \... sending notify.\" );"
- nextNode notify ( \trigger\" tank true );"
- debugPrintLn2( \tank missed node: forcing notify in one frame...\" );"
- self notify ( \drawTankGraphIds\" );"
- level notify ( \uav_update\" );"
- 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 )
- self notify( \used_counter_uav\" );"
- self notify( \used_uav\" );"
- self notify ( \blockPlayerUAV\" );"
- self notify ( \usePlayerUAV\" );"
- level notify( \radar_status_change\" team );"
- self notify(\deleted\");"
- player notify( \killstreak_destroyed\" );"
- self notify ( \end_perkUseTracker\" );"
- self notify( \stopEndGame\" );"
- self notify ( \unset_combathigh\" );"
- self notifyOnPlayerCommand( \adjustedStance\" \"+stance\" );"
- self notifyOnPlayerCommand( \jumped\" \"+goStand\" );"
- self notify ( \end_ac130Think\" );"
- self notify ( \end_sentry_minigunThink\" );"
- self notify ( \endCarePackageThink\" );"
- self notify ( \end_tankThink\" );"
- self notify ( \end_precision_airstrike\" );"
- self notify ( \end_predator_missileThink\" );"
- self notify ( \end_helicopter_minigunThink\" );"
- self notify ( \stop_oneManArmyTracker\" );"
- level notify ( \changed_kit\" );"
- self notify( \end_monitorTIUse\" );"
- attacker notify ( \destroyed_insertion\" owner );"
- attacker notify( \destroyed_explosive\" ); // count towards SitRep Pro challenge"
- player notify ( \destroyed_insertion\" owner );"
- player notify( \destroyed_explosive\" ); // count towards SitRep Pro challenge"
- self notify ( \end_littlebird_support_think\" );"
- self notify( \combathigh_survived\" );"
- self notifyOnPlayerCommand( \gambit_on\" \"+frag\" );"
- level.active_button notify( \select_button_pressed\" );"
- button notify( \remove_button\" );"
- level notify ( \defcon_killstreak\" streakCount player );"
- player thread maps\mp\gametypes\_hud_message::playerCardSplashNotify( \two_from_defcon\" changingPlayer );"
- player thread maps\mp\gametypes\_hud_message::playerCardSplashNotify( \one_from_defcon\" changingPlayer );"
- changingPlayer notify( \changed_defcon\" );"
- changingPlayer thread maps\mp\gametypes\_hud_message::splashNotify( \caused_defcon\" streakCount );"
- player thread maps\mp\gametypes\_hud_message::defconSplashNotify( game[\defcon\"] newDefcon < oldDefcon );"
- player thread maps\mp\gametypes\_hud_message::playerCardSplashNotify( \changed_defcon\" changingPlayer );"
- self notify ( \destroyIconsOnDeath\" );"
- self notify( \kill_entity_headicon_thread\" );"
- self notify ( \updateRecentKills\" );"
- owner maps\mp\gametypes\_hud_message::playerCardSplashNotify( \hijacked_sentry\" self );"
- self notify( \process\" \"ch_hijacker\" );"
- owner maps\mp\gametypes\_hud_message::playerCardSplashNotify( \hijacked_emergency_airdrop\" self );"
- self notify( \process\" \"ch_newjack\" );"
- owner maps\mp\gametypes\_hud_message::playerCardSplashNotify( \hijacked_airdrop\" self );"
- self notify(\stop_monitoring_flash\");"
- self notify(\flash_rumble_loop\");"
- attacker notify( \flash_hit\" );"
- soundfx( fxId, fxPos, endonNotify )
- if ( isdefined( endonNotify ) )
- org thread soundfxDelete( endonNotify );
- soundfxDelete( endonNotify )
- level waittill( endonNotify );
- self notify( \stop_lockon_sound\" );"
- level notify( \killexplodertridgers\" + trigger.script_exploder );"
- self notify( \giveMoney\" );"
- showLootNotify( lootTier )
- notifyData.titleText = \Target of Opportunity!\";"
- notifyData.iconName = \skull_black_plain\";"
- notifyData.iconOverlay = \skull_crosshair_white\";"
- notifyData.titleText = \You've got mail!\";"
- //notifyData.sound = \loot_drop_\" + lootTier;"
- notifyData.glowColor = (1, 0, 0);
- notifyData.duration = 3.0;
- thread maps\mp\gametypes\_hud_message::notifyMessage( notifyData );
- self.owner thread randomKillstreakNotify( streakName );
- randomKillstreakNotify( streakName )
- notifyData.titleText = \Killstreak In a Box!\";"
- notifyData.notifyText = maps\mp\killstreaks\_killstreaks::getKillstreakHint( streakName );
- notifyData.textIsString = true;
- notifyData.sound = maps\mp\killstreaks\_killstreaks::getKillstreakSound( streakName );
- notifyData.leaderSound = streakName;
- notifyData.glowColor = (1, 0.76, 0.35);
- notifyData.textGlowColor = (1, 1, 0.5);
- self maps\mp\gametypes\_hud_message::notifyMessage( notifyData );
- self notify( \leftTrigger\");"
- level notify (\wind blows\" windDirection);"
- self notify( \stop_javelin_locking_feedback\" );"
- self notify( \stop_javelin_locked_feedback\" );"
- self notify ( \ResetStingerLockingOnDeath\" );"
- //self notify( \lower_message_set\" );"
- waitForTimeOrNotify( time, notifyname )
- self endon( notifyname );
- self notify ( \playLeaderDialogOnPlayer\" );"
- level.watchDvars[ dvarString ].notifyString = \update_\" + nameString;"
- level notify( level.watchDvars[ dvarString ].notifyString, dvarValue );
- self notify( \using_remote\" );"
- self notify( \stopped_using_remote\" );"
- self notify ( \altscene\" );"
- self notify ( \end_altScene\" );"
- level notify ( flagName );
- player thread maps\mp\gametypes\_hud_message::playerCardSplashNotify( splash, owner );
- guy notify( \finished_swim_animation\" );"
- level notify( \A door in breach group 300 has been activated.\" );"
- self notify( \finished_swim_animation\" );"
- level notify( \player_is_below_water\" );"
- level notify( \player_is_above_water\" );"
- level notify( \player_in_water\" );"
- level notify( \player_out_of_water\" );"
- level.eNodeIntroDuplicate notify( \stop_idle\" );"
- sound_org notify( \stop sound\" + \"oilrig_muffled_breach_voices\" );"
- eNode notify( \stop_idle\" );"
- level notify( \stealth_broken\" );"
- level.teamleader notify( \stop_idle\" );"
- "// c4_model.trigger notify( \trigger\""" level.player );"
- c4_player_on_deadguy notify( \clear_c4\" );"
- "// org_c4 notify( \clear_c4\"" );"""
- self.trigger notify( \trigger\" level.player );"
- level notify( \breach_deck3_autosave_threaded\" );"
- guy notify( \over_solid_ground\" );"
- level notify( \oilrig_timeout_func\" );"
- level notify( \breach_nag_called\" );"
- level notify( \breach_explosion\" );"
- level notify( \doing_generic_mission_fail\" );"
- self notify( \moving\" );"
- self notify( \arriving\" );"
- self notify( \stopped_moving\" );"
- //self notify( \moving\" );"
- killtrigger_ocean notify( \turn_off\" );"
- self notify( \running_stealth_monitor_on_me\" );"
- "// self notify( \running_stealth_monitor_on_me\"" );"""
- "// level notify( \stealth_broken\"" );"""
- level notify( \oilrig_stealth_monitor_off\" );"
- "// level notify( \stealth_broken\"" );"""
- self notify( \stop sound\" + \"sdv_move_loop_plr\" );"
- self notify( \stop sound\" + \"sdv_move_loop\" );"
- level notify( \stop_updating_player_vehicle_speed\" );"
- level notify( \ride_ends\" );"
- turret notify( \stop_aiming_at_targets\" );"
- self notify( \stop\" );"
- timeoutEnt thread notify_delay( \timeout\" timeout_time );"
- level notify( \tanks_stop_firing\" );"
- self notify( \stop_tank_fire\" );"
- self notify( \animontagdone\" \"end\" );"
- self notify( \trigger\" );"
- owner notify( \special_anim\" \"end\" );"
- //self notify( \do_custom_anim\" );"
- level waittill_notify_or_timeout( \shot_rings_out\" 1.5 );"
- level notify( \new_force_player_speed\" );"
- bmp_destroyed notify( \destroyed\" );"
- waittill_notify_or_timeout( \damage\" 1.5 );"
- level notify( \school_spawner_death\" );"
- self notify( \done\" );"
- "// ent delayThread( 4.5, ::send_notify, \done\"" );"""
- level notify( \convoy_continues_to_ambush\" );"
- level notify( \kaboom_to_detour_vehicle\" );"
- level notify( \jumper_reached_goal\" );"
- level delayThread( 0.95, ::send_notify, \stop_pulling\" );"
- level notify( \spy_baddies_flee\" );"
- self notify( \overrail\" );"
- self notify( \stop_draw_on_ent\" );"
- self notify( \taxi_moving\" );"
- "// level thread notify_delay( \bridge_collapse\""" 10 );"
- level notify( \bridge_collapse_start\" );"
- level thread notify_delay( \bridge_sway_start\" 0.5 );"
- chopper.defaultNearGoalNotifyDist = 400;
- self notify( \stop_chopper_gun_face_entity\" );"
- level.chopper notify( \stop_chopper_gun_face_entity\" );"
- level.chopper notify( \stop_chopper_fake_hover\" );"
- level notify( \so_rpgs_shot\" );"
- self SetNearGoalNotifyDist( 200 );
- self notify( \stop_chopper_notify_near_goal\" );"
- // Reinitiate the chopper_notify_near_goal since we stopped it before
- chopper_notify_near_goal()
- self endon( \stop_chopper_notify_near_goal\" );"
- self notify( \chopper_near_goal\" );"
- self notify( \stop_chopper_fake_hover\" );"
- self SetNearGoalNotifyDist( path_point.radius );
- self notify( \follow_path_done\" );"
- self notify( \stop_debug_trigger_everything_think\" );"
- level notify( \stop_draw_linesegment_point\" );"
- level notify( note );
- trigger thread notify_delay( \trigger\" 10 );"
- level notify( \bridge_collapse\" );"
- level notify( \wave_complete\" );"
- "self notify( \new_target\"" ); // Clears ambient target shooting"""
- level notify( \btr80_death\" );"
