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  1. self waittillmatch( anim_string, endMarker );
  2. self waittill( \killanimscript\" );"
  3.  
  4. self waittill( chatPhrase.soundAliases[ i ] );
  5. message = speaker waittill_any_return( \death\" \"done speaking\" \"cancel speaking\" );"
  6. self waittill( \burst_line_done\" );"
  7. soundOrg waittill( alias );
  8. self waittill( \death\" );"
  9. self waittill( \set name and rank\" );"
  10. message = respondTo waittill_any_return( \death\" \"done speaking\" \"cancel speaking\" );"
  11. officer waittill( \death\" );"
  12. self.squad waittill( \squad chat initialized\" );"
  13. self waittill( \grenade danger\" grenade );"
  14. self waittill( \trigger\" );"
  15. level waittill( \follow order\" speaker );"
  16. self waittill( \bulletwhizby\" shooter whizByDist );"
  17. self waittill( \damage\" amount attacker direction_vec point type );"
  18. self waittillmatch( \idle\" \"end\" );"
  19. self waittill( \grenadetest\" notetrack );"
  20. self waittill( \do_slow_things\" );"
  21. self waittill( \weapon_swap\" \"\" );"
  22. self waittill( \weapon_swap\" \"end\" );"
  23. self waittillmatch( flagName, \start_aim\" );"
  24. self waittill( \hell freezes over\" );// waits for the endons to happen"
  25. self waittillmatch( flagname, \end\" );"
  26. self waittillmatch( animName, \fire\" );"
  27. self waittillmatch( animName, \end\" );"
  28. self waittillmatch( animNotify, \end\" );"
  29. self waittillmatch( animName, \rechamber\" );"
  30. self waittill( \throwanim\" notetrack );"
  31. self waittillmatch( \throwanim\" \"end\" );"
  32. self waittill( \grenade_fire\" grenade );"
  33. self waittill( \reload_start\" );"
  34. self waittillreloadfinished();
  35. waittillReloadFinished()
  36. self waittill( \reload\" );"
  37. self waittill( \flashbang\" origin amount_distance amount_angle attacker attackerteam );"
  38. self waittillmatch( \changeStepOutPos\" \"start_aim\" );"
  39. self waittillmatch( \changeStepOutPos\" \"end\" );"
  40. self waittillmatch( \stepout\" \"start_aim\" );"
  41. self waittillmatch( \stepout\" \"end\" );"
  42. waittillframeend;
  43. self waittill( \cover_approach\" approach_dir );"
  44. approachWaitTillClose( node, checkDist )
  45. approachWaitTillClose( node, self.arrivalStartDist );
  46. self waittill( \runto_arrived\" );"
  47. self waittill_any( \goal_changed\" \"goal_changed_previous_frame\" );"
  48. self waittill( \goal_changed\" );"
  49. exposedApproachWaitTillClose()
  50. self exposedApproachWaitTillClose();
  51. self waittill( \suppression\" );"
  52. self waittill( \flinch_done\" );"
  53. self waittillmatch( \pop_up\" \"start_aim\" );"
  54. self waittillmatch( \pop_up\" \"end\" );"
  55. self waittill( \turret_use_failed\" );// generally this won't notify and we'll just not do any more cover_wall for now"
  56. self waittill( \continue_cover_script\" );"
  57. waittillframeend;// so quote gets set after _quotes sets it
  58. self waittill( \dog_early_notetrack\" );"
  59. self waittillmatch( \dog_death_anim\" \"dog_death\" );"
  60. self waittillmatch( \aianim\" \"end\" );"
  61. self.dog waittill_any( \death\" \"pain\" \"melee_stop\" );"
  62. self waittill( \enemy\" );"
  63. self waittill( \run\" );"
  64. self waittill( \path_changed\" doingReacquire newDir );"
  65. self waittill( \randomRunSound\" );"
  66. // waittill doorNode changes
  67. self waittill( \done_grenade_throw\" );"
  68. self waittill( \Face done waiting\" );"
  69. "// self waittillmatch (\animscript faceanim\""" \"dialogue\");"
  70. self waittill( \animscript facedone\" );"
  71. self waittill( \animscript facesound\" + msg );"
  72. self waittill( waitForString );
  73. self waittill( \never\" );"
  74. self waittill( \grenade_pickup\" );"
  75. self waittillmatch( \throwanim\" \"grenade_throw\" );"
  76. self waittillmatch( animFlag, notetrack );
  77. //gunner waittill( \damage\" damage attacker direction_vec point type modelName tagName partName dflags );"
  78. msg = gunner waittill_any_return( \damage\" flashedNotify );"
  79. self waittill( \pain_done\" );"
  80. gunner waittill( \death\" );"
  81. turret waittill( \new_fireTarget\" );"
  82. self waittillmatch( \minigun_turret\" \"end\" );"
  83. self waittill( \turret_on_target\" );"
  84. self waittill( fireTime_message );
  85. self waittill( \special_anim\" notetrack );"
  86. level waittill( \loadout complete\" );"
  87. anim waittill( \new exceptions\" );"
  88. self waittill( \grenade_fire\" grenade weaponName );"
  89. self waittill( \meleeanim\" note );"
  90. self waittill( \weapon_dropped\" droppedWeapon );"
  91. self waittill( \partner_end_melee\" );"
  92. self waittill( \path_need_dodge\" dodgeEnt dodgeEntPos );"
  93. self waittill( \bulletwhizby\" shooter );"
  94. self waittillmatch( animFlag, \start_aim\" );"
  95. self waittill( \death\" attacker type );"
  96. self waittill( \falling\" note );"
  97. self waittillmatch( \corner_grenade_pain\" \"dropgun\" );"
  98. self waittillmatch( \corner_grenade_pain\" \"anim_pose = \\"back\\"\" );"
  99. self waittillmatch( \corner_grenade_pain\" \"grenade_left\" );"
  100. self waittillmatch( \corner_grenade_pain\" \"end\" );"
  101. self.deathFunction = ::waitTillGrenadeDrops;
  102. org waittill( \sounddone\" );"
  103. self waittillmatch( \corner_grenade_die\" \"end\" );"
  104. waitTillGrenadeDrops()
  105. self waittill( \grenade_drop_done\" );"
  106. self waittill( \ai_event\" event originator position );"
  107. self waittill( \bullet_hitshield\" );"
  108. self waittillmatch( \hitreact\" \"end\" );"
  109. self waittillmatch( flagName, dropGunNotetrack );
  110. self waittillmatch( flagName, pickupNewGunNotetrack );
  111. self waittill_any( \killanimscript\" \"movemode\" \"switchEnded\" \"complete_weapon_switch\" );"
  112. turret waittill( \turretstatechange\" );"
  113. owner waittill( \killanimscript\" );// code"
  114. self waittillmatch( \shootdone\" \"fire\" );"
  115. self waittill (\end_sequence\");"
  116. "// self waittill (\animdone\"");"""
  117. "// self waittill(\animdone\"");"""
  118. self waittillmatch( \transAnimDone2\" \"anim_pose = \\"crouch\\"\" );"
  119. waittillframeend;// so that the one in donotetracks gets hit first
  120. self waittillmatch( \transAnimDone2\" \"end\" );"
  121. self waittill( flagName, note );
  122. waittillframeend;// this gives a chance for anything else waiting on \fire\" to shoot"
  123. waittillframeend; // in case a previous ramboAim call is still doing its clearanims
  124. self waittill( flagName, noteTrack );
  125. self waittill_any( \killanimscript\" \"abort_reload\" );"
  126. level waittill( \an_enemy_shot\" guy );"
  127. self waittill_any( \killanimscript\" \"stop_deciding_how_to_shoot\"/* \"return_to_cover\"*/ );"
  128. self waittill( \snowmobile_event_finished\" );"
  129. self waittill( \start_blending_reload\" );"
  130. anim waittill( \loadout complete\" );"
  131. anim waittill( \squadupdate\" action );"
  132. self waittill( \death\" attacker );"
  133. self waittillmatch( \special_idle\" \"end\" );"
  134. self waittillmatch( \prone_idle\" \"end\" );"
  135. turret waittill( \turretstatechange\" );// code or script"
  136. "// self waittillmatch(\stepanim\""" \"gravity on\");"
  137. self waittillmatch( \jumpanim\" \"finish\" );"
  138. "// self waittillmatch(\diveanim\""" \"gravity on\");"
  139. self waittillmatch( \jumpanim\" \"gravity on\" );"
  140. self waittillmatch( \diveanim\" \"gravity on\" );"
  141. self waittillmatch( \diveanim\" \"noclip\" );"
  142. self waittillmatch( \traverse\" \"gravity on\" );"
  143. self waittillmatch( \traverse\" \"blend\" );"
  144. self waittillmatch( \stepanim\" \"gravity on\" );"
  145. "// self waittillmatch(\traverse\""" \"gravity on\");"
  146. self waittill( \time is up\" );"
  147. self waittill( \spawned\" spawn );"
  148. waittillend( msg )
  149. self waittillmatch( msg, \end\" );"
  150. waittill_string( msg, ent )
  151. self waittill( msg );
  152. waittill_multiple( string1, string2, string3, string4, string5 )
  153. ent waittill( \returned\" );"
  154. waittill_multiple_ents( ent1, string1, ent2, string2, ent3, string3, ent4, string4 )
  155. ent1 thread waittill_string( string1, ent );
  156. ent2 thread waittill_string( string2, ent );
  157. ent3 thread waittill_string( string3, ent );
  158. ent4 thread waittill_string( string4, ent );
  159. \Name: waittill_any_return( <string1> <string2> <string3> <string4> <string5> )\""
  160. \Example: msg = level.player waittill_any_return( \"weapon_fired\" \"player_flash\" \"player_frag\" );\""
  161. waittill_any_return( string1, string2, string3, string4, string5 )
  162. ent waittill( \returned\" msg );"
  163. \Name: waittill_any_timeout( <timeOut> <string1> <string2> <string3> <string4> <string5> )\""
  164. waittill_any_timeout( timeOut, string1, string2, string3, string4, string5 )
  165. \Name: waittill_any( <string1> <string2> <string3> <string4> <string5> <string6> <string7> <string8> )\""
  166. waittill_any( string1, string2, string3, string4, string5, string6, string7, string8 )
  167. self waittill( string1 );
  168. waittill_any_ents( ent1, string1, ent2, string2, ent3, string3, ent4, string4, ent5, string5, ent6, string6, ent7, string7 )
  169. ent1 waittill( string1 );
  170. level waittill( msg, other );
  171. level waittill( msg );
  172. \Name: waittill_either( <msg1> <msg2> )\""
  173. \Example: level waittill_either( \"yo\" \"no\" );\""
  174. waittill_either( msg1, msg2 )
  175. self waittill( msg2 );
  176. // cheaper to do the upkeep at this time rather than with endons and waittills on the individual triggers
  177. level waittill_either( flag1, flag2 );
  178. msg = level waittill_any_return( flag1, flag2 );
  179. level waittill_any( flag1, flag2, flag3, flag4, flag5, flag6 );
  180. msg = level waittill_any_return( flag1, flag2, flag3, flag4, flag5, flag6 );
  181. \Name: waittill_notify_or_timeout( <msg> <timer> )\""
  182. waittill_notify_or_timeout( msg, timer )
  183. waittillframeend;// so it hides stuff after it shows the new stuff
  184. self waittill( ender );
  185. self waittill( \stop sound\" + alias );"
  186. waittillframeend;// let _load run first
  187. self waittill( \damage\" damage attacker direction_vec point type modelName tagName partName dflags );"
  188. self waittill( \queue_processed\" success );"
  189. self waittill( \damage\" damage attacker direction_vec point type );"
  190. self waittill_any( \destroyed\" \"remove_badplace\" );"
  191. self waittill( \queue_processed\" );"
  192. eModel waittill( \stop sound\" + alias );"
  193. level waittill( \putout_fires\" );"
  194. self waittill( \stop_car_alarm\" );"
  195. self waittill( \exploded\" );"
  196. waittillframeend;// wait for same area post brushes to connect before we disconnect
  197. waittillframeend;// wait for same area pre brushes to connect before we disconnect
  198. level waittill( \new_destructible_spotlight\" );"
  199. level waittill( \connecting\" player );"
  200. level waittill( \prematch_over\" );"
  201. self waittill( \start_flyby\" );"
  202. self waittill( \flyby_done\" );"
  203. self waittill( \trigger\" player );"
  204. vending_machine waittill( \damage\" damage other direction_vec P type );"
  205. self waittill( \trigger_enter\" player );"
  206. self waittill_any( \dmg_triggered\" \"touch_triggered\" \"weapon_triggered\" );"
  207. self waittill_any_or_timeout( \dmg_triggered\" \"touch_triggered\" \"weapon_triggered\" ( alarm_timeout + 2 ) );"
  208. waittill_any_or_timeout( msg1, msg2, msg3, timer )
  209. self waittill_weapon_placed();
  210. waittill_weapon_placed()
  211. self waittill( \touch_triggered\" );"
  212. damage_trig waittill( \damage\" damage other direction_vec P type );"
  213. self waittill( \trigger_enter\" );"
  214. self waittill( \trigger_leave\" leftTrigger );"
  215. self waittill( \trigger_empty\" );"
  216. waittill_copier_copies()
  217. waittill_copier_copies();
  218. self.copier waittill( \FX_State_Change0\" );"
  219. inside_trig waittill( \trigger\" player );"
  220. self waittill_or_timeout( \floor_override\" level.elevator_waittime );"
  221. param = inside_trig discrete_waittill( \trigger\" );"
  222. self waittill_any( \closed_inner_doors\" " \""interrupted\"" ); // Wait for inner doors to close for the safty of our valued customers."""
  223. self waittill( \opened_floor_\" + floor_num + \"_outer_doors\" );"
  224. self waittill( \elevator_moved\" );"
  225. player = self discrete_waittill( \trigger\" );"
  226. player waittill( \menuresponse\" menu response );"
  227. door_trig waittill( \trigger\" player );"
  228. self waittill_finish_moving( mainframe, self.e[ \floor\" + floor_num + \"_pos\" ] );"
  229. self waittill_finish_moving( left_door, closed_pos, right_door, closed_pos );
  230. self waittill_finish_moving( left_door, left_opened_pos, right_door, right_opened_pos );
  231. // setup discrete trigger for discrete waittill
  232. "self disable_trigger(); // disable trigger, enable again only when waittill on"
  233. // trigger only exist when waittill upon
  234. discrete_waittill( msg )
  235. self.motion_trigger waittill( msg, param );
  236. self waittill( msg, param );
  237. waittill_finish_moving( ent1, ent1_moveto_pos, ent2, ent2_moveto_pos )
  238. waittill_or_timeout( msg, timer )
  239. // wrapper for the exploder function so we dont have to use flags and do ifs/waittills on every exploder call
  240. waittillframeend;// Wait one frame so the effects get setup by the maps fx thread
  241. waittillframeend;// Wait another frame so effects can be loaded based on start functions. Without this FX are initialiazed before they are defined by start functions.
