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#include maps\ugx_modder_help;
#include maps\ugx_modder_help;
// Keep in mind this file is just a copy of nazi_zombie_factory_teleporter.gsc. It has .been adapted for general use (isDefined checks and so on)
#include common_scripts\utility;
#include maps\_utility;
#include maps\_zombiemode_utility;
#include maps\dlc3_code;
#include maps\ugx_modder_help;
//-------------------------------------------------------------------------------
// setup and kick off think functions
//-------------------------------------------------------------------------------
teleporter_init()
{
level.teleport = [];
level.active_links = 0;
level.countdown = 0;
level.teleport_delay = 2;
level.teleport_cost = 1500;
level.teleport_cooldown = 5;
level.is_cooldown = false;
level.active_timer = -1;
level.teleport_time = 0;
flag_init( "teleporter_pad_link_1" );
flag_init( "teleporter_pad_link_2" );
flag_init( "teleporter_pad_link_3" );
wait_for_all_players();
// Get the Pad triggers
for ( i=0; i<3; i++ )
{
trig = GetEnt( "trigger_teleport_pad_" + i, "targetname");
if ( IsDefined(trig) )
{
level.teleporter_pad_trig[i] = trig;
}
}
thread teleport_pad_think( 0 );
thread teleport_pad_think( 1 );
thread teleport_pad_think( 2 );
thread teleport_core_think();
thread start_black_room_fx();
thread init_pack_door();
SetDvar( "factoryAftereffectOverride", "-1" );
packapunch_see = getent( "packapunch_see", "targetname" );
if(isdefined( packapunch_see ) )
{
packapunch_see thread play_packa_see_vox();
}
level.teleport_ae_funcs = [];
if( !IsSplitscreen() )
{
level.teleport_ae_funcs[level.teleport_ae_funcs.size] = maps\dlc3_teleporter::teleport_aftereffect_fov;
}
level.teleport_ae_funcs[level.teleport_ae_funcs.size] = maps\dlc3_teleporter::teleport_aftereffect_shellshock;
level.teleport_ae_funcs[level.teleport_ae_funcs.size] = maps\dlc3_teleporter::teleport_aftereffect_shellshock_electric;
level.teleport_ae_funcs[level.teleport_ae_funcs.size] = maps\dlc3_teleporter::teleport_aftereffect_bw_vision;
level.teleport_ae_funcs[level.teleport_ae_funcs.size] = maps\dlc3_teleporter::teleport_aftereffect_red_vision;
level.teleport_ae_funcs[level.teleport_ae_funcs.size] = maps\dlc3_teleporter::teleport_aftereffect_flashy_vision;
level.teleport_ae_funcs[level.teleport_ae_funcs.size] = maps\dlc3_teleporter::teleport_aftereffect_flare_vision;
}
//-------------------------------------------------------------------------------
// sets up up the pack a punch door
//-------------------------------------------------------------------------------
init_pack_door()
{
door = getent( "pack_door", "targetname" );
if(modderHelp( door, "Missing Pack a Punch door with Targetname KVP 'pack_door'." )) return;
door movez( -50, 0.05, 0 );
wait(1.0);
flag_wait( "all_players_connected" );
door movez( 50, 1.5, 0 );
door playsound( "packa_door_1" );
// Open slightly the first two times
flag_wait( "teleporter_pad_link_1" );
door movez( -35, 1.5, 1 );
door playsound( "packa_door_2" );
door thread packa_door_reminder();
wait(2);
// Second link
flag_wait( "teleporter_pad_link_2" );
door movez( -25, 1.5, 1 );
door playsound( "packa_door_2" );
wait(2);
// Final Link
flag_wait( "teleporter_pad_link_3" );
door movez( -60, 1.5, 1 );
door playsound( "packa_door_2" );
clip = getentarray( "pack_door_clip", "targetname" );
for ( i = 0; i < clip.size; i++ )
{
clip[i] connectpaths();
clip[i] delete();
}
}
//-------------------------------------------------------------------------------
// handles activating and deactivating pads for cool down