- level notify( \btr80s_all_down\" );"
- level notify( \hunter_refill_complete\" );"
- level notify( \hunter_death\" );"
- level notify( \hunters_all_down\" );"
- level notify( \attack_heli_death\" );"
- level notify( \attack_helis_all_down\" );"
- level notify( \hellfire_attack_pause\" );"
- level notify( \hellfire_attack_stop\" );"
- level notify( \hellfire_attack_notarget_\" + self.unique_id );"
- ai notify( \stop_going_to_node\" );"
- level notify( \clean_up\" volume.script_group );"
- self notify_area_clear();
- notify_area_clear()
- self notify( \so_bcs_area_secure\" );"
- notifyoncommand( \player_fired\" \"+attack\" );"
- notifyoncommand( \player_fired\" \"+melee\" );"
- notifyoncommand( \player_fired\" \"+frag\" );"
- notifyoncommand( \player_fired\" \"+smoke\" );"
- level notify( \vehicle_destroyed\" );"
- self notify( \show_vehicle_locs\" );"
- self notify( \hide_vehicle_locs\" );"
- self notify( \refresh_vehicle_locs\" );"
- self notify( \rebuild_time_bonus\" );"
- self notify( \downloading\" );"
- self delaythread( 0.1, ::download_files_wave_death ); // delay so we can start waiting for the notify before it fires
- self notify( \downloading_stopped\" );"
- self notify( \download_interrupted\" );"
- self NotifyOnPlayerCommand( \use_laser\" \"+actionslot 4\" );"
- self NotifyOnPlayerCommand( \fired_laser\" \"+attack\" );"
- self notify( \resuming speed\" );"
- self notify( \wait for gate\" );"
- self notify( \remove_laser_targeting_device\" );"
- self notify( \cancel_laser\" );"
- self notify( \woken_up\" );"
- level notify( \nonsilenced_weapon_pickup\" );"
- self notify( \stop_moving\" );"
- self notify( \abandon_shooting\" );"
- self notify ( \quit_ghillie_behavior\" );"
- self notify( \quit_ghillie_forever\" );"
- self notify( \ghillie_silent_kill\" );"
- level notify( \multi_kill_message\" );"
- self notify( \patrol_silent_kill\" );"
- level notify( \kill_registered\" );"
- level notify( \who_let_the_dogs_out\" );"
- self notify( \hud_cleaned_up\" );"
- level notify( \enemy_number_changed\" );"
- level notify( \enemy_downed\" );"
- level notify( \enemy_killed_by_player\" );"
- level notify( \civilian_died\" );"
- level notify( \hunter_group_spawn_complete\" );"
- level notify( \score_updated\" );"
- level notify ( \pulse_queue_processed\" );"
- self notify( \hud_create_kill_splash\" );"
- // Do not notify the first one
- trigger notify( \trigger\" );"
- additional_trigger notify( \trigger\" );"
- level notify( \pre_display_splash\" + ( num + 1 ) );"
- level notify( \civilian_killed_\" + count );"
- array_notify( course_triggers_01, \activate\" );"
- level notify ( \test_cleared\" );"
- self notify( \clearing_hints\" );"
- level notify( \stop_hint_missed_target\" );"
- level notify( \new_wave_started\" );"
- level notify( \stop_uav_reload\" );"
- player notify( \force_out_of_uav\" );"
- self notify( \wave_closing_in_called\" );"
- self notify( \kill_badplace_forever\" );"
- level notify( \stop_fading_count\" );"
- self notify( \player_in_range\" );"
- level notify( \player_in_truck_range\" );"
- level notify( \an_explosive_planted\" );"
- level notify( \all_players_finished\" );"
- level notify( \stop_spawning_enemies\" );"
- level notify( \time_ran_out\" );"
- star notify( \destroy\" );"
- level notify( \new_challenge_timer\" );"
- level notify( \gate_splash\" );"
- level notify( \move_objective_overtime\" );"
- level.foley.animnode notify( \stop_idle\" );"
- level.foley thread nag_on_notify_till_flag_set( \nag_hip_fire_0\" 2 \"player_needs_to_fire_from_the_hip\" \"hip_fire_done\" );"
- level.player notify( \did_action_stop_ads\" );"
- level.foley thread nag_on_notify_till_flag_set( \nag_ads_fire_0\" 2 \"player_needs_to_ADS\" \"firing_range_hip_and_ads_done\" );"
- level.foley thread nag_on_notify_till_flag_set( \nag_crouch_fire_0\" 2 \"player_needs_to_crouch\" \"firing_range_hip_and_ads_done\" );"
- level.player notify( \did_action_crouch\" );"
- level.player notify( \did_action_ads_360\" );"
- level.player notify( \did_action_ads\" );"
- nag_on_notify_till_flag_set( sNagLine, iNumberOfLines, sNotify, sFlagToStop )
- level waittill( sNotify );
- target notify( \pop_up\" );"
- level notify( \player_needs_to_crouch\" );"
- level notify( \player_needs_to_fire_from_the_hip\" );"
- level notify( \player_needs_to_ADS\" );"
- level notify( \player_needs_to_shoot_through_plywood\" );"
- level.foley thread nag_on_notify_till_flag_set( \nag_ads_snap_0\" 4 \"player_needs_to_ADS\" \"firing_range_timed_ads_done\" );"
- level waittill_notify_or_timeout( \player_has_hit_too_many_from_hip\" 10 );"
- level notify( \times_up\" );"
- targets[ selected_target ] notify( \pop_up\" );"
- level notify( \a timed target has been hit\" );"
- level notify( \player_has_hit_too_many_from_hip\" );"
- level.foley thread nag_on_notify_till_flag_set( \nag_penetration_fire_0\" 2 \"player_needs_to_shoot_through_plywood\" \"firing_range_penetration_done\" );"
- level.plywood notify( \plywood_going_down\" );"
- level.translatoranimnode notify( \stop_idle\" );"
- level.traineeanimnode notify( \stop_idle\" );"
- self notify( \pop_up\" );"
- level.pitguy.animnode notify( \stop_idle\" );"
- level notify ( \sideArmTraining_end\" );"
- notify_on_sprint();
- thread flag_on_notify( \sprinted\" );"
- //level notify ( \kill_sprint_hint\" );"
- level notify( \starting sprint monitor\" );"
- level notify( \try_again_thread\" );"
- //level notify( \okay_if_friendlies_in_line_of_fire\" );"
- level notify( \clear_course\" );"
- level notify( \starting_civilian_nags\" );"
- level notify( \starting_hurry_nags\" );"
- level notify( \track_player_kill_frequency\" );"
- level waittill_notify_or_timeout( \target_killed\" 8 );"
- level notify( \player_not_killing_targets_at_a_good_rate\" );"
- level notify( \starting_reload_nags\" );"
- level notify( \starting_ADS_nags\" );"
- //array_notify( level.aRangeActors, \stop_idle\" );"
- array_notify( self.targets, \pop_up\" );"
- level notify( \civilian_killed\" );"
- level notify( \target_killed\" );"
- self notify( \hit_with_grenade\" );"
- level notify( \pit_target_hit_without_ADS\" );"
- self notify ( \hit\" );"
- self notify ( \target_going_back_down\" );"
- self notify( \deleted_because_player_was_too_close\" );"
- self notify( \damage\" 1000 \"worldspawn\" undefined undefined \"scripted_target_drop\" );"
- notifyName = \did_action_\" + actionName;"
- notifyOnCommand( notifyName, actionBind.binding );
- level.player thread notifyOnTimeout( notifyName, timeOut );
- level.player waittill( notifyName );
- level notify ( \clearing_hints\" );"
- notifyOnTimeout( finishedNotify, timeOut )
- self endon( finishedNotify );
- self notify( finishedNotify );
- self notify( \starting sparks\" );"
- self notify( \spark off\" );"
- level notify ( \accuracy_bonus\" );"
- level notify ( \kill_timer\" );"
- flag_on_notify( msg )
- notify_on_sprint()
- NotifyOnCommand( \sprinted\" \"+breath_sprint\" );"
- NotifyOnCommand( \sprinted\" \"+sprint\" );"
- level notify( \post_effects_disabled\" );"
- level notify( \stop_rotatePlane_thread\" );"
- level notify( \ac130_reposition\" );"
- level notify( \ac130_almost_at_destination\" );"
- notifyOnCommand( \switch weapons\" \"weapnext\" );"
- level.ac130player notify( \shot weapon\" );"
- level notify( \blinking_weapon_name_hud_elem\" );"
- level notify( \stop_blinking_crosshairs\" );"
- notifyOnCommand( \switch thermal\" \"+usereload\" );"
- notifyOnCommand( \switch thermal\" \"+activate\" );"
- level notify( \setting_ammo\" );"
- trigger notify( \timeout\" );"
- level notify( \darkScreenOverlay\" );"
- level notify( \hud_target_blink_on\" );"
- level notify( \hud_target_blink_off\" );"
- level notify( \enemy_killed\" );"
- array_thread( getentarray( \context_dialog_car\" " \""targetname\"" )" " ::context_Sensative_Dialog_Locations_Add_Notify_Event" \"car\" );"
- array_thread( getentarray( \context_dialog_truck\" " \""targetname\"" )" " ::context_Sensative_Dialog_Locations_Add_Notify_Event" \"truck\" );"
- array_thread( getentarray( \context_dialog_building\" " \""targetname\"" )" " ::context_Sensative_Dialog_Locations_Add_Notify_Event" \"building\" );"
- array_thread( getentarray( \context_dialog_wall\" " \""targetname\"" )" " ::context_Sensative_Dialog_Locations_Add_Notify_Event" \"wall\" );"
- array_thread( getentarray( \context_dialog_field\" " \""targetname\"" )" " ::context_Sensative_Dialog_Locations_Add_Notify_Event" \"field\" );"
- array_thread( getentarray( \context_dialog_road\" " \""targetname\"" )" " ::context_Sensative_Dialog_Locations_Add_Notify_Event" \"road\" );"
- array_thread( getentarray( \context_dialog_church\" " \""targetname\"" )" " ::context_Sensative_Dialog_Locations_Add_Notify_Event" \"church\" );"
- array_thread( getentarray( \context_dialog_ditch\" " \""targetname\"" )" " ::context_Sensative_Dialog_Locations_Add_Notify_Event" \"ditch\" );"
- level notify( \context_location\" locationType );"
- level notify( \radio_not_in_use\" );"
- level notify ( \slowview\" );"
- level notify ( \swivel_stunplayer\" );"