  242. level waittill( \start fx\" + self.fxStart );"
  243. level waittill( \stop fx\" + self.fxStop );"
  244. ent waittill( \effect id changed\" change );"
  245. ent waittill( \effect org changed\" change );"
  246. ent waittill( \effect delay changed\" change );"
  247. ent waittill( \effect deleted\" );"
  248. level waittill( \forever\" );"
  249. level waittill( \clear_previews\" );"
  250. waittillframeend;// insure that structs are initialized
  251. self waittill( \damage\" damage other direction_vec P type );"
  252. //self waittill_player_or_sentry_death();
  253. self waittill( \death\" attacker cause );"
  254. self waittill( \disconnect\" );"
  255. self waittill_either( \turretstatechange\" \"cooled\" );"
  256. self waittill_either( \cooled\" \"sentry_carried\" );"
  257. self waittill( \allow_fire\" );"
  258. self waittill_any( \sentry_placement_finished\" \"sentry_placement_canceled\" \"death\" );"
  259. self waittill_any( \sentry_placement_finished\" \"sentry_placement_canceled\" );"
  260. self waittill_any( \sentry_placement_canceled\" \"death\" \"disconnect\");"
  261. self waittill_any( \sentry_placement_canceled\" );"
  262. level waittill( \game_ended\" );"
  263. self waittill_any( \death\" \"cancel sentry\" );"
  264. "waittillframeend; // wait so self.placingSentry can get cleared before notifying script that we can give the player another turret"
  265. self waittill( \damage\" amount attacker direction_vec point type modelName tagName );"
  266. owner waittill_any( \disconnect\" \"joined_team\" \"joined_spectators\" );"
  267. self.owner waittill_any( \death\" \"disconnect\" );"
  268. self waittill( \emp_damage\" attacker duration );"
  269. level waittill( \emp_update\" );"
  270. dual_waittill( ent1, msg1, ent2, msg2 )
  271. level waittill ( \hell_freezes_over_AND_THEN_thaws_out\" );"
  272. // waittill after the player moves
  273. level.price waittill( \goal\" );"
  274. self waittill_any( \death\" \"group2_guy_alerted\" );"
  275. level waittill( sNotifyString );
  276. waitNode waittill( \trigger\" );"
  277. trig waittill( \trigger\" other );"
  278. self waittill( \_stealth_spotted\" );"
  279. msg = level waittill_any_return( \player_shot_someone_in_group1\" \"countdown_kill_dialogue_done\" );"
  280. guy waittill( \death\" );"
  281. dog waittill( \death\" attacker );"
  282. level waittill( \_stealth_spotted\" );"
  283. self waittill( \damage\" damage attacker );"
  284. msg = level waittill_any_return( \player_shot_someone_in_group1\" \"road_group2_coming_back\" );"
  285. msg = level waittill_any_return( \price_repositioned\" \"road_group2_alerted\" );"
  286. level waittill( \player_shot_someone_in_group2\" victim );"
  287. ai waittill( \death\" );"
  288. rappel_trigger waittill( \trigger\" );"
  289. self waittill( \goal\" );"
  290. self waittill( \_patrol_reached_path_end\" );"
  291. level.price waittill_any_timeout( 7.5, \goal\" ); // timeout in case Price gets hung up on something... this has never actually happened in my testing though"
  292. thread barracks_biggroup_waittill_gone();
  293. barracks_waittill_stealth_normal();
  294. level.price waittill( \scripted_shuffle_done\" );"
  295. barracks_waittill_stealth_normal()
  296. level waittill( \price_at_node\" );"
  297. level.price thread waittill_goal_stealthspotted_interrupt();
  298. msg = level waittill_any_return( \player_shot_someone_on_stairs\" \"barracks_stairguys_countdown_dialogue_done\" );"
  299. priceVictim waittill( \death\" );"
  300. waittill_goal_stealthspotted_interrupt()
  301. self waittill_any( \goal\" \"level_stealth_spotted\" );"
  302. barracks_biggroup_waittill_gone()
  303. self stealth_enemy_waittill_alert();
  304. guard waittill( \death\" );"
  305. level.price waittill( \anim_reach_complete\" );"
  306. self waittillmatch( \single anim\" \"end_reaction\" );"
  307. self waittill_any( \playerclose\" \"bulletwhizby\" \"bullethit\" \"damage\" \"flashbang\" \"grenade danger\" \"explode\" );"
  308. self waittill( \ai_event\" msg );"
  309. level.player waittill( \playerjump\" );"
  310. level waittill_any( \steamroom_price_knifekill_abort\" \"steamroom_price_knifekill_started\" );"
  311. self waittillmatch( \custom_animmode\" \"knife pullout\" );"
  312. //level.player waittill_either_or_timeout( \weapon_change\" \"done_with_ledge_sequence\" );"
  313. level.player waittill_notify_or_timeout( \weapon_change\" 5 );"
  314. level.player waittill_notify_or_timeout( \weapon_change\" 1 );"
  315. level waittill( \player_killed_an_enemy\" );"
  316. self waittill( \reached_dynamic_path_end\" );"
  317. self waittill( \jumpedout\" );"
  318. blackhawk_overlook_rappel waittill( \unloaded\" );"
  319. level.price waittill( \nag_anim\" );"
  320. self waittillmatch( \looping anim\" \"end\" );"
  321. level waittill( \A door in breach group 1 has been activated.\" );"
  322. self waittill( \unloaded\" );"
  323. trig waittill( \trigger\" );"
  324. littlebird_crasher waittill( \crash_done\" );"
  325. "// self waittill( \goal\"" );"""
  326. eDamageTrigger waittill( \damage\" damage attacker direction_vec point type modelName tagName partName idFlags );"
  327. "waittillframeend; // wait for stealth system to finish setting ignoreme"
  328. self waittill( \clearing_specialIdleAnim\" );"
  329. ent waittill( killNotify );
  330. self waittill( \damage\" );"
  331. tag_origin waittill( \open_fov\" );"
  332. ending_player_rig waittillmatch( \single anim\" \"end\" );"
  333. speaker waittill( \sounddone\" );"
  334. level.player waittill( \death\" );"
  335. door waittill( \rotatedone\" );"
  336. self waittill( \exploding\" );"
  337. level waittill( \explosion_earthquake\" exploding_ent_origin );"
  338. level waittill( \swing\" mag );"
  339. waittill_trigger_array( triggers )
  340. triggers[ 0 ] waittill( \trigger\" );"
  341. org waittill ( \sounddone\" );"
  342. waittillframeend;// let the spawned vehicle run its spawn_func to catch this useby notify.
  343. waittillframeend; // let the start points initiate stuff first
  344. waittillframeend;// let the actual start functions run before this one
  345. "// Avatar One, gimme a sitrep, over! self waittill( \trigger\"" );"""
  346. self waittill( \trigger\" other );"
  347. msg = chaseobj waittill_any_return( \zodiac_treadfx_stop\" \"veh_leftground\" );"
  348. msg = chaseobj waittill_any_return( \zodiac_treadfx_go\" \"veh_landed\" );"
  349. chaseobj waittill_any( \stop_bike\" \"death\" \"kill_treadfx\" );"
  350. self waittill( \veh_leftground\" );"
  351. self waittill( \veh_landed\" );"
  352. self waittill( \veh_jolt\" jolt );"
  353. self waittill( \veh_boatbounce\" force );"
  354. self waittill( \veh_collision\" collision start_vel );"
  355. level waittill( \zodiac_catchup\" );"
  356. self waittill( \trigger\" heli );"
  357. level.players_boat waittill( notify_str );
  358. ent waittill( \death\" );"
  359. self waittill( \veh_jolt\" );// veh_collision wasn't working just make it crash when it jolts around the player that should do."
  360. self waittill( \vehicle_mount\" player );"
  361. trigger waittill( \trigger\" );"
  362. level.players_boat waittill( \vehicle_mount\" );"
  363. type = level waittill_any_return( \dialog_direction\" \"dialog_helicopter_six\" \"dialog_helicopter_ahead\" \"dialog_rpg_bridge_guy\" );"
  364. waittillframeend;// let players boat get spawned and defined
  365. //self waittill ( \death\" );"
  366. end_price_crazy waittill( \trigger\" );"
  367. self waittill ( \trigger\" );"
  368. waittillframeend; // let _load run
  369. waittillframeend; // after _load
  370. waittillframeend; // after catchup thread.
  371. self waittill( \crawling\" notetrack );"
  372. waittillframeend;// so e~q_ent will be defined
  373. waittillframeend; // if came from a start_ function
  374. level waittill( \knife_pulled_out\" );"
  375. self waittill( \reached_path_end\" );"
  376. "self waittill( \goal\"" ); // need nodes first"""
  377. level waittill( \stop_idle_crawl_fight\" );"
  378. level waittill( \never\" );"
  379. level waittill( \clear_hurt_pulses\" );"
  380. level.player waittill( \throw\" );"
  381. "/* level waittill( \end_fade_out\"" );"""
  382. level waittill( \slowview\" time );"
  383. level waittill( \link_player\" );"
  384. waittillframeend;// let anims get put in place first
  385. level waittill( \waiting_for_player_to_look_at_knife\" );"
  386. level waittill( \lerp_view_after_uses_knife\" );"
  387. level waittill( \second_knife_pull\" );"
  388. level waittill( \aim_at_shepherd\" );"
  389. level waittill( \pull_back_knife_anim_starts\" );"
  390. waittillframeend;// this always runs last
  391. level.player waittill( \player_did_melee\" );"
  392. heli waittill( \death\" );"
  393. target_ent waittill( \movedone\" );"
  394. "// target_ent waittill( \movedone\"" );"""
  395. trigger waittill( \trigger\" zodiac );"
  396. self waittill (\trigger\");"
  397. trigger add_wait( ::waittill_msg, \trigger\" );"
  398. add_wait( ::waittill_dead_or_dying, ai );
  399. actor add_abort( ::waittill_msg, \death\" );"
  400. waittill_dead_or_dying( ai );
  401. waittill_dead_or_dying( ai, ai.size - 3 );
  402. volume waittill_volume_dead_or_dying();
  403. victor waittill( \goal\" );"
  404. add_wait( ::waittill_dead_or_dying, ai, 4 );
  405. add_wait( ::waittill_dead_or_dying, ai, 3 );
  406. add_wait( ::waittill_dead_or_dying, ai, num );
  407. level.makarov waittill( \reached_path_end\" );"
  408. actor add_wait( ::waittill_msg, \reached_path_end\" );"
  409. self waittill( \rotatedone\" );"
  410. level.makarov add_wait( ::waittill_msg, \goal\" );"
  411. level.comrad add_wait( ::_waittillmatch, \single anim\" \"end\" );"
  412. self waittillmatch( \single anim\" \"dialog\" );"
  413. level waittillmatch( \glass_destroyed\" glassID );"
  414. doors[ \left\" ] waittill( \"movedone\" );"
  415. self waittill( \spawned\" );"
  416. self add_wait( ::waittill_msg, \reached_path_end\" );"
  417. self waittill( \damage\" amt attacker );"
  418. self add_wait( ::waittill_msg, \goal\" );"
  419. node waittill( \trigger\" );"
  420. self waittill( \trigger\" actor );"
  421. self add_wait( ::waittill_entity_in_range, level.player, 550 );
  422. waittillframeend;// - > because civilian subclass script isn't finished running...which is weak - subclass scripts should run before any spawnfuncs do
  423. self add_wait( ::waittill_msg, \death\" );"
  424. waittillframeend;// - > some of the following functions require a partner which might not be initilized yet
  425. mate add_abort( ::waittill_msg, \death\" );"
  426. mate add_wait( ::waittill_msg, \death\" );"
  427. self add_abort( ::waittill_msg, \death\" );"
  428. self waittill_player_lookat( undefined, .25, undefined, undefined, self );
  429. self add_wait( ::waittill_msg, msg );
  430. enemy add_abort( ::waittill_msg, \death\" );"
  431. enemy waittill( \death\" );"
  432. guy waittill( \goal\" );"
  433. waittillframeend;// default civilian nonsense
  434. node add_wait( ::waittill_msg, \airport_security_guard_4\" );"
  435. level.makarov add_abort( ::waittill_msg, \m79_shot\" );"
  436. level.makarov waittill( \m79_shot2\" );"
  437. node add_wait( ::waittill_msg, \react_stand_2_run_180\" );"
  438. level.makarov waittill( \m79_shot\" );"
  439. self waittill( \switch_to_nade_death\" );"
  440. elevator waittill( \elevator_moved\" );"
  441. elevator waittill( \closed_inner_doors\" );"
  442. node waittill( self.anime );
  443. self add_abort( ::waittill_msg, \reached_path_end\" );"
  444. //self waittill( \casual_killer_walk_point\" );"
  445. //self waittill( \reached_path_end\" );"
  446. waittillframeend;// because animscripts is going to set his angle on goal after this.
  447. self add_wait( ::waittill_msg, \damage\" );"
  448. level.makarov waittillmatch( \single anim\" \"kick\" );"
  449. self waittill( \unload\" );"
  450. node add_wait( ::waittill_msg, \trigger\" );"
  451. group waittill( \goal\" );"
  452. level waittill( \tarmac_riotshield_group_van_ready\" );"
  453. group waittill_notify_or_timeout( \goal\" 5 );"
  454. self waittill( \break_group\" );"
  455. //self add_wait( ::_waittillmatch, \ai_event\" \"grenade danger\" );"
  456. self add_wait( ::waittill_msg, \bullet_hitshield\" );"
  457. member add_wait( ::waittill_msg, \goal\" );"
  458. member add_abort( ::waittill_msg, \tarmac_retreat_logic\" );"
  459. group add_wait( ::waittill_msg, \goal\" );"
  460. group add_wait( ::waittill_msg, \break_group\" );"
  461. waittillframeend;// so that the large goal radius will be set
  462. level waittill( \spawned\" + value );"
  463. self waittill( \drone_spawned\" guy );"
  464. self waittill( \trigger\" guy );"
  465. waittill_dead_or_dying( ai, ai.size - 4 );
  466. self waittill_any( \reached_end_node\" \"death\" );"
  467. self waittill( \hack_unload\" );"
  468. guy waittill( \single anim\" );"
  469. guy waittill_either( \death\" \"hack_unloaded\" );"
  470. self waittill( \anim_reach_complete\" );"
  471. self waittill( \stand_exposed_wave_halt_v2\" );"
  472. self waittill( \trigger\" );*/"
  473. level.makarov waittillmatch( \single anim\" \"end\" );"
  474. level.makarov waittill( \done_shoot_player\" );"
  475. self waittillmatch( \single anim\" \"end\" );"
  476. level waittillmatch( \glass_destroyed\" glass );// glass_destroyed"
  477. self waittill( \damage\" amt attacker vec point type );"
  478. self waittill( \single anim\" notetrack );"
  479. link waittill( \movedone\" );"
  480. waittill_dead_or_dying( level.team, numdead, CONST_FF_AUTOKILL_TIME );
  481. self waittill( \attack\" );"
  482. self waittill( \ai_event\" type nade );"
  483. self waittill( \took_damage\" amount );"
  484. level.player waittill( \death\" attacker cause weaponName );"
  485. elevator waittill( \elevator_moving\" );"
  486. level waittill( \stop_music\" );"
  487. self waittillmatch( \single anim\" \"break_bottle\" );"
  488. level.foley waittill( \goal\" );"
  489. use_trig waittill( \trigger\" );"
  490. level waittill( \action moment\" );"
  491. self waittill( \resuming speed\" );"
  492. self waittill( \wait for gate\" );"
  493. self waittill( \spawned\" guy );"
  494. guy waittill( \jumpedout\" );"
  495. level waittill( \delete_all_fake_choppers\" );"
  496. player waittill( \use_laser\" );"
  497. self waittill( \fired_laser\" );"
  498. zpu waittill( \death\" );"
  499. gunner waittill( \damage_notdone\" );"
  500. self waittill( \trigger\" vehicle );"
  501. car waittill( \reached_end_node\" );"
  502. trigger waittill( \trigger\" player );"
  503. self waittill_notify_or_timeout( \turret_rotate_stopped\" 1.0 );"
  504. level.player waittill_any_timeout( 6, \weapon_fired\" \"grenade_fire\" );"
  505. self waittill_damage( damage_types, undefined, true, 9 );
  506. self waittill_damage( damage_types, undefined, true, 4 );
  507. turret waittill( \turret_ready\" );"
  508. self waittill( \damage\" damage guy );"
  509. sight_ent waittill_player_lookat( undefined, undefined, undefined, 5, vehicle );
  510. vehicle waittill_notify_or_timeout( \death\" 5 );"
  511. self waittill( \rpg_fired\" );"
  512. level waittill( \spawn_littlebird\" ent_str );"
  513. heli waittill( \reached_dynamic_path_end\" );"
  514. level waittill_stack_add( \trigger\" trigger );"
  515. level waittill( \waittill_stack\" msg trigger );"
  516. level waittill_stack_clear(); // clear stack
  517. turret waittill( \turret_ready\" ); // could this break it?"
  518. self waittill_either( \death\" \"pain_death\" );"
  519. self waittill_any( \goal\" \"near_goal\" );"
  520. level.btr80 waittill( \death\" );"
  521. level.heli waittill( \death\" );"
  522. self add_func( ::waittill_msg, \death\" );"
  523. level.c130.ramp_trigger waittill( \trigger\" vehicle );"
  524. self waittill( \veh_jolt\" vector );"
  525. self waittill( \boarding_vehicle\" );"
  526. self waittill( \missile_fire\" );"
  527. tanker waittill_damage( damage_types );
  528. tanker waittill( \destroyed\" );"
  529. self waittill( \boneyard_uaz_mount\" );"
  530. anim_model waittillmatch( \uaz_door_anim\" \"end\" );"
  531. self waittill( \event\" event );"
  532. vehicle waittill_still( 4, 200 );
  533. vehicle waittill( \death\" );"
  534. self waittill_still( wait_time, 200 );
  535. waittill_still( timeout, still_point )
  536. pivot_1 waittill( \rotatedone\" );"
  537. pivot_2 waittill( \rotatedone\" );"
  538. level waittill( \hinge_stopped\" hatch );"
  539. rig waittillmatch( \flare_anim\" \"end\" );"
  540. self waittill( \finished spawning\" );"
  541. self waittill_any( \death\" \"tobedeleted\" \"long_death\" );"
  542. self waittill_any_timeout( 3, \damage\" \"goal\" );"
  543. self waittill_stack_add( \bulletwhizby\" );"
  544. self waittill_stack_add( \damage\" );"
  545. self waittill( \waittill_stack\" msg );"
  546. ( msg == \bulletwhizby\" && self.waittill_stack.a == level.player )"
  547. ( msg == \damage\" && self.waittill_stack.b == level.player )"
  548. self waittill_stack_clear(); // removes variables used by waittill_stack.
  549. self waittill_stack_add( \reached_dynamic_path_end\" );"
  550. self waittill_stack_add( \react\" );"
  551. self waittill( \waittill_stack\" msg );"
  552. amount = self.waittill_stack.a;
  553. damager = self.waittill_stack.b;
  554. self waittill_either( \goal\" \"near_goal\" );"
  555. self waittill( \rpg_guy_done\" );"
  556. self waittill_notify_or_timeout( \missile_fire\" timeout );"
  557. self waittill_notify_or_timeout( \goal\" 5 );"
  558. "waittillframeend; // lets everyone that waits for the flag continue their thread."
  559. guy waittill( \animontag_thread\" );"
  560. killer_bird waittill_either( \goal\" \"near_goal\" );"
  561. killer_bird waittill( \goal\" );"
  562. waittill_damage( damage_types, attacker_ent, endon_death, timeout )
  563. self waittill( msg_str );
  564. target_ent.fake_target add_wait( ::waittill_msg, \death\" );"
  565. target_ent add_wait( ::waittill_either, \death\" \"pain_death\" );"
  566. msg = self waittill_any_return( \turret_no_vis\" \"turret_on_vistarget\" );"
  567. self waittill_either( \turret_on_target\" \"death\" );"
  568. self waittill( \damage\" amount damager );"
  569. waittill_stack_add( msg, ent )
  570. ent: optional ent to waittill on instead of self.
  571. level waittill_stack_add( \damage\" ai1 ); // waits for damage on ai1"
  572. level waittill_stack_add( \damage\" ai2 ); // waits for damage on ai2"
  573. level waittill( \waittill_stack\" msg ent ); // returns messge and ai1 or ai2 on damage to either"
  574. "damager = level.waittill_stack.b; // gets the second variable passes by the notify."
  575. level waittill_stack_clear(); // cleans up any variables.
