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//#include maps\zombie_theater_teleporter;
#include maps\_weather;
main ()
{
level._effect["lightning_strike"] = LoadFX( "maps/zombie/fx_zombie_lightning_flash" );
level._effect["rain_10"] = LoadFX( "env/weather/fx_rain_sys_heavy" );
level._effect["rain_9"] = LoadFX( "env/weather/fx_rain_sys_heavy" );
level._effect["rain_8"] = LoadFX( "env/weather/fx_rain_sys_heavy" );
level._effect["rain_7"] = LoadFX( "env/weather/fx_rain_sys_heavy" );
level._effect["rain_6"] = LoadFX( "env/weather/fx_rain_sys_med" );
level._effect["rain_5"] = LoadFX( "env/weather/fx_rain_sys_med" );
level._effect["rain_4"] = LoadFX( "env/weather/fx_rain_sys_med" );
level._effect["rain_3"] = LoadFX( "env/weather/fx_rain_sys_med" );
level._effect["rain_2"] = LoadFX( "env/weather/fx_rain_sys_lght" );
level._effect["rain_1"] = LoadFX( "env/weather/fx_rain_sys_lght" );
level._effect["rain_0"] = LoadFX( "env/weather/fx_rain_sys_lght" );
maps\_zombiemode::main();
thread weather_control();
weather_control()
{
flag_wait("all_players_connected");
rainInit( "hard" ); // get rain going
level thread rainEffectChange( 9, 0.1 ); // tweak initial rain strength ... default is hard
thread playerWeather(); // make the actual rain effect generate around the players
level.thunder_sound_active = true; //disable or enable thunder sounds
players = get_players();
for(i = 0; i < players.size; i++)
{
players[i] thread watchRainSFX();
}
level.nextLightning = GetTime() + 1;
thread lightning( ::lightning_normal, ::lightning_flash );
}
watchRainSFX()
{
self endon("death");
self endon("disconnect");
self.isInside = false;
self.isInsideLoop = false;
self.isOutsideLoop = false;
zones = GetEntArray("inside_rain", "targetname");
while(1)
{
for(i = 0; i < zones.size; i++)
{
if(self IsTouching(zones[i]))
{
self.isInside = true;
break;
}
else
{
self.isInside = false;
}
}
if(self.isInside)
{
if(!self.isInsideLoop)
{
iprintln("Jugador isInSide");
self.isInsideLoop = true;
self.isOutsideLoop = false;
self StopLoopSound();
self PlayLoopSound("rain_inside");
}
}
else
{
if(!self.isOutsideLoop)
{
iprintln("Jugador isOutSide");
self.isOutsideLoop = true;
self.isInsideLoop = false;
self StopLoopSound();
self PlayLoopSound("rain_outside");
}
}
wait(0.1);
}
}
lightning_normal()
{
wait( 0.05 );
ResetSunLight();
}
lightning_flash()
{
SetSunLight( 4, 4, 4.5 );
SetSunLight( 1, 1, 1.5 );
wait( 0.0014 );
SetSunLight( 3, 3, 3.5 );
SetSunLight( 2, 2, 2.5 );
SetSunLight( 1.5, 1.5, 2 );
wait( 0.0010 );
SetSunLight( 1, 1, 1.5 );
SetSunLight( 5, 5, 5.5 );
wait( 0.0011 );
SetSunLight( 4, 4, 4.5 );
SetSunLight( 1, 1, 1.5 );
wait( 0.0015 );
SetSunLight( 2.5, 2.5, 3 );
}