- level notify( \stop_stumble\" );"
- level notify( \slowview\" 3.5 );"
- level notify( \recovered\" );"
- stumble( stumble_angles, stumble_time, recover_time, no_notify )
- if ( !isdefined( no_notify ) )
- level notify( \reverb_overwrite\" );"
- level notify( \new_ambient_event_track\" track );"
- level notify( \trigger_ambience_touched\" );"
- "// level notify( \new_ambient_event_track\"" );"""
- \Name: anim_generic_loop( <guy> <scene> <optional ender notify> <optional tag to animate relative to> )\""
- \OptionalArg: <optional ender notify> : Ends the loop on notify.\""
- self notify( anime );
- guy notify( \stop_sequencing_notetracks\" );"
- ent thread anim_deathNotify( guys[ scriptedAnimationIndex ], anime );
- ent thread anim_animationEndNotify( guys[ scriptedAnimationIndex ], anime, scriptedAnimationTime, anim_end_time );
- ent thread anim_deathNotify( guys[ scriptedFaceIndex ], anime );
- ent thread anim_facialEndNotify( guys[ scriptedFaceIndex ], anime, scriptedFaceAnim );
- ent thread anim_deathNotify( guys[ scriptedSoundIndex ], anime );
- ent thread anim_dialogueEndNotify( guys[ scriptedSoundIndex ], anime );
- anim_deathNotify( guy, anime )
- anim_facialEndNotify( guy, anime, scriptedFaceAnim )
- anim_dialogueEndNotify( guy, anime )
- anim_animationEndNotify( guy, anime, scriptedAnimationTime, anim_end_time )
- ent notify( \reached_position\" );"
- ent waittill( \reach_notify\" );"
- level notify( \x\" + \"clearAnimDebug\" );"
- reach_death_notify( ent )
- ent notify( \reach_notify\" );"
- thread reach_death_notify( ent );
- "self.stopAnimDistSq = squared( 64 ); // get a \stop_soon\"" notify when within this distance to goal" but don't slow down"
- self notify( \anim_reach_complete\" );"
- self notify( \new_anim_reach\" );"
- waittillframeend;// delay a frame so if you end a loop with a notify then start a new loop, this guarentees that
- // the 2nd loop doesnt start before the loop decrementer receives the same notify that ended the first loop
- guy notify( \newLookTarget\" );"
- self notify( \newLookTarget\" );"
- self notify( \lookline\" );"
- self notify( \stopReachIdle\" );"
- ent notify( \reached_goal\" );"
- level notify( \lost_streak\" );"
- level notify( \arcademode_decrement_kill_streak\" );"
- level notify( \arcademode_new_kill_streak_time\" );"
- level notify( \arcademode_new_kill_streak\" );"
- level notify( \arcademode_new_kill\" );"
- level notify( \arcademode_stop_kill_streak_art\" );"
- level notify( \arcademode_stop_kill_streak\" );"
- eHeli thread notify_disable();
- eHeli thread notify_enable();
- self notify( \heli_players_dead\" );"
- heli thread notify_disable();
- heli thread notify_enable();
- heli SetNearGoalNotifyDist( 100 );
- heli SetNearGoalNotifyDist( 500 );
- self waittill_notify_or_timeout( \damage_by_player\" fRand );"
- self waittill_notify_or_timeout( \damage_by_player\" level.attackHeliTargetReaquire );"
- level notify( \player_is_heli_target\" );"
- eHeli waittill_notify_or_timeout( \damage_by_player\" level.attackHeliPlayerBreak );"
- notify_disable()
- self notify( \notify_disable_thread\" );"
- self endon( \notify_disable_thread\" );"
- notify_enable()
- self notify( \notify_enable_thread\" );"
- self endon( \notify_enable_thread\" );"
- self notify( \fire_missiles\" self.eTarget );"
- self notify( \firing_miniguns\" );"
- "// array_thread( turrets, ::send_notify, \turretstatechange\"" );"""
- self notify( \stopping_firing\" );"
- self notify( \tracking_player\" );"
- self notify( \cant_see_player\" );"
- self notify( \miniguns_have_new_target\" );"
- self notify( \stop sound\" + \"littlebird_minigun_spinloop\" );"
- self notify( \damage_by_player\" );"
- self notify( \taking damage\" );"
- self notify( \attacker_seen\" );"
- level notify( \attack_heli_destroyed\" );"
- self notify( \stop_default_heli_missiles\" );"
- self notify( \turn_off_spotlight\" );"
- self notify( \stop_spotlight_random_targets\" );"
- level notify( \autosave_timeout\" );"
- level notify( \trying_new_autosave\" );"
- //WIP.. posible to unload different sets of people wirh vehicle notify( \unload\" set ); sets defined here."
- "// dummy notify( \newanim\"" );"""
- "// self notify( \player_fastroped_out\"" );"""
- level notify( \blizzard_set_culldist\" );"
- level notify( \blizzard_set_sunlight\" );"
- level notify( \blizzard_level_change\" );"
- level notify( \blizzard_changed\" );"
- "// build_deathfx( effect, tag, sound, bEffectLooping, delay, bSoundlooping, waitDelay, stayontag, notifyString )"
- "// build_deathfx( effect, tag, sound, bEffectLooping, delay, bSoundlooping, waitDelay, stayontag, notifyString )"
- "// build_deathfx( effect, tag, sound, bEffectLooping, delay, bSoundlooping, waitDelay, stayontag, notifyString )"
- self notify( \ready_to_breach\" );"
- self notify( \execute_the_breach\" );"
- self notify( \breach_complete\" );"
- eVolume.animEnt notify( self.ender );
- eVolume notify( \spawn_hostiles\" );"
- eVolume notify( \detpack_about_to_blow\" );"
- eVolume notify( \detpack_detonated\" );"
- eVolume notify( \play_breach_fx\" );"
- eRoomVolume notify( \execute_the_breach\" );"
- self notify( \stop_infinite_ammo\" );"
- self notify( \briefingskip\" );"
- self notify( \briefingend\" );"
- technical notify( \death\" ); // this does the explosion and model swap for a vehicle. Other entities might need other ways to do the model swap."
- <entity> notify( \clear_c4\" ); // this will remove the c4 without detonation."
- level notify( \c4_in_place\" self );"
- c4_target notify( \c4_planted\" self );"
- c4_target notify( \c4_detonation\" );"
- wounded notify( \stop_wounded_idle\" );"
- wounded.woundedNode notify( \stop_wounded_idle\" );"
- wounded notify( \stop_carried_loop\" );"
- wounded notify( \stop_putdown\" );"
- //NotifyOnCommand( \jump\" \"+gostand\" );"
- //NotifyOnCommand( \jump\" \"+moveup\" );"
- //level notify( \finished_slam_zoom\" );"
- ent.viewModel notify( \stop_crack\" ); // stop the rumble"
- ent.viewModel notify( \stop_crack\" );"
- fake_model notify( \stop_fixing_origin\" );"
- ent.viewModel notify( \arm_stabs\" );"
- level notify( \fourth_swing\" );"
- //fake_model notify( \stop_fixing_origin\" );"
- ent.player notify( \climbing\" );"
- ent.player notify( \stop_climbing\" );"
- ent notify( \searching_for_new_stab_notetrack\" );"
- level notify( \additives_created\" );"
- self notify( \draw_ent_num\" );"
- level delayThread( 10, ::send_notify, \follow_price_obj\" );"
- node notify( \stop_idle\" );"
- climb_jump_org notify( \stop_idle\" );"
- level.player notify( \stop_climbing\" );"
- level notify( \stop_force_sliding_the_player\" );"
- player_arms notify( \stop_weights\" );"
- player_arms notify( \stop_fx\" );"
- //player_arms notify( \stop_weights\" );"
- level.player notify( \stop sound\" + \"gear_jacket_flapping_plr_loop\" );"
- level notify( \player_in_base\" );"
- level notify( \stop_spamming_max_health\" );"
- self notify( \stop_kicking_up_dust\" );"
- chopper notify( \nodeath_thread\" );"
- chopper notify( \no_regen_health\" );"
- chopper notify( \stop_turret_shoot\" );"
- chopper notify( \stop_friendlyfire_shield\" );"
- chopper notify( \stop_vehicle_wait\" );"
- self notify( \takeoff\" );"
- self notify( \gunner_stop_firing\" );"
- level notify( \weapon_armed\" );"
- self.pilot notify( \stop sound\" + level.cobraWeapon[ self.pilot.currentWeapon ].v[ \"sound_armed_loop\" ] );"
- // code notify that the trigger was pulled
- missileTarget.targetEntity notify( \incomming_missile\" eMissile );"
- self notify( \noammo_warning\" );"
- self notify( \nolock_warning\" );"
- level notify( \targets_updated\" );"
- level notify( \checking for missile locks\" );"
- targetStruct notify( \stop sound\" + targetStruct.locking_sound_playing );"
- targetStruct.targetEntity notify( \missile_lock\" level.playervehicle );"
- targetStruct.targetEntity notify( \missile_lock_ended\" level.playervehicle );"
- targetStruct notify( \Sidewinder_ReticleLockOn_Stop\" );"
- self.pilot notify( \stop sound\" + \"alarm_cobra_death_imminent\" );"
- self notify( \damage\" );"
- level notify( \redScreenFlash\" );"
- self notify( \stop_health_leak\" );"
- Impending Collision Notify
- self notify( \stop_looping_death_fx\" );"
- self notify( \death_finished\" );"
- level notify ( \cobra_death\" );"
- level notify( \cobra_death\" );"
- level.player notify( \stop sound\" + \"alarm_cobra_enemy_launch\" );"
- array_thread( getentarray( \ammo_reload\" \"targetname\" ) ::ammo_Reload_Station_Notify \"ammo_reload\" );"
- ammo_Reload_Station_Notify( notifyString )
- assert( isdefined( notifyString ) );
- level notify( notifyString, regenPoint, trig );
- level notify( notifyString, regenPoint, self );
- level notify( \health_regen\" );"
- array_thread( getentarray( \border_inner\" \"targetname\" ) ::edge_Of_World_Notify \"border_inner\" );"
- array_thread( getentarray( \border_outer\" \"targetname\" ) ::edge_Of_World_Notify \"border_outer\" );"
- level notify( \player_out_of_bounds\" );"
- level notify( \player_in_bounds\" );"