  576. if ( !isdefined( self.waittill_stack ) )
  577. self.waittill_stack = spawnstruct();
  578. waittill_stack_clear()
  579. self notify( \waittill_stack\" );"
  580. self.waittill_stack = undefined;
  581. waittill_stack_thread( msg, ent )
  582. self endon( \waittill_stack\" );"
  583. ent waittill( msg, a, b, c, d, e, f );
  584. self.waittill_stack.a = a;
  585. self.waittill_stack.b = b;
  586. self.waittill_stack.c = c;
  587. self.waittill_stack.d = d;
  588. self.waittill_stack.e = e;
  589. self.waittill_stack.f = f;
  590. self notify( \waittill_stack\" msg ent );"
  591. level.cc waittill( \move\" line );"
  592. level.camera waittill( \reached_end_node\" );"
  593. level waittill( \cam_hostage\" );"
  594. level add_abort( ::waittill_msg, \new_room_anim_go\" );"
  595. self waittill( \new_custom_anim\" );"
  596. self waittill( \panic_button\" );"
  597. trigger waittill( \trigger\" other );"
  598. dsm waittill( \trigger\" );"
  599. level waittill( \follow_price_obj\" );"
  600. self waittill_entity_in_range( level.player, 980 );
  601. self waittill_entity_in_range( level.player, 600 );
  602. level.price waittill_entity_in_range( self, 300 );
  603. waittillframeend; // so flags get set and music will play from start points
  604. welder waittill( \death\" );"
  605. nearDoorStruct waittill( \trigger\" other );"
  606. self waittill( \script_requires_player\" );"
  607. self waittill_any( \pain\" \"pain_death\" \"death\" );"
  608. self waittill( \animscript_shot\" );"
  609. self waittill( \death\" killer method );"
  610. self waittill_entity_in_range( level.player, 650 );
  611. self waittill_player_lookat_for_time( 0.4 );
  612. self waittill( \death\" killer );"
  613. level.player waittill_in_range( obj_origin, 600 );
  614. level.player waittill_in_range( obj_origin, 180 );
  615. //self waittill_entity_out_of_range( level.player, 650 );
  616. self waittill_entity_in_range( level.player, 1200 );
  617. self waittill( \bmp_aim_at_player\" );"
  618. self waittill( \unloading\" );"
  619. self waittill( \spawned\" vehicle );"
  620. vehicle waittill( \unloading\" );"
  621. level waittill( \tarmac_snowmobile_unload\" );"
  622. self waittill_either( \veh_collision\" \"driver_died\" );"
  623. self waittill( \driver_died\" other );"
  624. level waittill( \kill_price\" );"
  625. level.price waittillmatch( \single anim\" \"end\" );"
  626. level.player waittill_entity_in_range( level.price, 300 );
  627. "// self waittill( \death\"" );"""
  628. level.player waittill( \detonate\" );"
  629. new_target waittill ( \death\" );"
  630. waittillframeend;// for price_tells_you_plan_b() to progress
  631. thread waittill_reload();
  632. waittill_reload()
  633. level.player waittill( \reload_start\" );"
  634. level waittill( \cliff_death\" );"
  635. waittillframeend; // for a chance for cliffdeaths to get increments
  636. self add_wait( ::waittill_player_not_position, positions );
  637. level waittill( \new_player_position\" );"
  638. self add_wait( ::waittill_player_position, positions );
  639. position = waittill_player_not_position( positions );
  640. waittill_player_position( positions )
  641. level waittill( \new_player_position\" position );"
  642. waittill_player_not_position( positions )
  643. level waittill( \new_player_position\" new_position );"
  644. driver waittill( \death\" );"
  645. level.player_snowmobile waittill( \vehicle_mount\" otherEnt );"
  646. waittillframeend; // for the mount vehicle to finish.
  647. level waittill( \new_icepick_snowmobile\" );"
  648. rider waittill( \death\" );"
  649. avalanche_heli waittill( \reached_dynamic_path_end\" );"
  650. price_goes_down_hill waittill( \trigger\" other );"
  651. self waittill( \reached_end_node\" );"
  652. level.price waittill( \jumpedout\" );"
  653. self waittill_either( \death\" \"veh_collision\" );"
  654. waittillframeend;// for chase_vehicles to be up to date
  655. self waittill_either( \goal\" \"death\" );"
  656. waittillframeend; // wait until the littlebird starts moving cause its waiting on the same flag
  657. self waittill( \near_goal\" );"
  658. //self waittill( \player_evac\" );"
  659. add_wait( ::waittill_msg, \trigger\" );"
  660. level add_wait( ::waittill_msg, \player_boards\" );"
  661. "// self waittill( \reached_end_node\"" );"""
  662. //ai waittill_any( \death\" \"pain_death\" \"_stealth_enemy_alert_level_change\" \"_stealth_attack\" \"restart_attack_behavior\" );"
  663. self waittill( \_stealth_bad_event_listener\" );"
  664. waittill_notify_or_timeout( \near_enemy\" 3 );"
  665. targetguy2 waittill( \death\" );"
  666. level.player waittill( \weapon_fired\" );"
  667. level.truck_patrol waittill( \death\" );"
  668. self waittill ( \death\" );"
  669. self waittill( \safe_to_unload\" );"
  670. //self waittill( \unloaded\" );"
  671. self waittillmatch( \noteworthy\" \"end_of_path\" );"
  672. "// self waittill( \damage\"" );"""
  673. level.player waittill_entity_in_range( self, 800 );
  674. self waittill( \enteredvehicle\" );"
  675. self waittill( \normal\" );"
  676. level.gauntlet_east waittill( \death\" );"
  677. level.gauntlet_west waittill( \death\" );"
  678. add_wait( ::waittill_base_alerted );
  679. "// //level waittill( \forever\"" );"""
  680. missile01_start waittill( \movedone\" );"
  681. players_key waittill( \trigger\" player );"
  682. waittill_base_alerted()
  683. level.player waittill( \projectile_impact\" weaponName position radius );"
  684. level waittill( \remote_missile_exploded\" );"
  685. self waittill( \bad_path\" );"
  686. self waittill( \kill_badplace_forever\" );"
  687. self waittill_entity_in_range( level.player, 1000 );
  688. self waittill_either( \unloaded\" \"death\" );"
  689. level.price waittill_entity_in_range( level.rasta, 300 );
  690. level.price waittill_entity_in_range( level.player, 600 );
  691. volume waittill_volume_dead();
  692. //level.player waittill_entity_in_range( level.btr_slider, 2200 );
  693. level.player waittill_entity_out_of_range( level.price, 1000 );
  694. level waittill( \_stealth_saw_corpse\" );"
  695. level waittill( \player kill dialog\" );"
  696. level waittill( \dialog_price_kill\" );"
  697. level waittill( \dialog_price_kill_dog\" );"
  698. level waittill( \price_starts_following\" );"
  699. //level waittill( \price_goes_halfway_across_bridge\" );"
  700. level waittill( \dialog_someone_is_alert\" );"
  701. thread monitor_waittill_stealth_normal();
  702. monitor_waittill_stealth_normal()
  703. newMissile waittill( \death\" );"
  704. cargo_heli waittill( \death\" );"
  705. self waittill( \attach rocket\" );//notetrack"
  706. self waittill( \fire rocket\" );//notetrack"
  707. self waittill( \drop rocket\" );//notetrack"
  708. fire_pos_ent waittill( \at4_fire\" );"
  709. self waittill( \finished_anim_reach\" );"
  710. //self waittill( \goal\" );"
  711. "// level.gauntlet_east waittill( \death\"" );"""
  712. "// level.gauntlet_west waittill( \death\"" );"""
  713. "// self waittill( \stop_dynamic_run_speed\"" );"""
  714. "// self waittill( \dynamic_run_speed_changing\"" );"""
  715. self waittill( \master_reached_patrol_end\" );"
  716. self waittill( \_stealth_normal\" );//be came alert"
  717. //self waittill( \safe_to_unload\" );"
  718. //waittillframeend because you may be in the part of the frame that is before
  719. thread waittill_checkpoint_hit( flag_name );
  720. level waittill_either( \checkpoint_timer_expired\" flag_name );"
  721. waittill_checkpoint_hit( flag_name )
  722. //getvehiclenode(\thenode\" \"script_noteworthy\" waittill (\"trigger\" vehicle);"
  723. level waittill( destroyer_msg );
  724. array_spawn_function_noteworthy( \waittill_damaged_and_set_flag\" ::AI_waittill_damaged_and_set_flag_think );"
  725. seaknight_loader_start thread waittill_flag_then_notify( \seaknight_drones_loaded\" \"load_riders\" );"
  726. seaknight_loader_start thread waittill_notify_then_notify( \riders_loaded\" \"play_anim\" );"
  727. seaknight_loader_start2 thread waittill_flag_then_notify( \seaknight_drones2_loaded\" \"load_riders\" );"
  728. seaknight_loader_start2 thread waittill_notify_then_notify( \riders_loaded\" \"play_anim\" );"
  729. waittill_dead( seaknight_drone_loaders );
  730. level.bunker_radio_org waittill( \done\" );"
  731. array_thread( javelin_vehicle_targets,:: vehicles_cheap_waittill_destroyed_think );
  732. monument_heli_owned waittill( \damage\" amount attacker );"
  733. "// self waittill( \damage\""" amount attacker );"
  734. humvee_spotlight_left waittill( \reached_end_node\" );"
  735. level.bradley_commerce waittill_notify_or_timeout( \turret_rotate_stopped\" 1 );"
  736. level.player waittill( \damage\" amount attacker );"
  737. self waittill_death_or_timeout( 4 );
  738. thread waittill_targetname_volume_dead_then_set_flag( \volume_courtyard_windows\" \"courtyard_has_been_cleared\");"
  739. thread waittill_targetname_volume_dead_then_set_flag( \volume_commerce_lobby_upper\" \"mezzanine_top_has_been_cleared\" );"
  740. thread waittill_targetname_volume_dead_then_set_flag( \volume_commerce_fourth_floor\" \"floor_four_has_been_cleared\" );"
  741. self.base waittill( \c4_detonation\" );"
  742. self waittill_either( \damage\" \"alerted\" );"
  743. self waittill( \alerted\" );"
  744. self waittill( \doors_closing\" );"
  745. bmp waittill( \reached_end_node\" );"
  746. thread waittill_dead_then_set_flag( hostiles_crowsnest, \crowsnest_has_been_cleared\" );"
  747. self waittill_notify_or_timeout( \new_target\" randomWait );"
  748. self waittillmatch( \single anim\" \"fire_weapon\" );"
  749. //self waittill_any( \grenade danger\" \"damage\" \"gunshot\" \"death\" );"
  750. self waittill_any( \damage\" \"death\" \"shot_at\" );"
  751. self waittill( \ai_event\" eventtype );"
  752. level waittill_either( \evac_vehicle_owned\" \"obj_commerce_defend_snipe_complete\" );"
  753. level waittill( \evac_vehicle_owned\" );"
  754. self waittill( \damage\" amount attacker enemy_org impact_org type );"
  755. vehicles_cheap_waittill_destroyed_think()
  756. level waittill( \monument_dummy_hit\" );"
  757. eVoloume waittill( \breach_complete\" );"
  758. level.blackhawk waittill( \landed\" );"
  759. level.blackhawk.trigger waittill( \trigger\" );"
  760. triggerApproach waittill( \trigger\" );"
  761. self waittill( \liftoff\" );"
  762. roof_rocket_guy waittillmatch( \single anim\" \"fire\" );"
  763. roof_rocket_guy waittillmatch( \single anim\" \"end\" );"
  764. level.littlebird_wingman_02 waittill( \touch_down\" );"
  765. wingman_roof_node_01 waittill( \trigger\" );"
  766. "// self waittill( \enemy\"" );"""
  767. self waittill( \damage\" amount attacker direction_vec impact_org );"
  768. self waittill( \damage\" amount attacker enemy_org impact_org type modelName );"
  769. self waittill_either( \goal\" \"damage\" );"
  770. self waittill_match_or_timeout( \deathanim\" \"end\" 4 );"
  771. AI_waittill_damaged_and_set_flag_think()
  772. eNode waittill( \trigger\" );"
  773. self waittill( \fire\" );"
  774. self waittill_notify_or_timeout( \turret_rotate_stopped\" fRand );"
  775. level waittill( \mortar_hit\" );"
  776. "// level waittill( \mortar_hit\"" );"""
  777. "// waittillframeend;"
  778. waittill_dead_then_set_flag( aGuys, sFlag )
  779. waittill_dead_or_dying( aGuys );
  780. self waittill( \spawn\" );"
  781. self waittill( \play_anim\" );"
  782. self waittill( \load_riders\" );"
  783. waittill_death_or_timeout( timeout )
  784. //waittill door clear
  785. owner waittill( \death\" );"
  786. eTrigger waittill( \trigger\" );"
  787. "// level.player waittill( \death\"" );"""
  788. deleteNode waittill( \trigger\" );"
  789. waittill_notify_then_notify( notifyToWaitFor, notifyToNotify )
  790. self waittill( notifyToWaitFor );
  791. waittill_flag_then_notify( flagToWaitFor, notifyToNotify )
  792. "// level.player waittill( \damage\"" );"""
  793. missile waittill( \reached_end_node\" );"
  794. rig waittill( \movedone\" );"
  795. ent waittill( \rotatedone\" );"
  796. self waittillmatch( \single anim\" \"footstep_right_large\" );"
  797. self waittillmatch( \single anim\" \"footstep_left_small\" );"
  798. node waittill( \unarmed_climb_wall\" );"
  799. level.foley add_wait( ::waittill_msg, \reached_path_end\" );"
  800. level.dunn add_wait( ::waittill_msg, \reached_path_end\" );"
  801. link waittill( \exposed_tracking_turn180L\" );"
  802. add_wait( ::waittill_dead_or_dying, enemies, 2 );
  803. add_wait( ::waittill_dead_or_dying, enemies, 4 );
  804. add_wait( ::waittill_dead_or_dying, enemies, 8 );
  805. add_wait( ::waittill_dead_or_dying, ai , ai.size - 1 );
  806. level.foley waittill( \parking_start_at_node\" );"
  807. guys[ 0 ] waittill( \sounddone\" );"
  808. guys[ 1 ] waittill( \sounddone\" );"
  809. guys[ 2 ] waittill( \sounddone\" );"
  810. self add_wait( ::waittill_msg, \ai_event\" );"
  811. node add_wait( ::waittill_player_lookat_for_time, .5 );
  812. model waittill( \movedone\" );"
  813. heli waittillmatch( \single anim\" \"emp\" );"
  814. heli waittillmatch( \single anim\" \"explode\" );"
  815. node waittill( \crash\" );"
  816. self waittill( \movedone\" );"
  817. "// heli waittillmatch( \single anim\""" \"play_sound\" );"
  818. heli waittillmatch( \single anim\" \"pre_explode\" );"
  819. heli waittillmatch( \single anim\" \"end\" );"
  820. //node waittill( \DCemp_run_sequence\" );"
  821. level add_wait( ::waittill_msg, \office_enemies_wave1_hurt\" );"
  822. self waittill( \stop_custom_aim\" );"
  823. radio waittill( \sounddone\" );"
  824. level waittill( \wtf_is_this_for\" );"
  825. level waittill( \whitehouse_hammerdown_death\" );"
  826. level waittill( \wait_for_ever\" );"
  827. level.dunn waittill_any_timeout( 4, \goal\" );"
  828. spotlight waittill( \turret_on_target\" );"
  829. damage = trigger waittill_player_damage( 400 );
  830. level waittill( \sandbag_group_\" + self.script_group );"
  831. self.drone waittill( \death\" );"
  832. "// self waittill( \turret_on_target\"" );"""
  833. turret waittill( \turret_on_target\" );"
  834. group_struct waittill( \damage\" damaged_ent damage );"
  835. damage = self waittill_player_damage( 100 );
  836. group_struct waittill( \throw_done\" );"
  837. guy waittill( \remove_flare\" );"
  838. waittill_player_damage( damage_limit )
  839. self.swing_origin waittill( \rotatedone\" );"
  840. self waittill( \chandelier_turn\" );"
  841. self waittill( \chandelier_swing\" );"
  842. "// waittill_player_fires_empty_gun();"
  843. waittill_player_fires_empty_gun()
  844. "// level.player waittill( \damage\""" amount attacker );"
  845. spawner add_abort( ::waittill_msg, \death\" );"
  846. level waittill( \introscreen_complete\" );"
  847. radio add_wait( ::waittill_msg, \sounddone\" );"
  848. // waittill endof animation
  849. animent waittill( \dcemp_flare_reshoot_start\" );"
  850. self.damage_ent waittill_friendly_damage( health );
  851. damage = self waittill_friendly_damage( 100 );
  852. self waittill_match_or_timeout( \single anim\" \"end\" 10 );"
  853. self waittill( \weapon_fired\" );"
  854. self waittill( \end_firing\" );"
  855. waittill_friendly_damage( damage_limit )
  856. level waittill ( \breaching_number_\" + breachnum );"
  857. level waittill( \slomo_breach_over\" );"
  858. level waittill_any ( \breaching_number_0\" \"breaching_number_1\" \"breaching_number_2\" );"
  859. //level.scarecrow waittillmatch( \single anim\" \"ps_scn_estate_photographer\" );"
  860. level.scarecrow waittillmatch( \single anim\" \"camera\" );"
  861. level.scarecrow waittillmatch( \single anim\" \"ps_scn_estate_photo_snap\" );"
  862. level.scarecrow waittill ( \goal\" );"
  863. level.ozone waittill ( \goal\" );"
  864. level.ghost waittillmatch( \single anim\" \"dialogue\" );"
  865. //self waittill ( \damage\" damage attacker );"
  866. level.player waittill ( \damage\" );"
  867. playerview waittillmatch( \single anim\" \"mortarhit\" );"
  868. playerview waittillmatch( \single anim\" \"helicopterbuzz\" );"
  869. playerview waittillmatch( \single anim\" \"gettingfuzzy\" );"
  870. shepherd waittill_notetrack_or_damage( \pistol_pullout\" );"
  871. shepherd waittill_notetrack_or_damage( \shepherd_fire2\" );"
  872. shepherd waittill_notetrack_or_damage( \shepherd_fire1\" );"
  873. shepherd waittill_notetrack_or_damage( \pistol_putaway\" );"
  874. shepherd waittill_notetrack_or_damage( \dsm_pullout\" );"
  875. shepherd waittill_notetrack_or_damage( \dsm_putaway\" );"
  876. throwingGuy waittill_notetrack_or_damage( \ghost_throw_release\" );"
  877. level.pavelow waittill_any( \goal\" \"near_goal\" );"
  878. //heli waittill_any( \goal\" \"near_goal\" );"
  879. heli waittill( \goal\" );"
  880. heli waittill_any( \goal\" \"near_goal\" );"
  881. trig waittill ( \trigger\" );"
  882. //shepherd waittillmatch( \single anim\" \"shepherd_dsm_talk\" );"
  883. gasolineGuy waittill_notetrack_or_damage( \pour_on_player\" );"
  884. self waittill_notetrack_or_damage( \cigar_box_pullout\" );"
  885. self waittill_notetrack_or_damage( \lighter_pullout\" );"
  886. self waittill_notetrack_or_damage( \lighter_on\" );"
  887. self waittill_notetrack_or_damage( \shepherd_exhale\" );"
  888. self waittill_notetrack_or_damage( \shepher_flick\" );"
  889. starter waittill ( \trigger\" );"
  890. level waittill ( \gameplay_mine_done\" );"
  891. level waittill ( \breaching_number_\" + \"4\" );"
  892. level waittill ( \breaching_number_3\" );"
  893. level waittill ( \breaching_number_\" + self.script_slowmo_breach );"
  894. level waittill ( waitName );
  895. level waittill ( unlockMsg );
  896. level waittill ( \breaching_number_0\" );"
  897. level waittill ( \breaching_number_1\" );"
  898. level waittill ( \breaching_number_2\" );"
  899. level waittill_any( \breaching_number_0\" \"breaching_number_1\" \"breaching_number_2\" );"
  900. level waittill ( \mainfloor_enemy_killed\" );"
  901. level waittill ( \topfloor_enemy_killed\" );"
  902. level waittill ( \basement_enemy_killed\" );"
  903. level waittill ( \breaching_number_\" + \"5\" );"
  904. level waittill ( \breaching_number_\" + \"3\" );"
  905. level waittill_any( \breaching_number_0\" \"breaching_number_1\" \"breaching_number_2\" );"
  906. level waittill ( \slomo_breach_over\" );"
  907. saveTrig waittill ( \trigger\" );"
  908. level waittill ( \sp_slowmo_breachanim_done\" );"
  909. level.ghost waittill ( \goal\" );"
  910. manualTrig waittill ( \trigger\" );"
  911. level waittill_any( \breaching_number_0\" \"breaching_number_1\" " \""breaching_number_2\"" ); //exterior"""
  912. level waittill_any( \breaching_number_3\" \"breaching_number_4\" " \""breaching_number_5\"" ); //interior 1"""
  913. level waittill_any( \breaching_number_3\" \"breaching_number_4\" " \""breaching_number_5\"" ); //interior 2"""
  914. level waittill_any( \breaching_number_3\" \"breaching_number_4\" " \""breaching_number_5\"" ); //interior 3"""
  915. #NAME?