rain_outside,raw\sound\amb\weather\rain\outdoor\stereo\stereo_00.wav,evt_2d,,,ambience,97,97,100,0,0,0,default,default,allon,rdefault,5,priority,5,reject,0,0,0,100,100,0,1,2d,loaded,looping,,1,0,97,,quad,0,0,0,0,0,0.5,no,no,none,1000,no,,both,no,no,,,75,no,no,0,0,wma,yes,no,world,event,no,raw\sound\amb\weather\rain\outdoor\stereo\stereo_00_l.xm4,0,raw\sound\amb\weather\rain\outdoor\stereo\stereo_00_l.mp3,0,raw\sound\amb\weather\rain\outdoor\stereo\stereo_00_l.wav,0,mpl_kowloon,all
rain_inside,raw\sound\amb\weather\rain\indoor\stereo\stereo_l.wav,evt_2d,,,ambience,97,97,100,0,0,0,default,default,allon,rdefault,5,priority,5,reject,0,0,0,100,100,0,1,2d,loaded,looping,,1,0,97,,quad,0,0,0,0,0,0.5,no,no,none,1000,no,,both,no,no,,,75,no,no,0,0,wma,yes,no,world,event,no,raw\sound\amb\weather\rain\indoor\stereo\stereo_l.xm4,0,raw\sound\amb\weather\rain\indoor\stereo\stereo_l.mp3,0,raw\sound\amb\weather\rain\indoor\stereo\stereo_l.wav,0,mpl_kowloon,all
thunder_00,raw\sound\amb\weather\thunder\thunder_00.wav,amb_500,,,ambience,95,95,100,100,500,500,log2,log1,allon,rdefault,4,priority,5,reject,-100,100,0,10,50,0,1,3d,loaded,nonlooping,,1,0,95,,default,0,20,120,93,0.5,0.5,no,yes,none,1000,no,,both,no,no,,,65,no,no,0,0,wma,yes,no,world,ambience,no,raw\sound\amb\weather\thunder\thunder_00.xm4,0,raw\sound\amb\weather\thunder\thunder_00.mp3,0,raw\sound\amb\weather\thunder\thunder_00.wav,0,zmb_theater,all
thunder_01,raw\sound\amb\weather\thunder\thunder_01.wav,amb_500,,,ambience,95,95,100,100,500,500,log2,log1,allon,rdefault,4,priority,5,reject,-100,100,0,10,50,0,1,3d,loaded,nonlooping,,1,0,95,,default,0,20,120,93,0.5,0.5,no,yes,none,1000,no,,both,no,no,,,65,no,no,0,0,wma,yes,no,world,ambience,no,raw\sound\amb\weather\thunder\thunder_01.xm4,0,raw\sound\amb\weather\thunder\thunder_01.mp3,0,raw\sound\amb\weather\thunder\thunder_01.wav,0,zmb_theater,all
thunder_02,raw\sound\amb\weather\thunder\thunder_02.wav,amb_500,,,ambience,95,95,100,100,500,500,log2,log1,allon,rdefault,4,priority,5,reject,-100,100,0,10,50,0,1,3d,loaded,nonlooping,,1,0,95,,default,0,20,120,93,0.5,0.5,no,yes,none,1000,no,,both,no,no,,,65,no,no,0,0,wma,yes,no,world,ambience,no,raw\sound\amb\weather\thunder\thunder_02.xm4,0,raw\sound\amb\weather\thunder\thunder_02.mp3,0,raw\sound\amb\weather\thunder\thunder_02.wav,0,zmb_theater,all
thunder_03,raw\sound\amb\weather\thunder\thunder_03.wav,amb_500,,,ambience,95,95,100,100,500,500,log2,log1,allon,rdefault,4,priority,5,reject,-100,100,0,10,50,0,1,3d,loaded,nonlooping,,1,0,95,,default,0,20,120,93,0.5,0.5,no,yes,none,1000,no,,both,no,no,,,65,no,no,0,0,wma,yes,no,world,ambience,no,raw\sound\amb\weather\thunder\thunder_03.xm4,0,raw\sound\amb\weather\thunder\thunder_03.mp3,0,raw\sound\amb\weather\thunder\thunder_03.wav,0,zmb_theater,all
include,rain