- edge_Of_World_Notify( notifyString )
- level notify( notifyString );
- level notify( \edge_Of_World_Warning\" );"
- self notify( \stop_looking_at_target\" );"
- level notify( \incomming_missile_blink_off\" );"
- level notify( \incomming_missile_blink_on\" );"
- self notify( \stop_color_move\" );"
- // can get a stop color notify during the delay
- ai[ i ] notify( \eject_from_my_node\" );"
- self notify( \eject_from_my_node\" );"
- self notify( \stop_color_move\" );// clear out any existing color / number processes"
- level notify( \reinforcement_spawned\" spawn );"
- level notify( \player_downed\" );"
- self notify( \flash_color_thread\" );"
- self notify( \end_func_player_coop_downed_icon\" );"
- self notify( \so_downed\" );"
- self notify( \player_downed_hud_blinkstate\" );"
- self NotifyOnPlayerCommand( \nag\" \"weapnext\" );"
- self notify( \nag_cancel\" );"
- self notify( \coop_bled_out\" );"
- self notify( \so_reviving\" );"
- self notify( \so_revived\" );"
- level notify( \revive_bars_killed\" );"
- bar notify( \destroying\" );"
- self notify( \revived\" );"
- notifyoncommand( \draw_attention\" \"+attack\" );"
- self waittill_notify_or_timeout( \draw_attention\" 4 );"
- ai[ i ] notify( \stop_drawing_enemy_pos\" );"
- self notify( \stopdebugmisstime\" );"
- anim notify( \new exceptions\" );"
- level notify( \end_draw_map_bounds\" );"
- level notify( \new_chasecam\" );"
- self.entity notify( \damage\" iDamage eAttacker );"
- trigger_use must have origin brush or it will be usable even if activate_notify is set
- The \activate_notify\" parameter is the notify the bombs wait for before becoming usable"
- main( objective_number, objective_text, array_targetname, activate_notify )
- documents[ i ] thread document_think( activate_notify, array_targetname );
- level notify( temp );
- document_think( activate_notify, array_targetname )
- if ( isdefined( activate_notify ) )
- level waittill( activate_notify );
- level notify( array_targetname + \ gotten\" );"
- self notify( \firing\" );"
- level notify( \nextmission\" );"
- "// level notify( dvar + \new_lightmerge\"" );"""
- level notify( \stop_combining_sunlight_and_brightness\" );"
- level thread notifyDamage( entity );
- level thread notifyDamageNotDone( entity );
- level thread notifyDeath( entity );
- entity waittill( \friendlyfire_notify\" damage attacker direction point method weaponName );"
- level notify( \friendlyfire_mission_fail\" );"
- notifyDamage( entity )
- entity notify( \friendlyfire_notify\" damage attacker direction point method weaponName );"
- notifyDamageNotDone( entity )
- entity notify( \friendlyfire_notify\" -1 attacker undefined undefined method );"
- notifyDeath( entity )
- entity notify( \friendlyfire_notify\" -1 attacker undefined undefined method weaponName );"
- level notify( \stop_printing_health_bars\" );"
- self notify( \playeraim\" );"
- "// self notify( \hit_again\"" ); was cutting off the overlay fadeout"""
- self notify( \hit_again\" );"
- level notify( \player_becoming_invulnerable\" );// because \"player_is_invulnerable\" notify happens on both set * and * clear"
- self notify( \being_destroyed\" );"
- self notify( \take_cover_done\" );"
- self notify( \new_cover_on_death_thread\" );"
- path notify( \showpath\" );"
- level notify( \newtrigger\" );"
- vehicle notify( \taking_evasive_actions\" );"
- vehicle notify( \evasive_action_done\" );"
- vehicle setNearGoalNotifyDist( 1500 );
- thread draw_line_until_notify( points[ i ][ \pos\" ] points[ i ][ \"pos\" ] + ( vector_multiply( anglesToForward( ( 0 goalYawAngle 0 ) ) 250 ) ) 1 1 0.2 vehicle \"evasive_action_done\" );"
- vehicle notify( \end_maneuvers\" );"
- thread draw_line_until_notify( points[ i - 1 ][ \pos\" ] points[ i ][ \"pos\" ] 1 0.2 0.2 self \"evasive_action_done\" );"
- vehicle notify( \flares_out\" );"
- self notify( \gunner_new_target\" );"
- guy notify( \newanim\" );"
- level notify( \stop_draw_hud_on_death\" );"
- self notify( \stop_quake\" );"
- door_org notify( \stop_loop\" );"
- door_org notify( \push_player\" );"
- self notify( \charge\" );"
- self notify( \quit_door_behavior\" );"
- self add_func( ::send_notify, \stop_idle_proc\" );"
- node notify( ender );
- self notify( \_idle_reaction\" msg );"
- self notify( \end_trigger_thread\" );"
- self notify( \end_loop_thread\" );"
- self notify( \off\" );"
- self.usetrig notify( \death\" );"
- level notify( \glass_shatter\" );"
- self notify( \exploding\" );"
- self notify( \ok_remove\" );"
- eBreakable notify( \damage\" 100 other );"
- other notify( \damage\" amount ent );"
- self notify( \entered_xenon_auto_aim_stop_logic\" );"
- self notify( \xenon_remove_auto_aim\" );"
- self notify( \do not kill\" );"
- // Shouldn't do a notify without a wait statement before it, or bad things can happen when loading a save game.
- level notify( \finished final intro screen fadein\" );"
- level notify( \starting final intro screen fadeout\" );"
- level notify( \controls_active\" );// Notify when player controls have been restored"
- flag_set( \introscreen_complete\" );// Do final notify when player controls have been restored"
- flag_set( \introscreen_complete\" );// Notify when complete"
- level notify( \new_introscreen_element\" );"
- hudelem notify( \destroying\" );"
- hudelem notify( \destroy\" );"
- level notify( \introscreen_complete\" );"
- level notify( \black_fading\" );"
- // Do final notify when player controls have been restored
- self notify( \javelin_clu_cleartarget\" );"
- self notify( \javelin_clu_off\" );"
- //array_thread( level.players,::JavelinFiredNotify );
- JavelinFiredNotify()
- level notify( \juggernaut_spawned\" );"
- level notify( \juggernaut_died\" );"
- level notify( \juggernaut_attacking\" );"
- self notifyOnPlayerCommand( \use killstreak\" \"+actionslot 4\" );"
- self streakNotify( streak );
- streakNotify( streakVal )
- notifyData.titleLabel = &\MP_KILLSTREAK_N\";"
- notifyData.titleText = streakVal;
- self maps\_rank::notifyMessage( notifyData );
- notifyData.notifyText = getKillstreakHint( streakName );
- //notifyData.sound = getKillstreakSound( streakName );
- self notify( \got_killstreak\" streakName );"
- self notify( \drained\" );"
- set script_delay on a node to have the ai use a delay instead of waiting for a leap notify.
- node notify( \leapfrog\" next_node );"
- // Notify the node and pass the guy. Might be good for something
- // notify level and pass the guy that reached his final leapfrog node.
- level notify( \leapfrog_completed\" self );"
- Sets the script_flag when triggered. The entity that triggered it is passed with the level notify and to the flag_wait.*/
- Target to a func_glass. When an entity touching this trigger sends a level notify of \glass_break\" the func_glass targeted by this trigger will break."
- Sets the script_flag after being triggered by all player in a specialops map. The last entity that triggered it is passed with the level notify and to the flag_wait.*/
- level notify( \trigger_group_\" + self.script_trigger_group self );"
- trigger notify( \custom_battlechatter_done\" );"
- level notify( \ramping_water_movement_speed\" );"
- array_notify( target_triggers, \relock\" );"
- level notify( \unlocked_trigger_hit\" + noteworthy );"
- ent notify( \trigger\" );"
- // notify targetted triggers as well
- array_thread( triggers, ::send_notify, \trigger\" );"
- self notify( \notify_wait_then_clear_skipBloodPool\" );"
- self endon( \notify_wait_then_clear_skipBloodPool\" );"
- self notify( \stun_player\" );"
- level notify( \level.players initialized\" );"
- // the ent that sent the notify needs to be touching the trigger_glass_break
- self notify( \acogThermalTracker\" );"
- level notify( \thermal_fx_off\" + self.unique_id );"
- notifyOnCommand( \_cheat_player_press_slowmo\" \"+melee\" );"
- notifyOnCommand( \_cheat_player_press_slowmo\" \"+melee_breath\" );"
- level notify( \loadout complete\" );"
- self notify( \newupdatemodel\" );"
- level notify( \open_menu\" level.curMenu.name );"
- level notify( \close_menu\" level.menuStack.size );"
- level notify( self.event );
- level notify( self.targetname );
- ai[ i ] notify( \auto_ai\" );"
- mg42 notify( \stopfiring\" );"
- self notify( \turretstatechange\" );"
- self notify( \stop random_spread\" );"
- self notify( \stop_using_built_in_burst_fire\" );"
- mg42 notify( \startfiring\" );"
- self notify( \next_target\" );"
- drone notify( \drone_mg42_fail\" );"
- self notify( \gun_placed_again\" );"
- self notify( \stop_updating_enemy_target_pos\" );"
- self notify( \kill_get_gun_back_on_killanimscript_thread\" );"
- self notify( \kill_turret_detach_thread\" );"
- spot notify( \restore_default_drop_pitch\" );"
- self notify( \bcs_portable_turret_setup\" );"
- self notify( \stop_checking_for_flanking\" );"
- self.owner notify( \end_mg_behavior\" );"
- self notify( \end_mg_behavior\" );"
- self notify( \continue_cover_script\" );"
- self.turret notify( \startfiring\" );"
- self.turret notify( \stopfiring\" );"
- array_thread( level.mg_gunner_team, ::mg_gunner_death_notify, ent );