  916. level waittill ( \counterattacker_died\" );"
  917. heli waittill( \unloaded\" );"
  918. self waittill ( \goal\" );"
  919. level waittill ( \magic_sniper_breaktime\" );"
  920. trig waittill ( \damage\" amount attacker );"
  921. level waittill( \runner_shot\" );"
  922. level waittill( \black_screen_start\" );"
  923. level waittill( \black_screen_finish\" );"
  924. vehNode waittill( \trigger\" );"
  925. level.player waittill( \go_crouch\" );"
  926. level.player waittill( \go_stand\" );"
  927. level.player waittill( \shot_next_frame\" );"
  928. level waittill( \end_scene\" );"
  929. civilian waittill( \combat\" );"
  930. level.player waittill_any( \grenade_fire\" \"weapon_fired\" );"
  931. faust waittill_player_lookat( 0.8, undefined, undefined, 7.0 );
  932. self waittill_either( \damage\" \"bulletwhizby\" );"
  933. level.faust waittill( \reached_path_end\" );"
  934. self waittill( \door_open\" );"
  935. self waittill( \fall\" );"
  936. waittill_player_lookat( 0.9, undefined, true, 5.0 );
  937. self waittill( \shooting\" );"
  938. rojas waittill( \damage\" amount who );"
  939. chopperSpawner waittill( \spawned\" chopper );"
  940. chopper waittill( \reached_dynamic_path_end\" );"
  941. tracer waittill_player_lookat_for_time( 1, 0.7 );
  942. tracer waittill_player_lookat( 0.95, 1.25 );
  943. killtrig waittill( \trigger\" );"
  944. spawner waittill( \trigger\" );"
  945. gates[0] waittill( \sbmodel_rotatedone\" );"
  946. gate_node waittill( \trigger\" );"
  947. arrivalNode waittill( \trigger\" );"
  948. waittillframeend; // let the technical spawn
  949. technical_waittill_end_node()
  950. technical_waittill_stopped()
  951. vehicle waittillmatch( \noteworthy\" \"vnode_technical_turret_activate\" );"
  952. level waittill( \kill_technical_gunners\" );"
  953. tracer waittill_player_lookat_for_time( 1.5, 0.7 );
  954. nader waittill( \goal\" );"
  955. //self waittill( \goal_yaw\" );"
  956. playOrg waittill( \sound_done\" );"
  957. self waittill( \mantle\" );"
  958. player_rig waittillmatch( \single anim\" \"start_soap\" );"
  959. level.sarge waittillmatch( \single anim\" \"end\" );"
  960. player_rig waittillmatch( \single anim\" \"blackout\" );"
  961. player_rig waittillmatch( \single anim\" \"end\" );"
  962. self waittillmatch( \single anim\" \"start_laundry\" );"
  963. self waittill( \roofrun_reset\" );"
  964. player_rig waittillmatch( \single anim\" \"start_roof_collapse\" );"
  965. level waittill_any_timeout( animtime, \solorun_mob_start_shooting\" );"
  966. level.player waittill( flagstr );
  967. kicker waittillmatch( \single anim\" kickNotetrack );"
  968. kicker waittillmatch( \single anim\" \"end\" );"
  969. kicker waittill_notify_or_timeout( \goal\" 5 );"
  970. org waittill( \sound_done\" );"
  971. self waittill_either( \reached_path_end\" \"damage\" );"
  972. msg = self waittill_any_return( \reached_path_end\" \"damage\" );"
  973. level waittill( \color_flags_advance_stop\" );"
  974. level waittill( \color_flag_advance_queue_updated\" );"
  975. self.volume waittill_volume_dead_or_dying();
  976. level.airliner waittill( \movedone\" );"
  977. linker waittill( \rotatedone\" );"
  978. level waittill( trigTN, other );
  979. trigs[ 0 ] waittill( \trigger\" other );"
  980. waittill_defined( ent )
  981. waittill_undefined( ent )
  982. tarp waittill( \tarp_activate\" );"
  983. level waittill( \tarp_activate\" );"
  984. level.player_heli waittill( \reached_dynamic_path_end\" );"
  985. level.player_heli waittill_any( \near_goal\" \"goal\" );"
  986. level.player_heli waittill( \nearing_landing\" );"
  987. level.player_heli waittill( \stable_for_unlink\" );"
  988. "// level waittill( \opened_cell_door4\"" );"""
  989. level waittill( \cell_door_opens\" );"
  990. volume add_wait( ::waittill_volume_dead_or_dying );
  991. level add_wait( ::waittill_msg, \flashed_room\" );"
  992. trigger_ent waittill( \trigger\" );"
  993. level waittill( \breaching\" );"
  994. trigger_from waittill( \trigger\" );"
  995. waittillframeend;// wait for trigger_to to start breach logic
  996. waittillframeend;// wait for friendlies to spawn or whatever
  997. waittillframeend; // for start points, so flags are init'd properly
  998. level.player_heli waittill( \reached_end_node\" );"
  999. waittillframeend;// overwrite whatever happens in the main ai gulag logic
  1000. waittillframeend;// wait until the vehicle script can turn the riders into real ai
  1001. self waittill( \reached_current_node\" nextpoint theFlag );"
  1002. waittillframeend;// let the ai on my vehicle spawn
  1003. self waittill_either( \unlock_pitch\" \"lock_pitch\" );"
  1004. waittillframeend;// wait for all progressess to get set once at least
  1005. //self waittill( \reached_dynamic_path_end\" );"
  1006. waittillframeend;// wait for the default vehicle stuff to happen
  1007. plane waittill( \death\" );"
  1008. level waittill( \switch_look\" );"
  1009. level.looker_f15 waittill( \death\" );"
  1010. level waittill( \stop_gulag_drones\" );"
  1011. level waittill( \force_door_open\" );"
  1012. self waittill( \damage\" damage attacker direction_vec point type modelName tagName );"
  1013. level waittill( \physics_jump\" origin );"
  1014. add_wait( ::waittill_msg, \damage\" );"
  1015. self waittillmatch( \single anim\" \"start_ragdoll\" );"
  1016. self waittill_any_timeout( 5, \death\" );"
  1017. level waittill( \ending_flee_death\" );"
  1018. waittillframeend;// in case multiple die during the frame
  1019. waittillframeend;// want to be sure the guy we're supposed to escort could have spawned
  1020. level waittill( \f15_smoke\" );"
  1021. level waittill( \afterburner\" );"
  1022. vol waittill_volume_dead();
  1023. level.player waittill( \weapon_change\" );"
  1024. found_enemy = volume waittill_volume_dead_or_dying();
  1025. vol waittill_volume_dead_or_dying();
  1026. waittill_dead_or_dying( remaining_guys, 0, 6 );
  1027. level.soap waittill( \goal\" );"
  1028. level waittill( \background_explosion\" );"
  1029. level.ghost waittill( \goal\" );"
  1030. throw_flash_trigger waittill( \trigger\" other );"
  1031. waittillframeend;// for _load
  1032. self waittillmatch( \single anim\" \"player\" );"
  1033. // waittillframeend;
  1034. self waittill( \change_to_regular_weapon\" );"
  1035. level waittill( \stop_cavein\" );"
  1036. level waittill( \stop_chase_fx\" );"
  1037. targ waittill( \trigger\" );"
  1038. self waittill( \topple\" );"
  1039. level waittill( \dropit\" );"
  1040. level.price waittill( \change_to_regular_weapon\" );"
  1041. level waittill( \blend_out_dof\" outblend );"
  1042. level waittill( \more_soap_dialogue\" );"
  1043. //level.obj_sentry thread waittill_sentry_moved();
  1044. self waittill( \trigger\" ent );"
  1045. //level.humvee_player waittill( \reached_end_node\" );"
  1046. "// level waittill ( \truck_guy_died\"" );"""
  1047. //level.player waittill_entity_in_range( level.wells, 400 );
  1048. //waittill_player_lookat_for_time( timer, dot, dot_only )
  1049. //level.wells waittill_player_lookat_for_time( 0.1, .99 );
  1050. level.attack_heli waittill( \death\" attacker );"
  1051. //convoy[0] waittill( \reached_path_end\" );"
  1052. //level.player waittill_entity_in_range( level.convoy, 4000 );
  1053. level.player waittill( \begin_firing\" );"
  1054. level.player waittill_in_range( scripted_node.origin, 1350 );
  1055. level waittill( \player_is_controlling_UAV\" );"
  1056. turret waittill( \turret_ready\" ); // if you grab the vehicle right when it spawns wait for this otherwise don't (I will make this an ent flag when P4 unlocks)"
  1057. level waittill( \bmp_died\" );"
  1058. "// level waittill( \warning_player_is_leaving_BT\"" );"""
  1059. level.president waittill( \stop_putdown\" );"
  1060. "// self waittill( \trigger\""" other );"
  1061. "// self waittill ( \damage\"" );"""
  1062. level.wells waittill( \goal\" );"
  1063. diner_backdoor_fight_area waittill_volume_dead();
  1064. //pos waittill( \trigger\" );"
  1065. pos waittill( \trigger\" );"
  1066. level waittill( \player_fired_remote_missile\" );"
  1067. pos waittill( \trigger\" apc );"
  1068. apc waittill_player_lookat_for_time( .4, .99 );
  1069. "// weapon waittill ( \trigger\"" );"""
  1070. "// //weapon waittill ( \trigger\"" );"""
  1071. predator_drone_control waittill( \trigger\" player );"
  1072. level waittill( \hellfire\" );"
  1073. "// level.house_destroyer waittill_either ( \death\""" \"backed_away\" );"
  1074. level.player waittill ( \grenade_fire\" grenade weaponName );"
  1075. level waittill( \btr_smoke_too_far\" );"
  1076. //waittill_sentry_moved()
  1077. level waittill( \starting_predator_drone_control\" );"
  1078. //self waittillmatch( \trigger\" vehicle );"
  1079. vehicle waittill( \turret_on_target\" );"
  1080. bmp waittill( \turret_on_target\" );"
  1081. "// level.player waittill_entity_in_range( self, 800 );"
  1082. level.roof_parachute_landing_guy_humvee waittill( \death\" );"
  1083. level waittill ( \humvee_destroyer_fired\" );"
  1084. //self waittill( \reached_end_node\" );"
  1085. //self waittill( \turret_on_target\" );"
  1086. level.player waittill_entity_in_range_or_timeout( self, 950, 4 );
  1087. //level.player waittill_entity_in_range( self, 950 );
  1088. "// self waittill( \projectile_impact\""" weaponName position radius );"
  1089. level.player waittill( \damage\" amount who );"
  1090. //closest_enemy waittill( \death\" );"
  1091. "// closest_enemy waittill( \death\"" );"""
  1092. "// level waittill_either ( \leaving_diner\""" \"diner_enemies_dead\" );"
  1093. "// level waittill( \player_fired_remote_missile\"" );"""
  1094. "// level waittill( \remote_missile_exploded\"" );"""
  1095. level waittill( \attack_heli_spawned\" );"
  1096. level.attack_heli waittill_death_or_stinger();
  1097. level.attack_heli waittill( \death\" );"
  1098. waittill_death_or_stinger()
  1099. level waittill( \humvee_blows_up\" );"
  1100. //guy waittill( \damage\" );"
  1101. level waittill( \roof_landing_anim_finished\" );"
  1102. level waittillmatch( \glass_destroyed\" num );"
  1103. level waittill( \exploding_\" + script_exploder );"
  1104. level waittill( \exploding_333\" );"
  1105. waittill_player_in_range( origin, range )
  1106. eVehicle waittill( \reached_end_node\" );"
  1107. waittill_touching_entity( eEnt )
  1108. aTriggers[ 0 ] waittill( \trigger\" );"
  1109. self waittill( \stop_waiting_at_node\" );"
  1110. WaitTillSlowProcessAllowed();
  1111. maps\mp\gametypes\_hostmigration::waitTillHostMigrationDone();
  1112. level waittill( \connected\" player );"
  1113. level waittill( \hq_captured\" );"
  1114. level waittill( \hq_destroyed\" );"
  1115. level waittill(\game_ended\");"
  1116. self waitTillRecoveredHealth( 3 );
  1117. level waittill ( \connected\" player );"
  1118. self waittill( \spawned_player\" );"
  1119. self waittill( \begin_firing\" );"
  1120. self waittill ( \reload_start\" );"
  1121. self waittill ( \grenade_fire\" grenade weaponName );"
  1122. self waittill_any( soundAlias, \death\" \"disconnect\" );"
  1123. level waittill( \eternity\" );"
  1124. self waittill ( \weapon_change\" newWeapon );"
  1125. damagetrig waittill(\damage\" amount attacker);"
  1126. level waittill ( \round_end_finished\" );"
  1127. self waittill( \detonate\" );"
  1128. lastStandWaittillDeath()
  1129. self.owner waittill_any ( \death\" \"disconnect\" );"
  1130. level waittill ( \joined_team\" );"
  1131. level waittill ( \player_last_stand\" );"
  1132. self waittill ( \trigger\" player );"
  1133. reviveEnt waittill ( \death\" );"
  1134. level waittill(\connected\" player);"
  1135. self waittill( \dpad_down\" );"
  1136. self waittill( \dpad_up\" );"
  1137. self waittill ( \next_weapon\" );"
  1138. self waittill(\spawned_player\");"
  1139. self waittill(\killed_player\");"
  1140. level waittill ( \abort_forfeit\" );"
  1141. waittillFinalKillcamDone()
  1142. level waittill ( \give_match_bonus\" );"
  1143. waittillframeend; // wait till cleanup of previous start timer if multiple happen at once
  1144. level waittill_either ( \update_scorelimit\" \"update_winlimit\" );"
  1145. level waittill(\prematch_over\");"
  1146. waittillFinalKillcamDone();
  1147. self waittill ( \disconnect\" );"
  1148. self.trigger waittill ( \trigger\" player );"
  1149. level waittill(\radar_status_change\");"
  1150. timePassed = maps\mp\gametypes\_hostmigration::waitTillHostMigrationDone();
  1151. level waittill( \host_migration_end\" );"
  1152. waitTillHostMigrationDone()
  1153. waitTillHostMigrationStarts( duration )
  1154. waitTillHostMigrationStarts( (endtime - gettime()) / 1000 );
  1155. timePassed = waitTillHostMigrationDone();
  1156. waitTillHostMigrationDone();
  1157. //self waittill( \playerKilledChallengesProcessed\" );"
  1158. level waittill ( \cancel_notify\" );"
  1159. self waittill ( \reset_outcome\" );"
  1160. self waittill( \update_outcome\" );"
  1161. self waittillKillcamOver();
  1162. waittillKillcamOver()
  1163. self waittill( \use_copycat\" );"
  1164. self waittill(\spawned\");"
  1165. self waittill(\menuresponse\" menu response);"
  1166. self waittill( \scavenger_pickup\" );"
  1167. self waittill( \received_earned_killstreak\" );"
  1168. self waittill( \survived_explosion\" );"
  1169. self waittill( \destroyed_insertion\" owner );"
  1170. self waittill( \revive\" );"
  1171. self waittill( \combathigh_survived\" );"
  1172. self waittill(\sprint_begin\");"
  1173. self waittill( \sprint_end\" );"
  1174. result = self waittill_any_return( \bomb_planted\" \"bomb_defused\" );"
  1175. self waittill ( \spawned_player\" );"
  1176. self waittill(\disconnect\");"
  1177. // (this allows one disconnect waittill instead of 4 disconnect endons)
  1178. monitorMiscSingle( waittillString )
  1179. self waittill( waittillString );
  1180. monitorMiscCallback( waittillString );
  1181. self waittill( \process\" challengeName );"
  1182. self waittill ( \got_killstreak\" streakCount );"
  1183. self waittill( \destroyed_killstreak\" weapon );"
  1184. level waittill ( \last_alive\" player );"
  1185. level waittill ( \round_switch\" switchType );"
  1186. level waittill ( \game_win\" winner );"
  1187. level waittill ( \round_win\" winner );"
  1188. level waittill ( \match_ending_soon\" reason );"
  1189. level waittill ( \match_ending_very_soon\" );"
  1190. self waittill ( \showing_final_killcam\" );"
  1191. self waittill ( \stopped_using_remote\" );"
  1192. waittillframeend; // so we don't endon the end_respawn from spawning as a spectator
  1193. self waittill(\death\");"
  1194. self waittill( \killed_player\" );"
  1195. self waittill( \begin\" );"
  1196. self waittill( \joined_team\" );"
  1197. self waittill( \joined_spectators\" );"
  1198. level waittill_notify_or_timeout( \game_over\" 0.25 );"
  1199. self waittill( \explode\" position );"
  1200. self waittill_notify_or_timeout( \death\" 2.0 );"
  1201. self waittill( \spectating_cycle\" );"
  1202. self waittill(\joined_spectators\");"
  1203. level waittill( \restarting\" );"
  1204. self waittill ( \grenade_fire\" weaponEnt weaponName );"
  1205. level waittill_any( \joined_team\" \"player_spawned\" \"changed_kit\" );"
  1206. self waittill( \weapon_change\" newWeapon );"
  1207. self waittill( \weapon_switch_started\" newWeapon );"
  1208. self waittill ( \weapon_fired\" weaponName );"
  1209. self waittill( \trigger\" player droppedItem );"
  1210. self waittill( \scavenger\" destPlayer );"
  1211. self waittill( \grenade_pullback\" weaponName );"
  1212. self waittill( \missile_fire\" missile weaponName );"
  1213. self waittill( \sentry_placement_finished\" sentry );"
  1214. self waittill_any( \grenade_fire\" \"weapon_change\" \"offhand_end\" );"
  1215. self waittill( \grenade_fire\" grenade weapname );"
  1216. self waittill( \grenade_fire\" c4 weapname );"
  1217. self waittill( \grenade_fire\" claymore weapname );"
  1218. self waittill( \missile_stuck\" );"
  1219. damagearea waittill( \trigger\" player );"
  1220. self waittillmatch( \detonate\" \"c4_mp\" );"
  1221. self waittill( \alt_detonate\" );"
  1222. self waitTillEnabled();
  1223. self waittill( \damage\" damage attacker direction_vec point type modelName tagName partName iDFlags );"
  1224. waitTillEnabled()
  1225. self waittill( \enabled\" );"
  1226. self waittill( \activated\" );"
  1227. self waittill( \grenade_fire\" weapon );"
  1228. weapon waittill( \missile_stuck\" stuckTo );"
  1229. self waittill ( \turret_deactivate\" );"
  1230. level waittill ( \ac130player_removed\" );"
  1231. level waittill ( \game_ended\" );"
  1232. level waittill ( \game_cleanup\" );"
  1233. level.ac130.planeModel waittill ( \crashing\" );"
  1234. self waittill ( \joined_team\" );"
  1235. self waittill_any ( \joined_spectators\" \"spawned\" );"
  1236. self waittill ( \damage\" damage attacker dir point type );"
  1237. self waittill ( \change_weapon\" newWeapon );"
  1238. self waittill ( \switch thermal\" );"
  1239. self waittill( \projectile_impact\" weaponName position radius );"
  1240. level waittill ( \ai_crawling\" guy );"
  1241. level waittill ( \ai_pain\" guy );"
  1242. level waittill ( \player_destroyed_car\" player vehicle_origin );"
  1243. level waittill ( \ai_killed\" guy );"
  1244. level waittill ( \enemy_killed\" );"
  1245. level waittill ( \context_location\" locationType );"
  1246. self waittill ( \trigger\" triggerer );"
  1247. level waittill ( \radio_not_in_use\" );"
  1248. level waittill ( \stinger_fired\" player missile lockTarget );"
  1249. //rig waittillmatch( \flare_anim\" \"end\" );"
  1250. self waittill( \weapon_change\" currentWeapon );"
  1251. self waittill( \grenade_fire\" airDropWeapon weapname );"
  1252. self waittill_any( \grenade_fire\" \"weapon_change\" );"
  1253. owner waittill ( \death\" );"
  1254. self waittill ( \drop_crate\" );"
  1255. self waittill( \physics_finished\" );"
  1256. chopper waittill ( \goal\" );"
  1257. self waittill_any( \crashing\" \"leaving\" );"
  1258. self waittill ( \captured\" player );"
  1259. level waittill ( \begin_airstrike\" );"
  1260. plane waittill ( \start_bombing\" );"
  1261. self waittill( \cancel_location\" );"
  1262. self waittill( \confirm_location\" location directionYaw );"
  1263. self waittill( waitfor );
  1264. level waittill ( \emp_update\" );"
  1265. result = waittill_any_return( \place_sentry\" \"cancel_sentry\" );"
  1266. self waittill( \damage\" amount attacker dir point type );"
  1267. self.owner waittill_any( \disconnect\" \"joined_team\" \"joined_spectators\" );"
  1268. carrier waittill ( \death\" );"
  1269. carrier waittill ( \disconnect\" );"
  1270. self waittill ( \end_firing\" );"
  1271. level waittill_either ( \joined_team\" \"emp_update\" );"
  1272. harrier waittill ( \goal\" );"
  1273. self waittill (\goal\");"
  1274. self.bestTarget waittill( \death\" );"
  1275. self.bestTarget waittill( \crashing\" );"
  1276. ent waittill ( notifyString );
  1277. chopper waittill( \turret_fire\" );"
  1278. chopper waittill ( \helicopter_done\" );"
  1279. self waittill ( \helicopter_done\" );"
  1280. self waittill( \turretstatechange\" );"
  1281. self waittill_any( \death\" \"crashing\" \"leaving\" );"
  1282. self waittill( \damage\" damage attacker direction_vec P type );"
  1283. owner waittill( \disconnect\" );"
  1284. owner waittill_any( \joined_team\" \"joined_spectators\" );"
  1285. owner waittill( \spawned\" );"
  1286. self waittill( \missile ready\" );"
  1287. self waittill( \secondary acquired\" );"
  1288. self waittill_notify_or_timeout( \turret_on_target\" timeOut );"
  1289. self waittillmatch( \goal\" );"
  1290. self waittill( \near_goal\" ); //self waittillmatch( \"goal\" );"
  1291. self waittill( \changed_kit\" );"
  1292. laptopWait = self waittill_any_timeout( 1.0, \disconnect\" \"death\" \"weapon_switch_started\" );"
  1293. blackOutWait = self waittill_any_timeout( 0.80, \disconnect\" \"death\" );"
  1294. lb thread waitTillGone();
  1295. lb waittill ( \goal\" );"
  1296. waitTillGone()
  1297. self waittill( \gone\" );"
  1298. self waittill( \confirm_location\" location locationYaw);"
  1299. player waittill_any( \death\" \"disconnect\" );"
  1300. level waittill ( \spawning_intermission\" );"
  1301. level waittill( \nuke_death\" );"
  1302. rocket waittill( \death\" );"
  1303. self waittill_any( \joined_team\" \"joined_spectators\" );"
  1304. self.owner waittill ( \joined_team\" );"
  1305. self.owner waittill ( \disconnect\" );"
  1306. self waittill( \damage\" amount attacker direction_vec point damageType );"
  1307. self waittill( \turret_pitch_clamped\" );"
  1308. bestTarg waittill( \death\" );"
  1309. self.bestMiniTarget waittill( \death\" );"
  1310. self waittill( \trigger\" tank wasForced );"
  1311. self waittill( \trigger\" tank );"
  1312. self waittill ( \trigger\" tank wasForced );"
  1313. UAVModel waittill_notify_or_timeout_hostmigration_pause( \death\" duration - 7 );"
  1314. UAVModel waittill_notify_or_timeout_hostmigration_pause( \death\" 3 );"
  1315. UAVModel waittill_notify_or_timeout_hostmigration_pause( \death\" 4 );"
  1316. waittill_notify_or_timeout_hostmigration_pause( msg, timer )
  1317. level waittill_either ( \joined_team\" \"uav_update\" );"
  1318. self waittill ( \damage\" damage attacker direction_vec point sMeansOfDeath );"
  1319. level waittill ( \uav_update\" );"
  1320. self waittill ( \empty_offhand\" );"
  1321. self waittill ( \gambit_on\" );"
  1322. self waittill ( \gambit_off\" );"
  1323. self waittill( \adjustedStance\" );"
  1324. self waittill( \jumped\" );"
  1325. self waittill ( \killed_enemy\" );"
  1326. self waittill ( \menuresponse\" menu className );"
  1327. self waittill ( \weapon_change\" );"
  1328. self waittill_any ( \disconnect\" \"joined_team\" \"joined_spectators\" );"
  1329. self waittill( \grenade_fire\" lightstick weapName );"
  1330. level waittill_either ( \joined_team\" \"player_spawned\" );"
  1331. self waittill ( \damage\" amount attacker );"
  1332. self.enemyTrigger waittill ( \trigger\" player );"
  1333. self waittill ( \soft_landing\" trigger damage );"
  1334. //self waittill( \damage\" damage attacker direction_vec point type modelName tagName partName dflags );"
  1335. self waittill( \weapon_change\" weapon );"
  1336. self waittill( \shield_blocked\" );"
  1337. self waittill( \flash_hit\" );"
  1338. self waittill( \stun_hit\" );"
  1339. player waittill( \spawned_player\" );"
  1340. level waittill ( \player_got_killstreak_\" + streakCount player );"
  1341. level waittill ( \defcon_killstreak\" streakCount changingPlayer );"
  1342. self waittill(\damage\" amount other);"
  1343. owner waittill ( \disconnect\" );"
  1344. self waittill( \hijacker\" crateType owner );"
  1345. self waittill( \objective\" objType );"
  1346. self waittill( \flashbang\" origin amount_distance amount_angle attacker );"
  1347. level waittill( endonNotify );
  1348. level waittill( \rain_change\" change blendTime );"
  1349. self waittill (\trigger\" other);"
  1350. self waittill_any( \death\" \"leftTrigger\" );"
  1351. level waittill (\wind blows\" windDirection);"
  1352. level waittill( \disconnected\" player );"
  1353. WaitTillSlowProcessAllowed( allowLoop )
  1354. self waittill ( \end_altScene\" );"
  1355. object waittill ( \death\" );"
  1356. level waittill ( flagName );
  1357. waitTillRecoveredHealth( time, interval )
  1358. level.player waittill( \death\" attacker );"
  1359. eHeli waittill( \reached_dynamic_path_end\" );"
  1360. //self waittillmatch( \single anim\" \"surface\" );"
  1361. level waittill( \player_is_below_water\" );"
  1362. level waittill( \player_is_above_water\" );"
  1363. self waittillmatch( \single anim\" \"grab\" );"
  1364. "// level.hostile_stealthkill_player waittill( \trigger\"" );"""
  1365. waittill_player_triggers_stealth_kill();
  1366. ePlayer_rig waittillmatch( \single anim\" \"throat\" );"
  1367. ePlayer_rig waittillmatch( \single anim\" \"teleport\" );"
  1368. ePlayer_rig waittillmatch( \single anim\" \"help\" );"
  1369. ePlayer_rig waittillmatch( \single anim\" \"end\" );"
  1370. waittill_player_triggers_stealth_kill()
  1371. trig_out_of_water waittill( \trigger\" );"
  1372. trig_in_water waittill( \trigger\" );"
  1373. self waittill( \finished_swim_animation\" );"
  1374. "// self waittillmatch( \single anim\""" \"end\" );"
  1375. level waittill( \A door in breach group 100 has been activated.\" );"
  1376. level waittill( \breach_explosion\" );"
  1377. ePatroller waittill( \damage\" );"
  1378. level waittill( \stealth_broken\" );"
  1379. self waittillmatch( \single anim\" \"splash\" );"
  1380. //self waittillmatch( \single anim\" \"fire\" );"
  1381. level waittill( \A door in breach group 200 has been activated.\" );"
  1382. trig_prisoner_sequence_failsafe waittill( \trigger\" );"
  1383. eTrig waittill( \trigger\" );"
  1384. "// c4Org waittill( \c4_detonation\"" );"""
  1385. "// volume_ambush_room waittill( \breached\"" );"""
  1386. org_c4 waittill( \c4_detonation\" );"
  1387. self waittill_alert();
  1388. waittill_alert()
  1389. self waittill_any( \damage\" \"enemy\" \"alerted\" \"bulletwhizby\" \"flashbang\" \"grenade danger\" \"explode\" \"pain_death\" );"
  1390. eHeli waittill( \damage\" damage attacker direction_vec P type );"
  1391. level waittill( \A door in breach group 300 has been activated.\" );"
  1392. level.littlebird_escape waittill( \touch_down\" );"
  1393. "// trigger waittill( \trigger\"" );"""
  1394. blackhawk_samsite_01 waittill( \reached_dynamic_path_end\" );"
  1395. self waittill( \c4_planted\" );"
  1396. self waittill( \over_solid_ground\" );"
  1397. eHeli = maps\_vehicle::waittill_vehiclespawn( sTargetname );
  1398. eHeli waittill_either( \death\" \"crash_done\" );"
  1399. "// self waittill_entity_in_range( level.EnemyHeli, 2048 );"
  1400. "// level waittill( \attack_heli_destroyed\"" );"""
  1401. "// self waittill( \trigger\"" );"""
  1402. waittill_using_thermal_scope_or_timeout_func( 7 );
  1403. waittill_using_thermal_scope_or_timeout_func( time )
  1404. //self waittill ( \enemy\" );"
  1405. self waittill( \damage\" amount attacker );"
  1406. self waittillmatch( \single anim\" \"start\" );"
  1407. self waittillmatch( \single anim\" \"passing\" );"
  1408. self waittillmatch( \single anim\" \"arrival\" );"
  1409. self waittillmatch( \single anim\" \"stop\" );"
  1410. //self waittillmatch( \single anim\" \"start\" );"
  1411. //self waittillmatch( \single anim\" \"stop\" );"
  1412. //self waittillmatch( \single anim\" \"end\" );"
  1413. killtrigger_ocean waittill( \trigger\" other );"
  1414. "// level.player waittill( \weapon_fired\"" );"""
  1415. level waittill( \destructible_exploded\" );"
  1416. self waittill( \moving\" );"
  1417. self waittill( \stopped_moving\" );"
  1418. //self waittill( \arriving\" );"
  1419. waittillframeend;// needs to happen after init
  1420. level waittill ( \get_on_the_line\" );"
  1421. waittillframeend;// wait for the ride vehicles to get defined
  1422. volume add_wait( ::waittill_volume_dead );
  1423. waittillframeend;// wait till they spawn
  1424. waittillframeend;// for heroes to get defined
  1425. "// add_wait( ::waittill_dead, guys, 3 );"
  1426. level.riverside_bmp waittill_player_lookat( 0.98, 0.1, true, 20 );
  1427. waittillframeend;// for auto spawn logic
  1428. spawner waittill( \drone_spawned\" guy );"
  1429. //self waittill( \speed_zero_path_disconnect\" );"
  1430. level.player_humvee waittill( \vehicle_flag_arrived\" );"
  1431. chair waittill( \trigger\" );"
  1432. self waittill( \touch\" other );"
  1433. spawner waittill( \spawned\" vehicle );"
  1434. level add_wait( ::waittill_msg, \player_got_in\" );"
  1435. level waittill_notify_or_timeout( \shot_rings_out\" 1.5 );"
  1436. waittillframeend;// wait for the array to fill in
  1437. level.traffic_jam_truck waittill_player_lookat( 0.6, 0.5, undefined, 8 );
  1438. level.player waittill( \missile_fire\" );"
  1439. bmp waittill( \death\" );"
  1440. self waittill( \damage\" dmg attacker one two weapType );"
  1441. self waittill( \destroyed\" );"
  1442. waittill_notify_or_timeout( \damage\" 1.5 );"
  1443. level waittill( \school_spawner_death\" );"
  1444. //self waittill( \damage\" );"
  1445. self waittillmatch( \custom_animmode\" \"fire_spray\" );// whatever"
  1446. struct waittill ( scene );
  1447. self waittill( \bullethit\" other );"
  1448. add_wait( ::waittill_msg, \bulletwhizby\" );"
  1449. add_wait( ::waittill_msg, \death\" );"
  1450. taxi waittill( \taxi_moving\" );"
  1451. level waittill( \bridge_collapse\" );"
  1452. level waittill( \bridge_collapse_start\" );"
  1453. "// level waittill( \bridge_collapse_start\"" );"""
  1454. level waittill( \bridge_sway_start\" );"
  1455. car waittill( \movedone\" );"
  1456. level waittill( \so_rpgs_shot\" );"