- array[ i ] notify( \stop_using_built_in_burst_fire\" );"
- mg_gunner_death_notify( ent )
- ent notify( \gunner_died\" );"
- level notify( \new_mg_firing_team\" + mgTeam[ 0 ].script_noteworthy );"
- self notify( \saw_enemy\" );"
- self notify( \new_enemy\" );"
- level notify( \mine death\" );"
- self notify( \stop sound\" + \"minigun_heli_gatling_fire\" );"
- level notify( \stopMinigunSound\" );"
- self notify( \playing_fire_loop_sound\" );"
- "// //level notify ( \disable_overheat\"" );"""
- "// level notify( \stop_overheat_drain\"" );"""
- "// level notify( \stop_overheat_drain\"" );"""
- "CONST_money_notify_interval = 5000; // Email notifies every $2000 earned"
- self.notifyTitle = createClientFontString( font, titleSize );
- self.notifyTitle.glowColor = ( 0.2, 0.3, 0.7 );
- self.notifyText = createClientFontString( font, textSize );
- self.notifyText.glowColor = ( 0.2, 0.3, 0.7 );
- self.notifyText2 = createClientFontString( font, textSize );
- self.notifyText2.glowColor = ( 0.2, 0.3, 0.7 );
- self.notifyIcon = createClientIcon( \white\" iconSize iconSize );"
- self.doingNotify = false;
- self.notifyQueue = [];
- self notify( \stop_total_money_fade\" );"
- money_mailNotify()
- // notify condition A
- // send player email every CONST_money_notify_interval dollars
- if ( cur_emails < int( cur_money / CONST_money_notify_interval ) )
- self notify( \update_money\" );"
- // email notify
- self notify( \fontPulse\" );"
- // ============== LOOT NOTIFY ================
- self notify( \got_loot\" );"
- if ( isdefined( level.mortar_notify ) )
- level waittill( level.mortar_notify );
- lasttrig notify( \wait again\" );"
- level notify( \timed barrage\" );"
- target notify( \trigger\" );"
- level notify( \timed barrage finished\" );"
- targ notify( \trigger\" );"
- level notify( \mortarzone\" self );"
- level notify( \mortar_hit\" );"
- level notify( \start_mortars \" + groupNum );"
- level notify( \stop_mortars \" + groupNum );"
- level notify( \mortar\" );"
- self notify( \mortar\" );"
- level notify( \shell shock player\" " iTime * 4 );"""
- // Starts on notify specified by level.explosion_start[strExplosion]
- // Terminates on notify specified by level.explosion_stop[strExplosion]
- if ( isdefined( level.explosion_stopNotify ) && isdefined( level.explosion_stopNotify[ strExplosion ] ) )
- level endon( level.explosion_stopNotify[ strExplosion ] );
- if ( isdefined( level.explosion_startNotify ) && isdefined( level.explosion_startNotify[ strExplosion ] ) )
- level waittill( level.explosion_startNotify[ strExplosion ] );
- level notify( \explosion\" strExplosion );"
- self notify( \mortar_done\" );"
- node notify( \stopIdle\" );"
- node notify( \stopIdle\" );// in case we broke abruptly from a previous loop to start this one"
- deathNotify( ent )
- ent notify( \loadguy_done\" );"
- ent notify( \objective_created\" );"
- ent notify( \loadguy_starting\" );"
- ent notify( \mortar_setup_finished\" self.script_squadname );"
- mortarEnt notify( \mortar_fired\" );"
- self notify( \set name and rank\" );"
- level notify( \night_vision_off\" );"
- self notify( \nightvision_shellshock_off\" );"
- level notify( \dump_nodes\" );"
- level.dummynode[ self.dummyguyindex ] notify( \stop_loop\" );"
- self notify( \disable_overheat\" );"
- // Notify doesn't work the way Ned is doing his vehicle ride so this hacked with attackButtonPressed() for now
- self notify( \release_node\" );"
- currentgoal notify( \trigger\" self );"
- self notify( \_patrol_reached_path_end\" );"
- self.patrol_pet notify( \master_reached_patrol_end\" );"
- self notify( \stopped_while_patrolling\" );"
- level notify( \spawn_chopper\" );"
- level notify( \updated_spawn_list\" );"
- thread draw_line_until_notify( spawner.origin, spawner.origin + ( 0, 0, 250 ), 0, 1, 0, level, \updated_spawn_list\" );"
- self wait_for_notify_or_timeout( \enemy_visible\" JUGGERNAUT_ENEMY_VISIBLE_TIMEOUT );"
- self notify( \cancel_enemy_death_wait\" );"
- level notify( \enemy_died\" );// needed for pacing"
- level notify( \update_enemies_remaining_count\" );"
- bar.text notify( \destroying\" );"
- level notify( \enemy_remaining_count_blimp\" );"
- player notify( \remove_laptop_pickup_hud\" );"
- level notify( \kill_objective_use_thread\" );"
- play_local_sound( alias, loopTime, stop_loop_notify )
- level endon( stop_loop_notify );
- enemy notify( \cancel_enemy_death_wait\" );"
- "guy notify( \new_prop_rotation\"" ); // runs a thread to cleanup the cigar if the anim is cut off" this starts the thread over again"
- "guy notify( \new_phone_rotation\"" ); // runs a thread to cleanup the cigar if the anim is cut off" this starts the thread over again"
- "guy notify( \new_cigar_rotation\"" ); // runs a thread to cleanup the cigar if the anim is cut off" this starts the thread over again"
- guy notify( \new_prop_rotation\" + prop.model );// kill the old prop"
- level notify( \radiation_warning\" );"
- self notify( \update_xp\" );"
- self notify( \update_rank\" );"
- self notify( \reset_outcome\" );"
- notifyData.titleText = &\RANK_PROMOTED\";"
- notifyData.iconName = self getRankInfoIcon( self.summary[ \rank\" ] );"
- notifyData.sound = \sp_level_up\";"
- notifyData.duration = 4.0;
- notifyData.textLabel = newRankName;
- notifyData.notifyText = &\RANK_ROMANI\";"
- notifyData.notifyText = &\RANK_ROMANII\";"
- notifyData.notifyText = newRankName;
- if ( !self.doingNotify )
- self.notifyQueue[ self.notifyQueue.size ] = notifyData;
- self.doingNotify = true;
- self.notifyTitle setPulseFX( 100, int( duration * 1000 ), 1000 );
- self.notifyText setPulseFX( 100, int( duration * 1000 ), 1000 );
- self.notifyText2 setPulseFX( 100, int( duration * 1000 ), 1000 );
- self notify( \notifyMessageDone\" );"
- if ( self.notifyQueue.size > 0 )
- nextNotifyData = self.notifyQueue[ 0 ];
- for ( i = 1; i < self.notifyQueue.size; i++ )
- self.notifyQueue[ i - 1 ] = self.notifyQueue[ i ];
- self.notifyQueue[ i - 1 ] = undefined;
- self notify( \resetOnCancel\" );"
- self endon( \notifyMessageDone\" );"
- level waittill( \cancel_notify\" );"
- "// array_thread( level.players, ::RemoteMissileDetonatorNotify );"
- RemoteMissileDetonatorNotify()
- self NotifyOnPlayerCommand( \switch_to_remotemissile\" \"+actionslot \" + self get_remotemissile_actionslot() );"
- // Waiting for the flag_clear() notify
- level notify( \stop_remotemissile_radio_reminder\" );"
- level notify( \remote_missile_kill_dialogue\" );"
- NotifyOnMissileDeath( missile )
- level notify( \remote_missile_exploded\" );"
- level delayThread( 0.2, ::send_notify, \delayed_remote_missile_exploded\" );"
- level notify( \starting_predator_drone_control\" );"
- level notify( \player_is_controlling_UAV\" );"
- level notify( \player_fired_remote_missile\" );"
- //level notify ( \player_missile_finished_impact\" );"
- "// player NotifyOnPlayerCommand( \abort_remote_missile\""" " \""+actionslot 3\"" ); // DPad Left"""
- player NotifyOnPlayerCommand( \abort_remote_missile\" " \""weapnext\"" ); // BUTTON_Y"""
- player NotifyOnPlayerCommand( \abort_remote_missile\" " \""+stance\"" ); // BUTTON_B"""
- player NotifyOnPlayerCommand( \launch_remote_missile\" " \""+attack\"" ); // BUTTON_RTRIG"""
- self notify( \remote_missile_attack\" val );"
- self notify( \remote_missile_attack\" \"abort\" );"
- thread NotifyOnMissileDeath( missile );
- level notify( \draw_target_end\" );"
- // poll for now, should get group notify from code
- self notify( \break_group\" );"
- self notify( \new_goal_set\" );"
- self notify( \goal_yaw\" );"
- self notify( \got_link\" );"
- ent notify( \precalcdone1\" );"
- ent notify( \precalcdone2\" );"
- self notify( \sway1\" );"
- self notify( \sway2\" );"
- self notify( \player is shell shocked\" );"
- level notify( \wind blows\" windDirection );"
- shutter notify( \shutterSound\" );"
- level notify( \breach_hint_cleanup\" );"
- level waittill_notify_or_timeout( \breaching\" 3 );"
- breach_notify = get_breach_notify( trigger.script_breachgroup );
- level notify( breach_notify );
- room_volume notify( \breached\" );"
- breach_array.trigger notify( \trigger\" breach_players[ \"passive\" ] \"passive\" );"
- level notify( \breaching\" );"
- level notify( \breaching_number_\" + self.script_slowmo_breach );"
- level notify( \sp_slowmo_breachanim_done\" );"
- level notify( \breach_room_has_been_cleared\" );"
- anim_ent notify( \stop_idle\" );"
- level notify( \friendlies_finished_breach\" );"
- get_breach_notify( script_breachgroup )
- breach_notify = get_breach_notify( sBreachGroup );
- level waittill( breach_notify );
- level notify( \slowmo_go\" );"
- level notify( \slowmo_breach_ending\" slomoLerpTime_out );"
- level notify( \stop_player_heartbeat\" );"
- level notify( \slomo_breach_over\" );"
- self notifyonPlayercommand( \player_shot_fired\" \"+attack\" );"
- self notify( \starting_breach_reaction\" );"
- self notify( \finished_breach_start_anim\" );"
- self notify( \breach_enemy_cancel_ragdoll_death\" );"
- self notify( \breach_status_change\" \"death\" );"