  1457. level.chopper waittill( \chopper_near_goal\" );"
  1458. level waittill( \never_end\" );"
  1459. level.groundplayer waittill( \damage\" dmg attacker );"
  1460. self waittill_either( \near_goal\" \"goal\" );"
  1461. "// self waittill_either( \near_goal\""" \"goal\" );"
  1462. self waittill( \chopper_near_goal\" );"
  1463. level.groundplayer waittill( \movedone\" );"
  1464. // Must be a thread due to the waittill
  1465. dmg_trigger waittill( \trigger\" other );"
  1466. level waittill( \hunters_all_down\" );"
  1467. waittill_multiple( \hunters_all_down\" \"attack_helis_all_down\" );"
  1468. waittill_multiple( \hunters_all_down\" \"btr80s_all_down\" );"
  1469. waittill_multiple( \hunters_all_down\" \"btr80s_all_down\" \"attack_helis_all_down\" );"
  1470. self waittill_any( \death\" \"pain_death\" );"
  1471. stinger waittill( \trigger\" player old_weapon );"
  1472. semtex waittill( \trigger\" player old_weapon );"
  1473. level waittill_any( uav_notarget, \hellfire_attack_stop\" \"hellfire_attack_pause\" \"special_op_terminated\" \"wave_complete\" );"
  1474. level waittill( enemy_death );
  1475. level waittill( \wave_complete\" );"
  1476. self waittill( \trigger\" ai );"
  1477. level waittill( \clean_up\" script_group );"
  1478. self waittill( \death\" killer type );"
  1479. self waittill_either( \coop_downed\" \"weapon_change\" );"
  1480. self waittill( \weapon_change\" );"
  1481. self waittill( \player_fired\" );"
  1482. self waittill( \exploded\" attacker );"
  1483. self waittill( \show_vehicle_locs\" );"
  1484. self waittill( \hide_vehicle_locs\" );"
  1485. self waittill_any( \hide_vehicle_locs\" \"refresh_vehicle_locs\" );"
  1486. level waittill( \vehicle_destroyed\" );"
  1487. level waittill( \special_op_terminated\" );"
  1488. "// self waittill( \trigger\""" other );"
  1489. self.trig waittill( \trigger\" );"
  1490. self waittill_any_timeout( downloadTime, \download_interrupted\" );"
  1491. self waittill_any_timeout( 25, \downloading\" );"
  1492. waittill_dead_or_dying( self.spawned, ( self.spawned.size - level.NUM_ENEMIES_LEFT_TOLERANCE ), downloadTime );
  1493. waittill_both_players_touch_targetname( \trig_bridge_end\" );"
  1494. self waittill_either( \use_laser\" \"used_laser\" );"
  1495. self waittill_either( \fired_laser\" \"used_laser\" );"
  1496. self waittill( \laser_coordinates_received\" );"
  1497. //waittill at node
  1498. retreatTrig waittill( \trigger\" );"
  1499. waittill_both_players_touch_targetname( tn )
  1500. self waittill_any( \damage\" \"death\" );"
  1501. self waittill( \weapon_change\" );"
  1502. level waittill( wait_id );
  1503. waittill_any( \shooting\" \"abandon_shooting\" );"
  1504. self waittill( \switched_to_sidearm\" );"
  1505. self waittill_player_lookat( 0.95, 1.0, true, undefined, undefined, player );
  1506. waittill_any( \shooting\" \"meleeanim\" );"
  1507. self waittill( \death\" attacker cause weapon_name );"
  1508. level waittill( \kill_registered\" );"
  1509. level waittill( \update_enemies_remaining_count\" );"
  1510. level waittill( \enemy_number_changed\" );"
  1511. level waittill( \enemy_downed\" );"
  1512. level waittill( \who_let_the_dogs_out\" );"
  1513. level waittill( \enemy_killed_by_player\" );"
  1514. level waittill( \civilian_died\" );"
  1515. level waittill( \specops_player_kill\" attacker );"
  1516. level waittill( \hunter_group_spawn_complete\" );"
  1517. self waittill( \pain_death\" attacker );"
  1518. level waittill( \score_updated\" );"
  1519. "// level waittill( \pulse_queue_processed\"" );"""
  1520. level waittill( \pre_display_splash\" + num );"
  1521. level waittill( \target_killed\" );"
  1522. level waittill( \civilian_killed\" );"
  1523. so_waittill_targets_killed( 3, \course_initial_targets_dead\" );"
  1524. so_waittill_targets_killed( 2, \course_pre_start_targets_dead\" );"
  1525. so_waittill_targets_killed( 5, \course_start_targets_dead\" );"
  1526. so_waittill_targets_killed( 3, \course_first_floor_targets_dead\" );"
  1527. so_waittill_targets_killed( 5, \course_second_floor_targets_dead\" );"
  1528. so_waittill_targets_killed( 4, \course_pre_end_targets_dead\" );"
  1529. so_waittill_targets_killed( 2, \course_end_targets_dead\" );"
  1530. so_waittill_targets_killed( iNumberOfTargets, sFlagToSetWhenKilled )
  1531. level waittill_any_timeout( removeTimer, \civilian_killed_\" + civ_kill_num );"
  1532. self waittill( \damage\" dmg attacker dir point mod model tagname partname dflags weapon );"
  1533. level waittill( \player_on_roof\" );"
  1534. "// level waittill( \never\"" );"""
  1535. //level waittill( \new_wave_started\" );"
  1536. uav_pickup waittill( \trigger\" player );"
  1537. "// self waittill( \kill_badplace_forever\"" );"""
  1538. vehicle waittill( \unloaded\" );"
  1539. "// end_node waittill( \trigger\"" );"""
  1540. level waittill( \new_wave_started\" );"
  1541. "// player waittill( \projectile_impact\""" weaponName position radius );"
  1542. thread waittill_player_in_range( player );
  1543. self waittill( \player_in_range\" );"
  1544. waittill_player_in_range( player )
  1545. player waittill_entity_in_range( self, 800 );
  1546. self waittill_player_in_truck_range();
  1547. waittill_player_in_truck_range()
  1548. level waittill( \player_in_truck_range\" );"
  1549. truck waittill_entity_in_range( self, 1200 );
  1550. self.obj_model waittill( \trigger\" );"
  1551. level waittill( \an_explosive_planted\" );"
  1552. level waittill( \player_enters_bathroom\" );"
  1553. level waittill( \slowmo_breach_ending\" );"
  1554. waittillframeend; // for bike.riders to get defined
  1555. level waittill_any_timeout( removeTimer );
  1556. level waittill( \challenge_timer_failed\" );"
  1557. radio_org waittill( \done\" );"
  1558. level.player waittill( \menuresponse\" menu response );"
  1559. level waittill( sNotify );
  1560. target waittill ( \hit\" );"
  1561. level waittill( \a timed target has been hit\" );"
  1562. level waittill_notify_or_timeout( \player_has_hit_too_many_from_hip\" 10 );"
  1563. targets[ selected_target ] waittill( \hit\" );"
  1564. level.plywood waittill ( \damage\" amount attacker direction_vec point type );"
  1565. WAITTILL FRAG SUCCESS
  1566. level.player waittill_either( \grenade_pullback\" \"did_action_frag\" );"
  1567. self waittill ( \hit_with_grenade\" );"
  1568. self waittill ( \hit\" );"
  1569. "// WAITTILL FRAG SUCCESS"
  1570. frag_trigger waittill( \trigger\" );"
  1571. waittill_targets_killed_and_flag_is_set_or_timeout_on_flag( 10, \course_start_targets_dead\" \"player_course_03a\" );"
  1572. waittill_targets_killed_and_flag_is_set_or_timeout_on_flag( 3, \course_first_floor_targets_dead\" \"player_course_stairs\" );"
  1573. waittill_targets_killed_and_flag_is_set_or_timeout_on_flag( 5, \course_second_floor_targets_dead\" \"player_course_jumped_down\" );"
  1574. waittill_targets_killed_and_flag_is_set_or_timeout_on_flag( 6, \course_end_targets_dead\" \"player_course_end_03\" );"
  1575. waittill_targets_killed_and_flag_is_set_or_timeout_on_flag( iNumberOfTargets, sFlagToSetWhenKilled, sFlagToTimeOutOn )
  1576. level waittill ( \target_killed\" );"
  1577. level waittill( \player_not_killing_targets_at_a_good_rate\" );"
  1578. level waittill_notify_or_timeout( \target_killed\" 8 );"
  1579. level waittill( \pit_target_hit_without_ADS\" );"
  1580. self waittill( \activate\" );"
  1581. self waittill ( \pop_up\" );"
  1582. self waittill ( \damage\" amount attacker direction_vec point type );"
  1583. self waittill( \target_going_back_down\" );"
  1584. level.player waittill( notifyName );
  1585. self waittillmatch( \looping anim\" \"spark on\" );"
  1586. self waittillmatch( \looping anim\" \"spark off\" );"
  1587. level waittill ( \test_cleared\" );"
  1588. level waittill ( \accuracy_bonus\" );"
  1589. level.player waittill( msg );
  1590. //getEnt( \obstacleTraining_sprint\" \"targetname\" ) waittill ( \"trigger\" );"
  1591. waittill_dead( runners );
  1592. level.player waittill_either( \begin_firing\" \"player_not_in_camp\" );"
  1593. level waittill( \introscreen_black\" );"
  1594. level waittill( \start_clock\" );"
  1595. level.ac130 waittillmatch( \ac130_move_in\" \"end\" );"
  1596. level.ac130 waittillmatch( \ac130_move_out\" \"end\" );"
  1597. level.ac130player waittill( \switch weapons\" );"
  1598. level.ac130player waittill( \weapon_fired\" );"
  1599. level.ac130player waittill( \switch thermal\" );"
  1600. level waittill( \clear_to_engage\" );"
  1601. level.ac130player waittill( \projectile_impact\" weaponName position radius );"
  1602. self waittill ( \damage\" damage attacker );"
  1603. self waittill( \damage\" damage attacker direction_vec point );"
  1604. treeorg waittill( \rotatedone\" );"
  1605. level waittill( \hud_target_blink_off\" );"
  1606. level waittill( \hud_target_blink_on\" );"
  1607. guy waittill( \death\" attacker );"
  1608. level waittill( \ai_crawling\" guy );"
  1609. level waittill( \ai_pain_falling\" guy );"
  1610. level waittill( \ai_pain\" guy );"
  1611. level waittill( \vehicle_explosion\" vehicle_origin );"
  1612. level waittill( \enemy_killed\" );"
  1613. level waittill( \context_location\" locationType );"
  1614. self waittill( \trigger\" triggerer );"
  1615. level waittill( \radio_not_in_use\" );"
  1616. level.ac130player waittill( \playSoundOverRadio_done\" );"
  1617. waittillframeend; // so flag can get set
  1618. waittillframeend; // for main init
  1619. level waittill( \slowview\" wait_time );"
  1620. level waittill( \stop_drunk_walk\" );"
  1621. level waittill_either( \recovered\" \"force_limp\" );"
  1622. level.ground_ref_ent waittill( \rotatedone\" );"
  1623. level.player.soundEnt waittill( \sounddone\" );"
  1624. ent waittill( \sounddone\" );"
  1625. self waittill( endonString );
  1626. guyPackets[ scriptedAnimationIndex ][ \guy\" ] waittillmatch( anim_string \"end\" );"
  1627. guyPackets[ scriptedSoundIndex ][ \guy\" ] waittill( anim_string );"
  1628. ent waittill( anime );
  1629. "// guy waittillmatch( \face_done_\"" + anime" \"end\" );"
  1630. guy waittill( \single dialogue\" );"
  1631. guy waittill_match_or_timeout( \single anim\" \"end\" scriptedAnimationTime );"
  1632. guy waittillmatch( \single anim\" \"end\" );"
  1633. guy waittill( msg, notetrack );
  1634. waittillframeend;// because this should come after any attachs that happen on the same frame
  1635. gun waittill( \death\" );"
  1636. ent waittill( \reached_position\" );"
  1637. waittillframeend;// let the guys get their new goals from anim_reach
  1638. ent waittill( \reach_notify\" );"
  1639. self waittill_either( \death\" \"goal\" );"
  1640. waittillframeend;// delay a frame so if you end a loop with a notify then start a new loop, this guarentees that
  1641. waittillframeend;// in case another facial animation just ended, so its clear doesnt overwrite us
  1642. ent waittill( \reached_goal\" );"
  1643. self waittillmatch( \face_done_\" + anime \"dialog\" );"
  1644. "// self waittill( anime );"
  1645. guy waittillmatch( msg, \end\" );"
  1646. level waittill( \windchange\" wind );"
  1647. waittillframeend;// so level.script is set
  1648. level.player add_wait( ::waittill_msg, \death\" );"
  1649. level waittill_either( \arcademode_decrement_kill_streak\" \"arcademode_new_kill\" );"
  1650. waittillframeend;// for the new hud elem to be added to the array
  1651. level waittill( \arcademode_decrement_kill_streak\" );"
  1652. waittillframeend;// gotta wait until the hud is definitely defined, in case you go from 0x to 8x in one frame.
  1653. waittillframeend;// so that the 8x hud stuff gets drawn
  1654. level add_wait( ::waittill_msg, \lost_streak\" );"
  1655. level waittill( \arcademode_stop_kill_streak\" );"
  1656. level waittill( \arcademode_new_kill_streak\" );"
  1657. player add_wait( ::waittill_msg, \death\" );"
  1658. heli waittill( \near_goal\" );"
  1659. self waittill_notify_or_timeout( \damage_by_player\" fRand );"
  1660. self waittill_notify_or_timeout( \damage_by_player\" level.attackHeliTargetReaquire );"
  1661. eHeli waittill_notify_or_timeout( \damage_by_player\" level.attackHeliPlayerBreak );"
  1662. self waittill( \fire_missiles\" other );"
  1663. self waittill( \disable_turret\" );"
  1664. self waittill( \enable_turret\" );"
  1665. self waittill_either( \death\" \"miniguns_have_new_target\" );"
  1666. level.player waittill( \sounddone\" );"
  1667. self waittill_any( \death\" \"crash_done\" \"turn_off_spotlight\" );"
  1668. eHeli waittill( \death\" );"
  1669. self waittill_either( \death\" \"crash_done\" );"
  1670. eNextNode waittill( \trigger\" );"
  1671. self waittill_any( \near_goal\" \"goal\" );"
  1672. level waittill( \finished final intro screen fadein\" );"
  1673. barrett_trigger waittill( \trigger\" );"
  1674. "// waittillframeend;"
  1675. "// self waittill( \unloading\"" );"""
  1676. level waittill( \level.players initialized\" );"
  1677. self waittill( \execute_the_breach\" );"
  1678. self waittill( \spawn_hostiles\" );"
  1679. self waittillmatch( \single anim\" \"fire\" );"
  1680. eVolume waittill( \execute_the_breach\" );"
  1681. self waittillmatch( \single anim\" \"grenade_throw\" );"
  1682. self waittillmatch( \single anim\" \"pull fuse\" );"
  1683. self waittillmatch( \single anim\" \"explosion\" );"
  1684. self waittillmatch( \single anim\" \"kick\" );"
  1685. self waittillmatch( \single anim\" \"attach prop right\" );"
  1686. self waittillmatch( \single anim\" \"detach prop right\" );"
  1687. eVolume waittill( \detpack_detonated\" );"
  1688. self waittillmatch( \single anim\" \"sound effect\" );"
  1689. eRoomVolume waittill( \detpack_detonated\" );"
  1690. eRoomVolume waittill( \execute_the_breach\" );"
  1691. self waittill( \breach_abort\" );"
  1692. self waittill( \play_breach_fx\" );"
  1693. self waittill( level.slide[ i ][ \dialog_wait\" ] + \"sounddone\" );"
  1694. self waittill( level.slide[ i ][ \dialog\" ] + \"sounddone\" );"
  1695. waitTillBriefingDone()
  1696. self waittill( \briefingend\" );"
  1697. self waittill( \briefingskip\" );"
  1698. technical = maps\_vehicle::waittill_vehiclespawn( \technical\" );"
  1699. technical waittill( \c4_detonation\" );"
  1700. self.trigger waittill( \trigger\" player );"
  1701. c4_target waittill( \c4_planted\" c4_model );"
  1702. player waittill( \detonate\" );"
  1703. soundPlayer waittill( \sound_done\" );// not working?"