- level notify( \breach_all_enemies_dead\" );"
- self notify( \breach_status_change\" \"exception\" );"
- self notify( \breach_status_change\" \"breach_ending\" );"
- level notify( \player_shot_a_hostage\" );"
- vehicle thread add_rumble_for_notify( \veh_landed\" \"damage_heavy\" player );"
- vehicle thread add_rumble_for_notify( \veh_jolt\" \"damage_light\" player );"
- add_rumble_for_notify( message, rumble, player )
- self notify( \veh_falling\" );"
- vehicle notify( \kill_anims\" );"
- drive_blend_anims_with_steering( vehicle, animflag, endNotify, leftAnim, centerAnim, rightAnim )
- vehicle endon( endNotify );
- vehicle notify( \pullout_done\" );"
- vehicle notify( \putaway_done\" );"
- vehicle notify( \drive_shooting_done\" );"
- level notify( \updating_deathflag_\" + deathflag );"
- // notify and endon and waittill so we only do this a max of once per frame
- spawner notify( \spawn_failed\" );"
- level notify( \stop_flanker_behavior\" + spawners[ i ].script_flanker );"
- spawners[ i ] notify( \emptied spawner\" );"
- trigger notify( \deleted spawners\" );"
- self notify( \finished spawning\" );"
- level notify( \specops_player_kill\" attacker );"
- self notify( \get new user\" );"
- self notify( \stop_going_to_node\" );// kills the last call to go_to_node"
- node notify( \script_requires_player\" );"
- self notify( \go_to_node_new_goal\" );"
- self notify( \startfiring\" );"
- level notify( ( \fallback_firstspawn\" + num ) );"
- level notify( ( \fallbacker_died\" + num ) );"
- "// level notify( ( \fallbacker_died\"" + num ) );"""
- level notify( ( \fallback_reached_goal\" + num ) );"
- "// ai notify( \fallback_notify\"" );"""
- self notify( \fallback_notify\" );"
- self notify( \stop_coverprint\" );"
- self waittill( \fallback_notify\" );"
- self endon( \fallback_notify\" );"
- level notify( \fallback initiated \" + num );"
- level notify( ( \fallbacker_trigger\" + num ) );"
- level notify( ( \fallbacker_trigger\" + trigger.script_fallback ) );"
- "// level notify( ( \fallback\"" + trigger.script_fallback ) );"""
- level notify( ( \fallback_arrived\" + self.script_fallback ) );"
- level notify( \friendly_died\" );"
- friendly_mg42_death_notify( guy, mg42 )
- mg42 notify( \friendly_finished_using_mg42\" );"
- self notify( \stopped_use_turret\" );// special hook for decoytown guys - nate"
- self.friendly_mg42 notify( \friendly_finished_using_mg42\" );"
- level thread friendly_mg42_death_notify( self, mg42 );
- spawner starts with a notify from any flood_and_secure trigger that triggers it
- spawners[ i ] notify( \flood_begin\" );"
- possibleSpawners[ i ] notify( \flood_begin\" );"
- ent notify( \got_ai\" );"
- self notify( \debug_stop\" );"
- level.spawnerWave[ name ] notify( \waveReady\" );"
- spawner notify( \spawn_died\" deleted playerKill );"
- level notify( \new_friendly_trigger\" );"
- spawn thread deathChainAINotify( num );
- deathChainAINotify( num )
- level notify( \spawner_expired\" + num );"
- level notify( \spawner dot\" + org );"
- level notify( \new_escort_trigger\" );// stops escorting guy from getting back on escort chain"
- level notify( \new_escort_debug\" );"
- level notify( \start_chain\" rejoin );// get the SMG guy back on the friendly chain"
- self notify( \stopTrigger\" );"
- startTrigger notify( \friendly_wave_start\" org );"
- self notify( \stop current floodspawner\" );"
- self notify( \death_report\" );"
- spawner notify( \drone_spawned\" drone );"
- level notify( \achieve_ten_plus_hellfire\" );"
- level notify( \achieve_key_master_shotgun\" );"
- level notify( \achieve_some_like_hot_thermal\" );"
- level notify( \achieve_harder_they_fall\" );"
- NotifyOnCommand( self.unique_id + \_is_ready\" \"+gostand\" );"
- NotifyOnCommand( self.unique_id + \_is_not_ready\" \"+stance\" );"
- self notify( \stop_waiting_start\" );"
- self notify( \update_hud_pulse\" );"
- self notify( \destroying\" );"
- \Summary: When run on a player waits for them to press the appropriate key and sends a notify that will allow certain hud elements to become visible for a while before fading them back out.\""
- \OptionalArg: <endon_notify>: If a value is passed in will create a level endon( endon_notify ) to terminate the function.\""
- info_hud_wait_for_player( endon_notify )
- if ( isdefined( endon_notify ) )
- level endon( endon_notify );
- notifyoncommand( \toggle_challenge_timer\" \"+actionslot 1\" );"
- self notify( \so_hud_toggle_available\" );"
- self notify( \update_challenge_timer\" );"
- notifyoncommand( \force_challenge_timer\" \"+actionslot 1\" );"
- \Name: info_hud_handle_fade( <hudelem> <endon_notify> )\""
- info_hud_handle_fade( hudelem, endon_notify )
- // hack - the whizby notify for a player gives us an origin, not a distance like it does when an AI calls it
- level notify( \stop_challenge_timer_thread\" );"
- level notify( \challenge_timer_failed\" );"
- level notify( \so_generate_deathquote\" );"
- level notify( \players_touching_hint\" );"
- self notify( \rebuilding_waiting_hud\" );"
- level notify( \so_player_has_died\" );"
- level notify( \so_special_failure_hint_set\" );"
- self waittill_notify_or_timeout( anime, randomfloatrange( 1.5, 3 ) );
- self notify( \awareness_corpse\" \"heard_corpse\" ( 0 0 0 ) );"
- //in this frame we'll receive this notify from our own event...so wait a frame so we dont end on it
- //and make sure not to make any duplicates...we don't want to notify seeing the
- self notify( \_stealth_found_corpse\" );"
- self notify( \awareness_corpse\" \"found_corpse\" corpse );"
- self notify( \_stealth_saw_corpse\" );"
- level notify( \_stealth_saw_corpse\" );"
- self notify( \awareness_corpse\" \"saw_corpse\" corpse );"
- //make sure the flag's not notifying because it's getting cleared
- //so we can't use the regular alert function, because that causes a notify
- level notify( corpse_flag );
- //MAKES SURE WE GET THE NOTIFY
- self notify( plugin_override );
- level._stealth.group notify( self.script_stealthgroup );
- self notify( \going_back\" );"
- ai notify( \heard_scream\" pos );"
- self notify( \event_awareness\" \"howl\" );"
- self notify( \enemy_awareness_reaction\" type );"
- self._stealth.behavior.event.custom_animation.node notify( \stop_loop\" );"
- level notify( \event_awareness_handler\" );"
- level notify( \default_event_awareness_enders\" );"
- add_func( ::send_notify, \default_event_awareness_enders\" );"
- self add_func( ::send_notify, \end_patrol\" );"
- // so - we're not stancing up, we're not stancing down, or staying still...lets notify
- self notify( \_stealth_stance_dont_change\" );"
- self notify( \_stealth_stance_down\" );"
- self notify( \friendly_stance_handler_stay_still\" );"
- self notify( \friendly_stance_handler_resume_path\" );"
- self waittill_notify_or_timeout( \goal\" 2 );"
- self notify( \endNewEnemyReactionAnim\" );"
- self notify( \_stealth_enemy_alert_level_change\" " type ); // calls ::enemy_alert_level_change_reponse but one frame later. Must be after enemy_Animation_Loop thread process... messy"""
- self notify( \awareness_alert_level\" type );"
- the <event_listener> arguement toggles whether this new event type is a code driven event with a notify that has to be listened for.
- \OptionalArg: <event_listener>: bool that toggles whether this new event type is a code driven event with a notify that has to be listened for."
- \Summary: notifies self of \"stealth_enemy_endon_alert\" when the ai has been alerted to something in stealth gameplay...a good function to thread off and catch the notify if we want to endon the notify\""
- //so that they don't miss the notify below
- self notify( \stealth_enemy_endon_alert\" );"
- \OptionalArg: <ender_array>: an array of strings that should kill this function on a level notify. They can be flags\""
- enemy_event_awareness_notify( type, param )
- self notify( \event_awareness\" type );"
- level notify( \event_awareness\" type );"
- //this makes sure that magic bullets and friendly bullets that don't cause an enemy notify don't cause guys to break out of animations
- enemy_event_awareness_notify( subtype, param );
- enemy_event_awareness_notify( type, param );
- level notify( end_msg );
- level add_func( ::send_notify, wait_msg );
- self notify( \event_awareness_waitclear_ai\" );"
- //make sure everything gets a notify and does what it needs to do
- grenade waittill_notify_or_timeout( \death\" 10 );"
- //give stealth a chance to notify of any issues because of the grenade before we clear the flag
- player thread StingerFiredNotify();
- self notify( \stinger_irt_cleartarget\" );"
- self notify( \stop_locked_sound\" );"
- StingerFiredNotify()
- self notify( \stinger_fired\" );"
- self notify( \stinger_IRT_off\" );"
- start_struct notify( \trigger\" );"
- // notify when reached.
- next_struct notify( \trigger\" );"
- self notify( \stop_badplace\" );"
- self notify( \dropped\" );"
- self notify( \pickedup\" );"
- ai notify( \thaw\" );"
- self waittill( \weapon_fired\" );// waits for Code notify when FireWeapon() is called."
- "// build_deathfx( <type> , <effect> , <tag> , <sound> , <bEffectLooping> <delay> , <bSoundlooping> , <waitDelay> , <stayontag> , <notifyString> )\"",
- C:\Users\Tommy\Desktop\5227-mw2_gsc_rip_1.1\mw2_gsc_rip_1.1.zip -> maps\_t72.gsc"""
- "// build_deathfx( effect, tag, sound, bEffectLooping, delay, bSoundlooping, waitDelay, stayontag, notifyString )"
- "// build_deathfx( effect, tag, sound, bEffectLooping, delay, bSoundlooping, waitDelay, stayontag, notifyString )"
- self notify( \stop_friendly_bubbles\" );"
- self notify ( \stop_friendly_bubbles\" );"
- self notify( \start_scuba_breathe\" );"
- self notify( \scuba_breathe_sound_starting\" );"
- self notify( \stop_scuba_breathe\" );"
- self notify( message );
- self notify( \debug_message_ai\" );"
- \Summary: Prints 3d debug text at the specified location for a duration of time but can be cleared before the normal time has passed if a notify occurs.\""
- \OptionalArg: <extraEndon>: Level notify string that will make this text go away before the time expires.\""
- level notify( message + extraEndon );
- level notify( message );
- self notify( \stop_magic_bullet_shield\" );"
- self notify( \internal_stop_magic_bullet_shield\" );"
- self notify( \new_ignore_me_timer\" );"
- level notify( \killexplodertridgers\" + num );"
- \OptionalArg: <op_notify_string> : Optional notify string on sound done.\""
- play_sound_on_tag( alias, tag, ends_on_death, op_notify_string, radio_dialog )
- if ( IsDefined( op_notify_string ) )
- self notify( op_notify_string );
- \Name: play_sound_on_entity( <alias> <op_notify_string> )\""
- play_sound_on_entity( alias, op_notify_string )
- play_sound_on_tag( alias, undefined, undefined, op_notify_string );
- level notify( strName, eOther );
- ent notify( \waittill_dead guy died\" );"
- ent notify( \waittill_dead_guy_dead_or_dying\" );"
- self notify( \thread_timed_out\" );"
- self notify( \gather_delay_finished\" + msg + delay );"
- level notify( msg );
- death_waiter( notifyString )
- self notify( \godoff\" );"
- \Name: draw_line_from_ent_to_ent_until_notify( <ent1> <ent2> <r> <g> <b> <notifyEnt> <notifyString> )\""
- \Summary: Draws a line from one entity origin to another entity origin in the specified color until < notifyEnt > is notified < notifyString > . Updates to the entities origin each frame.\""
- \MandatoryArg: <notifyEnt> : entity that waits for the notify\""
- \MandatoryArg: <notifyString> : notify string that will make the line stop being drawn\""
- \Example: thread draw_line_from_ent_to_ent_until_notify( level.player guy 1 0 0 guy \"anim_on_tag_done\" );\""
- draw_line_from_ent_to_ent_until_notify( ent1, ent2, r, g, b, notifyEnt, notifyString )
- Assert( IsDefined( notifyEnt ) );
- notifyEnt endon( notifyString );
- \Name: draw_line_until_notify( <org1> <org2> <r> <g> <b> <notifyEnt> <notifyString> )\""
- \Summary: Draws a line from < org1 > to < org2 > in the specified color until < notifyEnt > is notified < notifyString > \""
- \Example: thread draw_line_until_notify( self.origin targetLoc 1 0 0 self \"stop_drawing_line\" );\""
- draw_line_until_notify( org1, org2, r, g, b, notifyEnt, notifyString )
- \Name: draw_circle_until_notify( <center> <radius> <r> <g> <b> <notifyEnt> <notifyString> )\""
- \Summary: Draws a circle at < center > with < radius > in the specified color until < notifyEnt > is notified < notifyString > \""
- \Example: thread draw_circle_until_notify( self.origin self.radius 1 0 0 self \"stop_drawing_circle\" );\""
- draw_circle_until_notify( center, radius, r, g, b, notifyEnt, notifyString )
- thread draw_circle_lines_until_notify( circlepoints, r, g, b, notifyEnt, notifyString );
- draw_circle_lines_until_notify( circlepoints, r, g, b, notifyEnt, notifyString )
- thread draw_line_until_notify( start, end, r, g, b, notifyEnt, notifyString );
- self notify( \enemy\" );"
- level notify( \battlechatter_off_thread\" );"
- level notify( team + \ done speaking\" );"
- level notify( \done speaking\" );"
- level notify( \newFriendlyChain\" node.script_noteworthy );"
- self notify( \flood_begin\" );"
- self notify( \Debug origin\" );"
- \Name: array_notify( <ents> <notifier> )\""
- \Summary: notify this array of entities with <notifier>\""
- \Example: array_notify( enemies \"time_to_dance\" )\""
- array_notify( ents, notifier, match )
- value notify( notifier, match );
- self notify( \ignoreAllEnemies_threaded\" );"
- \OptionalArg: <neargoaldist>: neargoal distance for notifying near_goal\""
- self notify( \update_health_packets\" );"
- // level notify( \kill_color_replacements\" );"
- // self notify( \_disable_reinforcement\" );"
- ent thread ent_waits_for_level_notify( msg );
- \Name: wait_for_notify_or_timeout( <msg> <timer> )\""
- wait_for_notify_or_timeout( msg, timer )
- ent thread ent_waits_for_notify( self, msg );
- \Name: send_notify( <msg> <optional_param> )\""
- send_notify( msg, optional_param )
- self notify( msg, optional_param );
- ent delayThread( timer, ::send_notify, \complete\" );"
- ent notify( \deleted\" );"
- self notify( \stop_specialidle\" );"
- self notify( \clear_run_anim\" );"
- self notify( \trigger\" triggeringEnt );"
- \Name: notify_delay( <notify_string> <delay> )\""
- \MandatoryArg: <notify_string> : The string to notify\""
- \MandatoryArg: <delay> : Time to wait( in seconds ) before sending the notify.\""
- \Example: vehicle notify_delay( \"start_to_smoke\" 3.5 );\""
- notify_delay( sNotifyString, fDelay )
- Assert( IsDefined( sNotifyString ) );
- self notify( sNotifyString );
- self notify( \stop_being_careful\" );"
- localentity notify( \death\" );"
- self notify( \clear_function_stack\" );"
- //the notify ends a function in the stack process waiting it's turn...it checks to
- level notify( \objective_complete\" + obj );"
- \OptionalArg: <waiter>: An optional string to wait for level notify on \""
- self notify( \stop_loop\" );// default ender."
- self notify( \single anim\" \"end\" );"
- self notify( \looping anim\" \"end\" );"
- \Summary: waits for every entry in the <array> to recieve the <msg> notify die or timeout\""
- self notify( \_disable_reinforcement\" );"
- timeoutEnt thread notify_delay( \timeout\" timeout );"
- level notify( \kill_add_wait_asserter\" );"
- ent notify( \all_funcs_ended\" );"
- \Summary: Weapons don't seem to notify death when they're picked up.\""
- level notify( \arcadeMode_remove_timer\" );"
- - the function will return once all nodes are traversed, and will notify self 'path_end_reached'.
- self notify( \stop_player_seek\" );"
- self notify( ender );
- player notify( \stop sound\" + \"foot_slide_plr_loop\" );"
- player notify( \stop_sliding\" );"
- self notify( \new_ramp\" );"
- self notify( \set_moveplaybackrate\" );"
- self notify( \end_explode\" );"
- self notify( \disable_ignorerandombulletdamage_drone\" );"
- level notify( \windchange\" \"strong\" );"
- ent_waits_for_level_notify( msg )
- ent_waits_for_notify( ent, msg )
- self notify( \debug_color_update\" );"
- level notify( \updated_color_friendlies\" );"
- self notify( \new_color_being_set\" );"
- self notify( \done_setting_new_color\" );"
- self notify( \finished_radio\" );"
- ent notify( \done\" );"
- hint notify( \destroying\" );"
- self notify( \function_stack_func_begun\" );"
- caller notify( \level_function_stack_ready\" );"
- self notify( \function_done\" );"
- self notify( \_array_wait\" );"
- self notify( \func_ended\" );"
- self notify( \abort_func_ended\" );"
- self notify( \any_funcs_aborted\" );"
- NotifyOnCommand( \autosave_player_nade\" \"+frag\" );"
- NotifyOnCommand( \autosave_player_nade\" \"-smoke\" );"
- NotifyOnCommand( \autosave_player_nade\" \"+smoke\" );"
- level notify( \autosave_tactical_proc\" );"
- level thread notify_delay( \kill_save\" 5 );"
- other notify( \vehicle_flag_arrived\" trigger.script_flag_set );"
- self notify( \crashpath\" detourpath );"
- bhelicopterwaitforstart = false;// helicopters emulate StartPath() function waiting for a special scripted notify before going
- nextpoint notify( \trigger\" self );"
- self notify( nextpoint.script_noteworthy );
- self notify( \noteworthy\" nextpoint.script_noteworthy );"
- self notify( \vehicle_flag_arrived\" nextpoint.script_flag_set );"
- self notify( \turning\" nextpoint.script_turningdir );"
- self notify( \delay_passed\" );"
- self notify( \vehicle_flag_arrived\" nextpoint.script_flag_wait );"
- self notify( \reached_dynamic_path_end\" );"
- // If this happens the vehicle script will have missed the notify on the upcomming node and be stuck waiting for it.
- self SetNearGoalNotifyDist( nextpoint.radius );
- self notify( \reached_current_node\" nextpoint nextpoint.script_flag_set );"
- self notify( \reached_current_node\" nextpoint );"
- self notify( \reached_stop_node\" );"
- self notify( \deathrolloff\" );"
- \Summary: Helis notify reached_dynamic_path_end on end\""
- // helis notify reached_dynamic_path_end on end
- vehicle notify( \start_vehiclepath\" );"
- vehicle notify( \start_dynamicpath\" );"
- node notify( \gate opened\" );"
- vspawner notify( \spawned\" vehicle );"
- struct notify( \all_vehicles_spawned\" );"
- self notify( \clear_c4\" );"
- self notify( \delete_destructible\" );// kills some destructible fxs"
- self notify( \deadstop\" );"
- self SetNearGoalNotifyDist( crashLoc.radius );
- self SetNearGoalNotifyDist( 300 );
- self notify( \stop sound\" + sound );"
- level notify( \vehicle_explosion\" self.origin );"
- self notify( \explode\" );"
- self waittill( \vehicle_flag_arrived\" notifymsg );"
- if ( msg == notifymsg )
- if ( IsDefined( struct.notifyString ) )
- self notify( struct.notifyString );
- build_fx( effect, tag, sound, bEffectLooping, delay, bSoundlooping, waitDelay, stayontag, notifyString, selfDeleteDelay )
- struct.notifyString = notifyString;
- \Name: build_deathfx_override( <type> <model> <effect> <tag> <sound> <bEffectLooping> <delay> <bSoundlooping> <waitDelay> <stayontag> <notifyString> <delete_vehicle_delay> )\""
- \OptionalArg: <notifyString> : notifies vehicle this when effect starts\""
- build_deathfx_override( type, model, effect, tag, sound, bEffectLooping, delay, bSoundlooping, waitDelay, stayontag, notifyString, delete_vehicle_delay )
- level.vehicle_death_fx[ typemodel ][ level.vehicle_death_fx [ typemodel ].size ] = build_fx( effect, tag, sound, bEffectLooping, delay, bSoundlooping, waitDelay, stayontag, notifyString, delete_vehicle_delay );
- \Name: build_deathfx( <effect> <tag> <sound> <bEffectLooping> <delay> <bSoundlooping> <waitDelay> <stayontag> <notifyString> <delete_vehicle_delay> )\""
- build_deathfx( effect, tag, sound, bEffectLooping, delay, bSoundlooping, waitDelay, stayontag, notifyString, delete_vehicle_delay )
- \Name: build_rocket_deathfx( <effect> <tag> <sound> <bEffectLooping> <delay> <bSoundlooping> <waitDelay> <stayontag> <notifyString> <delete_vehicle_delay> )\""
- build_rocket_deathfx( effect, tag, sound, bEffectLooping, delay, bSoundlooping, waitDelay, stayontag, notifyString, delete_vehicle_delay )
- build_deathfx( effect, tag, sound, bEffectLooping, delay, bSoundlooping, waitDelay, stayontag, notifyString, delete_vehicle_delay );
- self notify( \kill_disconnect_paths_forever\" );"
- self notify( \speed_zero_path_disconnect\" );"
- self notify( \new debug_vehiclesetspeed\" );"
- self notify( \newresumespeedmsag\" );"
- self notify( \suspend_drive_anims\" );"
- self notify( \animtimer\" );"
- self notify( \mg_off\" );"
- self notify( \kill_rumble_forever\" );"
- self notify( \iminwater\" );"
- self notify( \groupedanimevent\" \"turret_fire\" );"
- self SetNearGoalNotifyDist( 10 );
- level notify( \new_lights_delayfxforframe\" );"
- vehicle notify( \groupedanimevent\" \"pre_unload\" );"
- vehicle notify( \nearing_landing\" );"
- vehicle notify( \hovering\" );"
- vehicle notify( \stable_for_unlink\" );"
- vehicle notify( \littlebird_liftoff\" );"
- vehicle notify( \touch_down\" self );"
- self SetNearGoalNotifyDist( neargoal );
- "self notify( \unloading\"" ); // added this notify since it no longer does the old \""unload\"" notify"""
- guy notify( \unload\" );"
- vehicle notify( \driver_died\" );"
- self notify( \script_crash_vehicle\" );"
- self notify( \stop_scanning_turret\" );"
- level notify( \player exited vehicle\" );"
- handle_attached_guys()// this is the setup for slots of guys on a vehicle threads notify handlers
- self notify( \guy_entered\" guy pos );"
- guy notify( \enteredvehicle\" );"
- guy notify( \stop_going_to_node\" );"
- guy notify( \boarding_vehicle\" );"
- getinthreads[ 0 ] = ::entered_vehicle_notify;
- entered_vehicle_notify()
- self notify( \enteredvehicle\" );"
- self notify( \driver dead\" );"
- guy notify( \gotime\" );"
- guy notify( \idle\" );"
- self notify( \unloaded\" );"
- getoutrig_disable_abort_notify_after_riders_out()
- self notify( \getoutrig_disable_abort\" );"
- self notify( \crashed_while_deploying\" );"
- thread getoutrig_disable_abort_notify_after_riders_out();
- waittill_notify_or_timeout( \crashed_while_deploying\" ropesDeployedAnimTime );"
- self notify( \end_getoutrig_abort_while_deploying\" );"
- "// self.riders[ i ] notify( \damage\""" 100 self.riders[ i ].ridingvehicle );"
- guy notify( \jumping_out\" );"
- // notify these again because it's a different entity now and this will kill its new idle.