  1704. c4_target waittill( \clear_c4\" );"
  1705. chicken waittill( \sounddone\" );"
  1706. //vehicle waittill( \reached_end_node\" );"
  1707. vehicle waittill( \reached_end_node\" );"
  1708. level waittill( \foreverever\" );"
  1709. ent.viewModel waittillmatch( \anim\" \"end\" );"
  1710. ent.player waittill( \jump\" );"
  1711. ent.player waittill( \climbing\" );"
  1712. //ent.viewModel waittillmatch( \start_climb\" \"end\" );"
  1713. ent.viewModel waittillmatch( \start_climb\" \"stab\" );"
  1714. ent.viewModel waittill( \stop_crack\" );"
  1715. //ent.viewModel waittillmatch( \stabbing\" \"end\" );"
  1716. ent.viewModel waittillmatch( \stabbing\" \"release\" );"
  1717. ent.viewModel waittillmatch( \stabbing\" \"settle\" );"
  1718. ent.viewModel waittillmatch( \stabbing\" \"end\" );"
  1719. //ent.viewModel waittillmatch( \anim\" \"end\" );"
  1720. ent.viewmodel waittillmatch( \animdone\" \"end\" );"
  1721. ent.viewModel waittillmatch( \stabbing\" \"stab\" );"
  1722. waittillframeend;// wait until all calcs are finished
  1723. waittillframeend;// for old models to get deleted
  1724. model waittillmatch( \anim\" \"stab\" );"
  1725. model waittill( \anim\" notetrack );"
  1726. node add_wait( ::waittill_msg, \price_climb_start\" );"
  1727. level add_wait( ::waittill_msg, \fourth_swing\" );"
  1728. climb_jump_org waittill_player_lookat( 0.4, 0, true );
  1729. //player_arms waittillmatch( \slide\" \"end\" );"
  1730. self waittillmatch( \anim\" \"end\" );"
  1731. self.trigger waittill( \trigger\" pilot );"
  1732. chopper waittill( \takeoff\" );"
  1733. chopper waittill( \goal\" );"
  1734. chopper.pilotModel waittillmatch( \pilot_idle_anim\" \"end\" );"
  1735. self waittillmatch( \rotor_anim\" \"end\" );"
  1736. level waittill( \weapon_armed\" );"
  1737. self waittill( \turret_fire\" );"
  1738. targetStruct.targetEntity waittill( \death\" );"
  1739. level waittill( \targets_updated\" );"
  1740. level waittill( \cobra_death\" );"
  1741. level waittill( \health_regen\" );"
  1742. self waittill( \veh_collision\" velocity collisionNormal );"
  1743. self waittill( \veh_predictedcollision\" velocity collisionNormal );"
  1744. self waittill( \crash_done\" );"
  1745. level.playervehicle waittill( \incomming_missile\" eMissile );"
  1746. eMissile waittill( \death\" );"
  1747. level waittill( \ammo_reload\" regenPoint trigger );"
  1748. level.playervehicle waittill( \goal\" );"
  1749. trig waittill( \trigger\" vehicle );"
  1750. self waittill ( \trigger\" vehicle );"
  1751. level.playervehicle waittill ( \goal\" );"
  1752. level waittill( \border_outer\" );"
  1753. level waittill( \border_inner\" );"
  1754. level waittill( \incomming_missile_blink_on\" );"
  1755. level waittill( \incomming_missile_blink_off\" );"
  1756. missileIndicator.eMissile waittill( \death\" );"
  1757. "// waittillframeend;"
  1758. self waittill( \stop_being_careful\" );"
  1759. self waittill( \node_taken\" taker );"
  1760. // could've died in waittillframeend
  1761. self waittill( \deathshield\" damage attacker direction point type modelName tagName partName dflags weaponName );"
  1762. level waittill( \player_downed\" );"
  1763. self add_wait( ::waittill_msg, \coop_bled_out\" );"
  1764. msg = self waittill_any_timeout( level.coop_revive_nag_hud_refreshtime, \nag\" \"nag_cancel\" );"
  1765. self waittill_disable_nag();
  1766. waittill_disable_nag()
  1767. self waittill_any( \nag\" \"nag_cancel\" \"death\" );"
  1768. self waittill_any( \end_func_player_coop_downed_icon\" \"death\" );"
  1769. level.revive_ent waittill( \trigger\" player );"
  1770. self waittill_notify_or_timeout( \draw_attention\" 4 );"
  1771. path_waittill_enable();
  1772. path_waittill_enable()
  1773. model waittillmatch( \flag\" \"end\" );"
  1774. level waittill( \debug_next_corner\" );"
  1775. spawn waittill( \death\" );"
  1776. waittillframeend;// for vars to get init'd elsewhere
  1777. level waittill( \updated_color_friendlies\" );"
  1778. waittillframeend;// now we know _load has run and the level.scr_notetracks have been defined
  1779. waittillframeend;// wait one extra frameend because _audio.gso files waittillframeend and we have to start after them
  1780. FPrintLn( file, tab + \waittillframeend;\" );"
  1781. grenade waittill ( \death\" );"
  1782. self waittill (\missile_stuck\" entity );"
  1783. self waittill ( \explode\" );"
  1784. c4 waittill( \death\" );"
  1785. damagearea waittill( \trigger\" ent );"
  1786. level waittill( array_targetname + \ gotten\" );"
  1787. "// println (\waittill trigger\"");"""
  1788. level waittill( activate_notify );
  1789. drone waittill( \death\" );"
  1790. self waittillmatch( \drone_anim\" \"end\" );"
  1791. //self waittill_match_or_timeout( \deathanim\" \"end\" 4 );"
  1792. self waittill( \move\" );"
  1793. other waittill( \reached_end_node\" );"
  1794. self waittillmatch( \noteworthy\" \"flare_intro_node\" );"
  1795. self waittillmatch( \noteworthy\" \"flare_fade_node\" );"
  1796. waittillframeend;// otherwise other things waiting on flare complete wont continue
  1797. org waittill( \rotatedone\" );"
  1798. org waittill( \movedone\" );"
  1799. entity waittill( \friendlyfire_notify\" damage attacker direction point method weaponName );"
  1800. entity waittill( \damage\" damage attacker direction point method modelName tagName partName dFlags weaponName );"
  1801. entity waittill( \damage_notdone\" damage attacker direction point method );"
  1802. entity waittill( \death\" attacker method weaponName );"
  1803. waittillframeend;// for init to finish
  1804. waittillframeend;// in case our accuracy changed this frame
  1805. waittillframeend;// let the scripted grenade - specific stuff from _utility try first
  1806. self waittill( \update_health_packets\" );"
  1807. waittillframeend;// if we're on hard, we need to wait until the bolt damage check before we decide what to do
  1808. /* level.player waittill( \death\" );"
  1809. waitTillPlayerIsHitAgain()
  1810. waitTillPlayerIsHitAgain();
  1811. self waittill( \noHealthOverlay\" );"
  1812. waittillframeend;// if we're on the first frame then we want to wait until after _load or animscript has run
  1813. waittillframeend;// so level.start_point is defined
  1814. level.player waittill( \damage\" amount a b c d e f );"
  1815. self waittill( \showpath\" );"
  1816. level waittill( \newtrigger\" );"
  1817. vehicle waittill( \missile_lock\" enemyVehicle );"
  1818. vehicle waittill( \near_goal\" );"
  1819. vehicle waittill( \missile_lock_ended\" );"
  1820. vehicle waittill( \incomming_missile\" eMissile );"
  1821. "// guy waittill( \jumpedout\"" );"""
  1822. heli waittill( \unloading\" );"
  1823. door_org waittill( scene );
  1824. guy waittill_either( \death\" \"quit_door_behavior\" );"
  1825. self waittill( \push_player\" );"
  1826. guy waittill( \damage\" dmg attacker );"
  1827. //spawn_func, then it will initalize after this causing problems...this waittillframeend insures that the
  1828. //the waittillframeend ( which is necessary ) is just enough time for this guy to be deleted from max 32 ai over-spawning.
  1829. self add_wait( ::waittill_msg, \enemy\" );"
  1830. self waittill( \_idle_reaction\" );"
  1831. self waittill( \_idle_reaction\" type );"
  1832. self.usetrig waittill( \trigger\" );"
  1833. self waittill( \damage\" damage attacker direction_vec point damageType );"
  1834. cracked waittill( \damage\" damage other direction_vec point damageType );"
  1835. self waittill( \damage\" amount attacker direction_vec P type );"
  1836. self.barrel waittill( \exploding\" );"
  1837. self.barrel waittill( \damage\" amount attacker direction_vec P type );"
  1838. self waittill( \damage\" other damage direction_vec point );"
  1839. self waittill( \damage\" damage ent );"
  1840. self waittill( \damage\" amount ent );"
  1841. self.autoaim waittill( \xenon_auto_aim_stop_logic\" );"
  1842. self waittill( \ok_remove\" );"
  1843. level waittill( string );
  1844. self waittill( \recreate\" );"
  1845. self waittill( \death\" attacker type weapon );"
  1846. self waittill( \use killstreak\" );"
  1847. node waittill( \leapfrog\" next_node );"
  1848. waittillframeend; // wait for turrets to get setup
  1849. level waittill( \trigger_group_\" + self.script_trigger_group trigger );"
  1850. level.player waittill( \damage\" );"
  1851. // createfx has to do 2 waittillframeends so we have to do 3 to make sure this comes after
  1852. self waittill( \damage\" amount );"
  1853. level.player waittill( \damage\" damage attacker direction_vec point cause );"
  1854. realTrigger waittill( \trigger\" other );"
  1855. ent waittill( \trigger\" );"
  1856. waittillframeend;// starts happen at the end of the first frame, so threads in the mission have a chance to run and init stuff
  1857. waittillframeend;// let the frame finish for all ai init type stuff that goes on in start points
  1858. level waittill( flag );
  1859. trigger waittill( \trigger\" user );"
  1860. waittillframeend;// let the ai get their eq_num table created
  1861. level waittill( \foreverrr\" );"
  1862. trigger waittill( \damage\" damage attacker direction_vec point type modelName tagName );"
  1863. trig waittill( \trigger\" triggerer );"
  1864. waittillframeend;// so level.spawn_groups is defined
  1865. level waittill( \glass_break\" other );"
  1866. self waittill( \guy_entered\" );"
  1867. self.use_trigger waittill( \trigger\" player );"
  1868. thread waittill_each_ready( player, \player\" + idx + \"_ready\" );"
  1869. waittill_each_ready( player, ready_flag )
  1870. self waittill( \weaponchange\" );"
  1871. self waittill( \menuresponse\" menu response );"
  1872. self waittill( \auto_ai\" );"
  1873. self waittill( \turretstatechange\" );// code or script"
  1874. mg42 waittill( \startfiring\" );"
  1875. mg42 waittill( \stopfiring\" );"
  1876. self waittill( \get new user\" );"
  1877. node waittill( \enable mg42\" );"
  1878. mg42_gunner waittill( \death\" );"
  1879. owner waittill( msg );
  1880. self waittill( \manual_ai\" );"
  1881. level waittill( mg42.target );
  1882. self waittill( \next_target\" );"
  1883. turret waittill( \turret_deactivate\" );"
  1884. level waittill( \new_drone\" );"
  1885. target waittill_any( \death\" \"drone_mg42_fail\" );"
  1886. self waittill( \restore_default_drop_pitch\" );"
  1887. self waittill( \dropped_gun\" );"
  1888. self waittill( \turret_deactivate\" );"
  1889. self waittill( \saw_enemy\" );"
  1890. "// self waittill( \runto_arrived\"" );"""
  1891. self waittillmatch( \setup_done\" \"end\" );"
  1892. waittill_turret_is_released( turret );
  1893. waittill_turret_is_released( turret )
  1894. self waittill( \end_mg_behavior\" );"
  1895. self waittill( \new_enemy\" );"
  1896. waittill_either( \death\" \"end_mg_behavior\" );"
  1897. waittillframeend;// so everybody who spawns in this frame can get in the team
  1898. ent waittill( \gunner_died\" );"
  1899. waittill_player_not_holding_fire_trigger_or_overheat();
  1900. waittill_player_not_holding_fire_trigger_or_overheat()
  1901. level waittill( \start_mortars\" );"
  1902. level waittill( level.mortar_notify );
  1903. level waittill( \mortarzone\" mortartrig );"
  1904. self waittill( \mortar\" );"
  1905. self waittill( \wait again\" );"
  1906. level waittill( \start_mortars \" + groupNum );"
  1907. level waittill( \stop_mortars \" + groupNum );"
  1908. "level waittill( \mortar_hit\"" ); //don't interrupt in the middle of an incoming sound before it hits"""
  1909. level waittill( level.explosion_startNotify[ strExplosion ] );
  1910. self waittill( \loadguy_done\" );"
  1911. self.loadGuy waittill( \death\" );"
  1912. self waittillmatch( \single anim\" \"open_mortar\" );"
  1913. node waittill( setupString[ index ] );
  1914. self waittill( \night_vision_on\" );"
  1915. self waittill( \night_vision_off\" );"
  1916. waittillframeend; // sometimes this gets tangled with the placed_nodes size assures reset happens after that thing.
  1917. // self waittill( \scripted_animdone\" );"
  1918. waittill_combat_wait()
  1919. waittill_death()
  1920. waittill_combat()
  1921. waittill_combat_wait();
  1922. waittillframeend;// make sure everyone is spawned;
  1923. psource_waittill_enable();
  1924. psource_waittill_enable()
  1925. self waittill( \enemy_visible\" );"
  1926. self waittill( \damage_notdone\" damage attacker );"
  1927. level.pmc.objective.trigger waittill( \trigger\" player );"
  1928. self waittill( \remove_laptop_pickup_hud\" );"
  1929. level waittill( \enemy_died\" );"
  1930. level waittill( \juggernaut_died\" );"
  1931. self add_wait( ::waittill_msg, \stop_loop\" );"
  1932. guy add_wait( ::waittill_msg, \death\" );"
  1933. level waittill( \cancel_notify\" );"
  1934. self waittill( \weapon_change\" weap );"
  1935. self waittill( \switch_to_remotemissile\" );"
  1936. level waittill( \uav_collecting_stats\" );"
  1937. level waittill( \uav_reloading\" );"
  1938. self waittill_any( \damage\" \"dtest\" \"force_out_of_uav\" );"
  1939. missile waittill( \death\" );"
  1940. player waittill( \projectile_impact\" weaponName position radius );"
  1941. player waittill( \remote_missile_attack\" val );"
  1942. waittillframeend;// was colliding with self waittill death which also removes the target
  1943. waittill_dead( self.ai_array, 1 );
  1944. //self waittill( \ai_at_goal\" );"
  1945. org waittill( \sway1\" );"
  1946. org waittill( \sway2\" );"
  1947. ent.parent waittill( \got_link\" );"
  1948. link waittill( \precalcdone1\" );"
  1949. link waittill( \precalcdone2\" );"
  1950. level waittill( \_sea_bob\" );"
  1951. self waittill( \sway1\" );"
  1952. self waittill( \sway2\" );"
  1953. level waittill( \_sea_viewbob\" );"
  1954. level waittill( \wind blows\" windDirection );"
  1955. self waittill( \shutterSound\" );"
  1956. self waittill( \sounddone\" );"
  1957. level waittill( \breaching_number_\" + index );"
  1958. trigger waittill( \trigger\" other passive );"
  1959. level waittill_notify_or_timeout( \breaching\" 3 );"
  1960. level waittill( \breach_concludes\" );"
  1961. waittill_dead( aEnemies );
  1962. level waittill( breach_notify );
  1963. waittillframeend;// give other players a chance to breach here before fake breaching it
  1964. self waittill( \player_shot_fired\" );"
  1965. level waittill( \slowmo_breach_ending\" newLerpTime );"
  1966. self waittill_any( \weapon_switch_started\" \"night_vision_on\" \"night_vision_off\" );"
  1967. level waittill( \mission failed\" );"
  1968. level waittill_either( \slomo_breach_over\" \"friendlies_finished_breach\" );"
  1969. msg = self waittill_any_return( \death\" \"finished_breach_start_anim\" );"
  1970. ent waittill( \breach_status_change\" status );"
  1971. waittillframeend;// give level.last_player_damage a chance to get set
  1972. self waittill_notetrack_or_damage( \bodyfall large\" );"
  1973. self waittill( \finished_breach_start_anim\" );"
  1974. self waittillmatch( \single anim\" \"bodyfall large\" );"
  1975. self waittillmatch( \single anim\" \"stab\" );"
  1976. self waittill_either( \damage\" \"finished_breach_start_anim\" );"
  1977. self waittill( \starting_breach_reaction\" );"
  1978. //room_volume waittill( \breached\" );"
  1979. vehicle waittill_either( \vehicle_dismount\" \"death\" );"
  1980. self waittill( message );
  1981. vehicle waittill_vehicle_crashes();
  1982. waittill_vehicle_crashes()
  1983. thread waittill_vehicle_falling_so();
  1984. self waittill_any( \veh_collision\" \"veh_falling\" );"
  1985. waittill_vehicle_falling_so()
  1986. trigger_ent waittill( \trigger\" player );"
  1987. vehicle waittill( \vehicle_dismount\" );"
  1988. vehicle waittill( \third_person\" );"
  1989. vehicle waittill( \first_person\" );"
  1990. vehicle waittill( animflag, notetrack );
  1991. vehicle waittillmatch( \pullout_anim\" \"attach_gun\" );"
  1992. vehicle waittillmatch( \pullout_anim\" \"end\" );"
  1993. vehicle waittillmatch( \reload_anim\" \"end\" );"
  1994. vehicle waittillmatch( \putaway_anim\" \"detach_gun\" );"
  1995. vehicle waittillmatch( \putaway_anim\" \"end\" );"
  1996. vehicle waittill( \drive_shooting_done\" );"
  1997. // give the other waittill( \spawned\" ) a chance to hit and increment the deathspawn"
  1998. self waittillDeathOrPainDeath();
  1999. waittillframeend; // if its the first frame then process deathflags hasn't happened yet
  2000. // notify and endon and waittill so we only do this a max of once per frame
  2001. trigger waittill( \trigger\" guy );"
  2002. waittillframeend;// let our random killspawner fire before spawning guys
  2003. spawned waittill( \death\" attacker );"
  2004. waittillframeend;// wait for spawners to setup spawn_groups so we can verify ours exists
  2005. waittillDeathOrPainDeath()
  2006. self waittill( \pain_death\" );// pain that ends in death"
  2007. waittillDeathOrPainDeath();
  2008. self waittill( \fallback_notify\" );"
  2009. level waittill( ( \fallbacker_trigger\" + num ) );"
  2010. level waittill( ( \fallback_reached_goal\" + num ) );"
  2011. level waittill( ( \fallback_firstspawn\" + num ) );"
  2012. level waittill( ( \fallbacker_died\" + num ) );"
  2013. self waittill( \fallback\" );"
  2014. level waittill( \friendly_died\" );"
  2015. mg42 waittill( \friendly_finished_using_mg42\" );"
  2016. ai waittill( \goal\" );"
  2017. ai waittill( \shot_at_target\" );"
  2018. "// ai waittill( \panzer mission complete\"" );"""
  2019. waittillDeathOrLeaveSquad()
  2020. self waittill( \leaveSquad\" );"
  2021. self waittill( \friendly_wave_start\" startPoint );"
  2022. ent.ai waittill( \death\" );"
  2023. self waittill( \flood_begin\" );"
  2024. self waittill( \spawn_died\" deleted playerKill );"
  2025. waittillRestartOrDistance( dist );
  2026. waittillDeletedOrDeath( spawn )
  2027. waittillDeletedOrDeath( spawn );
  2028. level.spawnerWave[ name ] waittill( \waveReady\" );"
  2029. waittillRestartOrDistance( dist )
  2030. self waittill( \death\" other );"
  2031. waittillDeathOrEmpty()
  2032. self waittillDeathOrEmpty();
  2033. level waittill( \spawner_expired\" + self.script_deathChain );"
  2034. self waittill( \spawned\" soldier );"
  2035. self waittill( \emptied spawner\" );"
  2036. trigger_target waittill( \trigger\" );"
  2037. soldier waittill( \death\" attacker );"
  2038. spawner.spawn waittill( \death\" );"
  2039. self waittill( \death_report\" );"
  2040. self waittill( \bad_path\" badPathPos );"
  2041. waittillframeend;// _load needs to finish entirely before we can add spawn functions to spawners
  2042. level waittill( \spawner_expired\" + trigger.script_deathChain );"
  2043. self waittill( \rope_death\" attacker );"
  2044. self waittill( self.unique_id + \_is_ready\" );"
  2045. self waittill( self.unique_id + \_is_not_ready\" );"
  2046. self waittill( \toggle_challenge_timer\" );"
  2047. self waittill( \force_challenge_timer\" );"
  2048. self waittill( \update_challenge_timer\" );"
  2049. note = self waittill_any_return( \so_downed\" \"so_bleedingout\" \"so_reviving\" \"so_revived\" );"
  2050. self waittill( \sentry_placement_finished\" );"
  2051. self waittill( \so_bcs_kill_generic\" );"
  2052. self waittill( \so_bcs_kill_infantry\" );"
  2053. self waittill( \so_bcs_area_secure\" );"
  2054. self waittill( \so_bcs_affirmative\" );"
  2055. self waittill( \so_bcs_negative\" );"
  2056. self waittill( \so_bcs_on_comms\" );"
  2057. self waittill( \so_bcs_mark_dropzone\" );"
  2058. self waittill( \ai_event\" event shooter whizByOrigin );"
  2059. self waittill( \bc_done\" );"
  2060. level waittill( \new_challenge_timer\" );"
  2061. response = waittill_either_player();
  2062. level waittill( \so_player_has_died\" );"
  2063. waittill_either_player()
  2064. thread waittill_player_respond( 0 );
  2065. thread waittill_player_respond( 1 );
  2066. level.players[0] waittill( \menuresponse\" menu response );"
  2067. waittill_player_respond( player_num )
  2068. level.players[ player_num ] waittill( \menuresponse\" menu response );"
  2069. level waittill( \so_generate_deathquote\" );"
  2070. self waittill( \death\" attacker cause weapon );"
  2071. self waittill_notify_or_timeout( anime, randomfloatrange( 1.5, 3 ) );
  2072. self waittill( \event_awareness\" type );"
  2073. self waittill( \_stealth_saw_corpse\" );"
  2074. level waittill( corpse_flag );
  2075. level waittill( _flag );
  2076. waittill_dead_or_dying( group_get_ai_in_group( group ), undefined, level._stealth.logic.corpse.reset_time );
  2077. self waittill( \stop_flashbang_effect\" );"
  2078. self waittill( type, subtype );
  2079. level._stealth.group waittill( group_name );
  2080. self waittill_true_goal( origin );
  2081. add_wait( ::waittill_msg, \event_awareness_handler\" );"
  2082. add_wait( ::waittill_msg, \default_event_awareness_enders\" );"
  2083. add_wait( ::waittill_msg, string );
  2084. add_wait( ::waittill_msg, \end_event_awareness_handler\" );"
  2085. self add_wait( ::waittill_msg, \_stealth_stance_down\" );"
  2086. self add_wait( ::waittill_msg, \_stealth_stance_dont_change\" );"
  2087. self add_wait( ::waittill_msg, \_stealth_stance_handler\" );"
  2088. self waittill( \_stealth_enemy_alert_level_change\" type );"
  2089. self waittill_notify_or_timeout( \goal\" 2 );"
  2090. \Name: stealth_enemy_waittill_alert()\""
  2091. \Example: enemy stealth_enemy_waittill_alert();\""
  2092. stealth_enemy_waittill_alert()
  2093. waittillframeend;// to ensure the ent flag below is init'ed
  2094. stealth_enemy_waittill_alert();
  2095. self add_wait( ::waittill_msg, \stop_idle_proc\" );"
  2096. "self waittill( type, subtype, param ); // subtype and param for debugging"
  2097. self waittill( type, subtype, param );
  2098. waittillframeend;// wait a frame to make sure stealth_spotted didn't get set this frame
  2099. self waittill( type, param );
  2100. level waittill( wait_msg );
  2101. waittillframeend;// make sure these flag's are set;
  2102. self add_wait( ::waittill_msg, \going_back\" );"
  2103. self waittill( type, var1, var2 );
  2104. self waittill( \grenade_pullback\" );"
  2105. grenade waittill_notify_or_timeout( \death\" 10 );"
  2106. self waittillmatch( animation, \end\" );"
  2107. ai waittillmatch( \frozen\" \"end\" );"
  2108. self waittill( \weapon_fired\" );// waits for Code notify when FireWeapon() is called."