- guy notify( \jumpedout\" );"
- guy notify( \anim_on_tag_done\" );"
- // thread draw_line_from_ent_to_ent_until_notify( level.player, guy, 1, 0, 0, guy, \anim_on_tag_done\" );"
- guy notify( \rope_death\" attacker );"
- self notify( \shoot_target\" eTarget );"
- turret notify( \turret_rotate_stopped\" );"
- // send a notify to the target that it has a missile heading it's way
- targetEnt notify( \incomming_missile\" eMissile );"
- self notify( \missile_fired\" eMissile );"
- other notify( \enable_spline_path\" );"
- level notify( \stop_debugging_enemy_vehicles\" );"
- bike notify( \enable_spline_path\" );"
- ent notify( \stop_bike\" );"
- level notify( \biker_dies\" );"
- other thread notify_delay( \enable_spline_path\" timer );"
- self notify( \track_player_progress\" );"
- ent notify( \end_path\" );"
- rider notify (\newanime\");"
- level notify ( \dialog_six\" );"
- level notify( \rain_change\" \"hard\" transition );"
- level notify( \rain_change\" \"light\" transition );"
- level notify( \rain_change\" \"none\" transition );"
- level notify( \rain_level_change\" );"
- self notify( \boat_pose_change\" );"
- self notify( \end_boat_idle\" );"
- self notify( \want_boat_idle\" );"
- self notify( \end_shootUntilNeedToChangePose\" );"
- self notify( \new_shootable_stuff_assist\" );"
- obj notify( \damage\" ammount level.player dvec p type );"
- self notify( \wipeout_when_not_in_fov\" );"
- end.obj notify( \damage\" 50 level.player self.origin end.obj.origin \"MOD_PISTOL_BULLET\" \"\" \"\" );"
- "446: self waittillmatch( animNotify, \end\"" );"""
- "665: self waittill( \turret_use_failed\"" );// generally this won't notify" and we'll just not do any more cover_wall for now"
- "92: msg = gunner waittill_any_return( \damage\""" flashedNotify );"
- 2780: \Name: waittill_notify_or_timeout( <msg> <timer> )\""
- 2791: waittill_notify_or_timeout( msg, timer )
- "1136: waittillframeend; // wait so self.placingSentry can get cleared before notifying script that we can give the player another turret"
- "986: level waittill( sNotifyString );"
- "469: level.player waittill_notify_or_timeout( \weapon_change\""" 5 );"
- "556: level.player waittill_notify_or_timeout( \weapon_change\""" 1 );"
- "568: ent waittill( killNotify );"
- "401: waittillframeend;// let the spawned vehicle run its spawn_func to catch this useby notify."
- "437: waittillframeend;// let the spawned vehicle run its spawn_func to catch this useby notify."
- "466: waittillframeend;// let the spawned vehicle run its spawn_func to catch this useby notify."
- "506: waittillframeend;// let the spawned vehicle run its spawn_func to catch this useby notify."
- "543: waittillframeend;// let the spawned vehicle run its spawn_func to catch this useby notify."
- "587: waittillframeend;// let the spawned vehicle run its spawn_func to catch this useby notify."
- "1366: level.players_boat waittill( notify_str );"
- "5062: group waittill_notify_or_timeout( \goal\""" 5 );"
- "293: self waittill_notify_or_timeout( \turret_rotate_stopped\""" 1.0 );"
- "629: vehicle waittill_notify_or_timeout( \death\""" 5 );"
- "1586: self waittill_notify_or_timeout( \missile_fire\""" timeout );"
- "1639: self waittill_notify_or_timeout( \goal\""" 5 );"
- "2728: damager = level.waittill_stack.b; // gets the second variable passes by the notify."
- "2740: self notify( \waittill_stack\"" );"""
- "2767: self notify( \waittill_stack\""" msg ent );"
- "426: waittill_notify_or_timeout( \near_enemy\""" 3 );"
- "597: seaknight_loader_start thread waittill_flag_then_notify( \seaknight_drones_loaded\""" \"load_riders\" );"
- "598: seaknight_loader_start thread waittill_notify_then_notify( \riders_loaded\""" \"play_anim\" );"
- "600: seaknight_loader_start2 thread waittill_flag_then_notify( \seaknight_drones2_loaded\""" \"load_riders\" );"
- "601: seaknight_loader_start2 thread waittill_notify_then_notify( \riders_loaded\""" \"play_anim\" );"
- "1759: self waittill_notify_or_timeout( \turret_rotate_stopped\""" 1.0 );"
- "2047: level.bradley_commerce waittill_notify_or_timeout( \turret_rotate_stopped\""" 1 );"
- "3678: self waittill_notify_or_timeout( \new_target\""" randomWait );"
- "8621: self waittill_notify_or_timeout( \turret_rotate_stopped\""" fRand );"
- 10590: waittill_notify_then_notify( notifyToWaitFor, notifyToNotify )
- "10593: self waittill( notifyToWaitFor );"
- 10597: waittill_flag_then_notify( flagToWaitFor, notifyToNotify )
- "4731: kicker waittill_notify_or_timeout( \goal\""" 5 );"
- "687: level waittill ( \cancel_notify\"" );"""
- "466: level waittill_notify_or_timeout( \game_over\""" 0.25 );"
- "107: self waittill_notify_or_timeout( \death\""" 2.0 );"
- "282: ent waittill ( notifyString );"
- "1681: self waittill_notify_or_timeout( \turret_on_target\""" timeOut );"
- "130: UAVModel waittill_notify_or_timeout_hostmigration_pause( \death\""" duration - 7 );"
- "145: UAVModel waittill_notify_or_timeout_hostmigration_pause( \death\""" 3 );"
- "149: UAVModel waittill_notify_or_timeout_hostmigration_pause( \death\""" 4 );"
- 164: waittill_notify_or_timeout_hostmigration_pause( msg, timer )
- "122: level waittill( endonNotify );"
- "2619: level waittill_notify_or_timeout( \shot_rings_out\""" 1.5 );"
- "5351: waittill_notify_or_timeout( \damage\""" 1.5 );"
- "900: level waittill( sNotify );"
- "1191: level waittill_notify_or_timeout( \player_has_hit_too_many_from_hip\""" 10 );"
- "2903: level waittill_notify_or_timeout( \target_killed\""" 8 );"
- "4407: level.player waittill( notifyName );"
- "1884: ent waittill( \reach_notify\"" );"""
- "2203: waittillframeend;// delay a frame so if you end a loop with a notify then start a new loop, this guarentees that"
- "553: self waittill_notify_or_timeout( \damage_by_player\""" fRand );"
- "701: self waittill_notify_or_timeout( \damage_by_player\""" level.attackHeliTargetReaquire );"
- "714: eHeli waittill_notify_or_timeout( \damage_by_player\""" level.attackHeliPlayerBreak );"
- "1270: self waittill_notify_or_timeout( \draw_attention\""" 4 );"
- "96: level waittill( activate_notify );"
- "80: entity waittill( \friendlyfire_notify\""" damage attacker direction point method weaponName );"
- "98: level waittill( level.mortar_notify );"
- "1111: level waittill( level.explosion_startNotify[ strExplosion ] );"
- "589: level waittill( \cancel_notify\"" );"""
- "1580: level waittill_notify_or_timeout( \breaching\""" 3 );"
- "2391: level waittill( breach_notify );"
- "332: // notify and endon and waittill so we only do this a max of once per frame"
- "2644: self waittill( \fallback_notify\"" );"""
- "37: self waittill_notify_or_timeout( anime, randomfloatrange( 1.5, 3 ) );"
- "252: self waittill_notify_or_timeout( \goal\""" 2 );"
- "148: grenade waittill_notify_or_timeout( \death\""" 10 );"
- "47: self waittill( \weapon_fired\"" );// waits for Code notify when FireWeapon() is called."""
- "3326: ent notify( \waittill_dead guy died\"" );"""
- "3333: ent notify( \waittill_dead_guy_dead_or_dying\"" );"""
- "1224: grenade waittill_notify_or_timeout( \death\""" 10 );"
- "2611: self waittill( \vehicle_flag_arrived\""" notifymsg );"
- "4611: self waittill( \weapon_fired\"" );// waits for Code notify when FireWeapon() is called."""
- "5612: self waittill( \weapon_fired\"" );// waits for Code notify when FireWeapon() is called."""
- "1239: waittill_notify_or_timeout( \crashed_while_deploying\""" ropesDeployedAnimTime );"
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