  2109. self waittill( \treeburst\" );"
  2110. "// treeorg waittill(\rotatedone\"");"""
  2111. self waittillmatch( \single anim\" \"surfacing\" );"
  2112. self waittill( \scuba_breathe_sound_done\" );"
  2113. self waittill( \scuba_breathe_sound_starting\" );"
  2114. self waittill( \stop_scuba_breathe\" );"
  2115. self waittill_either( flag1, flag2 );
  2116. ent waittill( sounddone );
  2117. spawn waittill( \finished spawning\" );"
  2118. eTrigger waittill( \trigger\" eOther );"
  2119. thread set_flag_on_func_wait_proc( spawners, strFlag, ::waittill_dead, \set_flag_on_dead\" );"
  2120. thread set_flag_on_func_wait_proc( spawners, strFlag, ::waittill_dead_or_dying, \set_flag_on_dead_or_dying\" );"
  2121. \Name: waittill_dead( <guys> <num> <timeoutLength> )\""
  2122. \Example: waittill_dead( GetAIArray( \"axis\" ) );\""
  2123. waittill_dead( guys, num, timeoutLength )
  2124. AssertEx( allAlive, \Waittill_Dead was called with dead or removed AI in the array meaning it will never pass.\" );"
  2125. ent thread waittill_dead_timeout( timeoutLength );
  2126. array_thread( guys, ::waittill_dead_thread, ent );
  2127. ent waittill( \waittill_dead guy died\" );"
  2128. \Name: waittill_dead_or_dying( <guys> <num> <timeoutLength> )\""
  2129. \Summary: Similar to waittill_dead(). Waits until all the AI in array < guys > are dead OR dying (long deaths).\""
  2130. \Example: waittill_dead_or_dying( GetAIArray( \"axis\" ) );\""
  2131. waittill_dead_or_dying( guys, num, timeoutLength )
  2132. array_thread( guys, ::waittill_dead_or_dying_thread, ent );
  2133. ent waittill( \waittill_dead_guy_dead_or_dying\" );"
  2134. waittill_dead_thread( ent )
  2135. ent notify( \waittill_dead guy died\" );"
  2136. waittill_dead_or_dying_thread( ent )
  2137. ent notify( \waittill_dead_guy_dead_or_dying\" );"
  2138. waittill_dead_timeout( timeoutLength )
  2139. waittill_aigroupcleared( aigroup )
  2140. waittill_aigroupcount( aigroup, count )
  2141. \Name: waittill_notetrack_or_damage( <notetrack> )\""
  2142. \Example: self waittill_notetrack_or_damage( \"bodyfall large\" );\""
  2143. waittill_notetrack_or_damage( notetrack )
  2144. self waittillmatch( \single anim\" notetrack );"
  2145. self waittill( \gather_delay_finished\" + msg + delay );"
  2146. self waittill( \done speaking\" );"
  2147. objEvent waittill_objectiveEvent();// this waits until the AI with the event's script_deathchain are dead,
  2148. waittill_objective_event()
  2149. waittill_objective_event_proc( true );
  2150. waittill_objective_event_notrigger()
  2151. waittill_objective_event_proc( false );
  2152. self waittill_any( \goal\" \"timeout\" );"
  2153. // setting force color happens after waittillframeend so we need to wait until it finishes
  2154. self waittill( \done_setting_new_color\" );"
  2155. self waittill( \flashbang\" origin percent_distance percent_angle attacker team );"
  2156. waittillframeend;// give every other waitspreader in this frame a chance to increment wait_spreaders
  2157. waittillframeend;// wait for the logic to setup the waits
  2158. ent waittill( \done\" );"
  2159. \Name: waittill_match_or_timeout( <msg> <match> <timer> )\""
  2160. waittill_match_or_timeout( msg, match, timer )
  2161. self waittillmatch( msg, match );
  2162. // can lose color during the waittillframeend in left_color_node
  2163. \Name: waittill_either_function( <func1> <parm1> <func2> <parm2> )\""
  2164. waittill_either_function( func1, parm1, func2, parm2 )
  2165. thread waittill_either_function_internal( ent, func1, parm1 );
  2166. thread waittill_either_function_internal( ent, func2, parm2 );
  2167. \Name: waittill_msg( <msg> )\""
  2168. waittill_msg( msg )
  2169. if ( IsDefined( localentity.function_stack_func_begun ) || ( localentity waittill_any_timeout( timeout, \function_stack_func_begun\" ) != \"timeout\" ) )"
  2170. //waittillframeend makes sure that doesn't happen
  2171. level waittill( waiter );
  2172. structs[ key ] waittill( \_array_wait\" );"
  2173. \Name: waittill_player_lookat( <dot> <timer> <dot_only> <timeout> )\""
  2174. \Example: level.price waittill_player_lookat();\""
  2175. waittill_player_lookat( dot, timer, dot_only, timeout, ignore_ent, player )
  2176. \Name: waittill_player_lookat_for_time( <timer> <dot> )\""
  2177. \Example: self waittill_player_lookat_for_time( 0.5 );\""
  2178. waittill_player_lookat_for_time( timer, dot, dot_only, ignore_ent )
  2179. AssertEx( IsDefined( timer ), \Tried to do waittill_player_lookat_for_time with no time parm.\" );"
  2180. waittill_player_lookat( dot, timer, dot_only, undefined, ignore_ent );
  2181. \Example: add_wait( ::waittill_player_lookat );\""
  2182. \Example: add_func( ::waittill_player_lookat );\""
  2183. ent array_levelthread( array, ::waittill_func_ends, endons );
  2184. ent waittill( \func_ended\" );"
  2185. \Name: _waittillmatch( <msg> <match> )\""
  2186. _waittillmatch( msg, match )
  2187. \Name: waittill_entity_in_range_or_timeout( <entity> <range> <timeout> )\""
  2188. \Example: level.player waittill_entity_in_range_or_timeout( level.enemyHeli 2048 10 )\""
  2189. waittill_entity_in_range_or_timeout( entity, range, timeout )
  2190. \Name: waittill_entity_in_range( <entity> <range> )\""
  2191. \Example: level.player waittill_entity_in_range( level.enemyHeli 2048 )\""
  2192. waittill_entity_in_range( entity, range )
  2193. \Name: waittill_entity_out_of_range( <entity> <range> )\""
  2194. \Example: level.player waittill_entity_out_of_range( level.enemyHeli 2048 )\""
  2195. waittill_entity_out_of_range( entity, range )
  2196. \Name: waittill_true_goal( <origin> <radius> )\""
  2197. waittill_true_goal( origin, radius )
  2198. \Name: waittill_in_range( <origin> <range> )\""
  2199. waittill_in_range( origin, range )
  2200. \Name: waittill_volume_dead()\""
  2201. \Example: volume waittill_volume_dead()\""
  2202. waittill_volume_dead()
  2203. //waittill_dead( aHostiles );
  2204. \Name: waittill_volume_dead_or_dying()\""
  2205. \Example: volume waittill_volume_dead_or_dying()\""
  2206. waittill_volume_dead_or_dying()
  2207. \Name: waittill_volume_dead_then_set_flag( <sFlag> )\""
  2208. \Example: volume waittill_volume_dead_then_set_flag( \"some_flag\" );\""
  2209. waittill_volume_dead_then_set_flag( sFlag )
  2210. self waittill_volume_dead();
  2211. \Name: waittill_targetname_volume_dead_then_set_flag( <targetname> <msg> )\""
  2212. \Example: waittill_targetname_volume_dead_then_set_flag( \"some_targetname\" \"some_flag\" );\""
  2213. waittill_targetname_volume_dead_then_set_flag( targetname, msg )
  2214. volume waittill_volume_dead_then_set_flag( msg );
  2215. waittill_objective_event_proc( requireTrigger )
  2216. ent waittill( msg );
  2217. self waittill( \finished_radio\" );"
  2218. waittill_either_function_internal( ent, func, parm )
  2219. level waittill( \friendlyfire_mission_fail\" );"
  2220. localentity waittill_either( \function_done\" \"death\" );"
  2221. caller waittill( \level_function_stack_ready\" );"
  2222. waittill_func_ends( func, endons )
  2223. waittill_abort_func_ends( func, endons )
  2224. self array_levelthread( array, ::waittill_abort_func_ends, endons );
  2225. self waittill( \abort_func_ended\" );"
  2226. self waittill( \stop_dynamic_run_speed\" );"
  2227. self waittill( \autosave_player_nade\" );"
  2228. waittillframeend;// give endon's a chance to register
  2229. waittillframeend;// wait for the blend settings to get set;
  2230. waittillframeend;// give the scripts that set the params a chance to do so
  2231. trigger waittill( \enable\" );"
  2232. detournode waittillmatch( \trigger\" self );"
  2233. detourpath waittillmatch( \trigger\" self );"
  2234. guy waittillmatch( \hopinend\" \"end\" );"
  2235. nextpoint waittillmatch( \trigger\" self );"
  2236. "// self waittill( \reached_wait_node\"" );"""
  2237. self waittill( \start_dynamicpath\" );"
  2238. waittillframeend;// this lets other scripts interupt
  2239. vnode waittillmatch( \trigger\" self );"
  2240. pathspot waittill( \gate opened\" );"
  2241. waittill_vehiclespawn( targetname )
  2242. // for those vehicles spawned on the first frame. trying to avoid waittillframeend juggling though I don't think this is much better =/.
  2243. waittill_vehiclespawn_noteworthy( noteworthy )
  2244. waittill_vehiclespawn_noteworthy_array( noteworthy )
  2245. array_levelthread( array, ::waittill_vehiclespawn_noteworthy_array_countdown, struct );
  2246. struct waittill( \all_vehicles_spawned\" );"
  2247. waittill_vehiclespawn_noteworthy_array_countdown( spawner, struct )
  2248. // waittill death twice. in some cases the vehicle dies and does a bunch of stuff. then it gets deleted. which it then needs to do more stuff
  2249. self waittill( \deathrolloff\" );"
  2250. self waittill( \animsdone\" );// tankgetout will never get notified if there are no guys getting out"
  2251. msg = self waittill_any( \goal\" \"near_goal\" \"death\" );"
  2252. // waittill_any ends on \death\""
  2253. self waittill_any( \fire_extinguish\" \"stop_crash_loop_sound\" );"
  2254. self waittill( \vehicle_flag_arrived\" notifymsg );"
  2255. self waittill( \death_finished\" );"
  2256. self waittill( \animtimer\" );"
  2257. // the trigger_process function. This is so that I only do a waittill trigger once
  2258. // some of the vehiclenodes don't need to waittill trigger on anything and are here only
  2259. areatrigger waittill( \trigger\" );"
  2260. self waittill( \turret_fire\" );// next game remove this. just a simple fireturret command should do"
  2261. waittill_stable()
  2262. waittill_stable();
  2263. self waittill_either( \enable_spline_path\" \"reached_end_node\" );"
  2264. vehicle waittill_stable();
  2265. //waittill he's just starting to play out his animation before sending the other guys to get in the way.
  2266. hop_on_guy1 waittill( \boarding_vehicle\" );"
  2267. patting_back_second_guy waittill( \boarding_vehicle\" );"
  2268. waittillframeend; // let .riders get set
  2269. level.player waittill( \damage\" ammount );"
  2270. self waittill( \damage\" ammount );"
  2271. waittillframeend;// override _spawner set health
  2272. guy waittill( \damage\" );// fragile guy"
  2273. msg = guy waittill_any_return( \long_death\" \"death\" \"enteredvehicle\" );"
  2274. self waittill_any( \unload\" \"death\" );"
  2275. self waittill( \reached_wait_speed\" );"
  2276. guy waittill_any( \death\" \"jumpedout\" );"
  2277. waittill_notify_or_timeout( \crashed_while_deploying\" ropesDeployedAnimTime );"
  2278. guy waittill( \idle\" );"
  2279. guy waittillmatch( flag, notetracks[ i ] );
  2280. guy waittillmatch( flag, \end\" );"
  2281. guy waittill( \damage\" damage attacker );"
  2282. guy waittillmatch( \fastrope_fall\" \"start_ragdoll\" );"
  2283. guy waittillmatch( \movetospot\" \"end\" );"
  2284. self waittill( \loaded\" );"
  2285. self waittill( \stable_for_unlink\" );"
  2286. self waittill( \turret_rotate_stopped\" );"
  2287. self waittill( \missile_fired\" eMissile );"
  2288. self waittill( \shoot_target\" targetEnt );"
  2289. waittillframeend;// for bike_ent wipeout to occur
  2290. waittillframeend;// so exploders get setup
  2291. level waittill( self.script_noteworthy );
  2292. self waittill( \forever\" );"
  2293. self waittill( \veh_collision\" );"
  2294. obj waittill( \damage\" ammount attacker dvec p type );"
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