//-------------------------------------------------------------------------------
pad_manager()
{
for ( i = 0; i < level.teleporter_pad_trig.size; i++ )
{
// shut off the pads
level.teleporter_pad_trig[i] sethintstring( &"ZOMBIE_TELEPORT_COOLDOWN" );
level.teleporter_pad_trig[i] teleport_trigger_invisible( false );
}
level.is_cooldown = true;
wait( level.teleport_cooldown );
level.is_cooldown = false;
for ( i = 0; i < level.teleporter_pad_trig.size; i++ )
{
if ( level.teleporter_pad_trig[i].teleport_active )
{
level.teleporter_pad_trig[i] sethintstring( &"ZOMBIE_TELEPORT_TO_CORE" );
}
else
{
level.teleporter_pad_trig[i] sethintstring( &"ZOMBIE_LINK_TPAD" );
}
// level.teleporter_pad_trig[i] teleport_trigger_invisible( false );
}
}
//-------------------------------------------------------------------------------
// staggers the black room fx
//-------------------------------------------------------------------------------
start_black_room_fx()
{
for ( i = 901; i <= 904; i++ )
{
wait( 1 );
exploder( i );
}
}
//-------------------------------------------------------------------------------
// handles turning on the pad and waiting for link
//-------------------------------------------------------------------------------
teleport_pad_think( index )
{
if(!isDefined(level.teleporter_pad_trig)) return; //UGX - no teleporters on map, stop
if(!isDefined(level.teleporter_pad_trig[index])) return; // UGX - teleporter doesn't exist, stop
tele_help = getent( "tele_help_" + index, "targetname" );
if(isdefined( tele_help ) )
{
tele_help thread play_tele_help_vox();
}
active = false;
// init the pad
level.teleport[index] = "waiting";
trigger = level.teleporter_pad_trig[ index ];
trigger setcursorhint( "HINT_NOICON" );
trigger sethintstring( &"ZOMBIE_FLAMES_UNAVAILABLE" );
flag_wait( "electricity_on" );
trigger sethintstring( &"ZOMBIE_POWER_UP_TPAD" );
trigger.teleport_active = false;
if ( isdefined( trigger ) )
{
while ( !active )
{
trigger waittill( "trigger" );
if ( level.active_links < 3 )
{
trigger_core = getent( "trigger_teleport_core", "targetname" );
if( modderHelp( trigger_core, "Missing mainframe trigger with Targetname KVP 'trigger_teleport_core'." ) )
{
trigger_core teleport_trigger_invisible( false );
}
}
// when one starts the others disabled
for ( i=0; i<level.teleporter_pad_trig.size; i++ )
{
level.teleporter_pad_trig[ i ] teleport_trigger_invisible( true );
}
level.teleport[index] = "timer_on";
// start the countdown back to the core
trigger thread teleport_pad_countdown( index, 30 );
teleporter_vo( "countdown", trigger );
// wait for the countdown
while ( level.teleport[index] == "timer_on" )
{
wait( .05 );
}
// core was activated in time
if ( level.teleport[index] == "active" )
{
active = true;
ClientNotify( "pw" + index ); // pad wire #
//AUDIO
ClientNotify( "tp" + index ); // Teleporter #
// MM - Auto teleport the first time
teleporter_wire_wait( index );
// trigger teleport_trigger_invisible( true );
trigger thread player_teleporting( index );
}
else
{
// Reenable triggers
for ( i=0; i<level.teleporter_pad_trig.size; i++ )
{
level.teleporter_pad_trig[ i ] teleport_trigger_invisible( false );
}
}
wait( .05 );
}
if ( level.is_cooldown )
{
// shut off the pads
trigger sethintstring( &"ZOMBIE_TELEPORT_COOLDOWN" );
trigger teleport_trigger_invisible( false );
trigger.teleport_active = true;
}
else
{
trigger thread teleport_pad_active_think( index );
}
}
}
//-------------------------------------------------------------------------------
// updates the teleport pad timer
//-------------------------------------------------------------------------------
teleport_pad_countdown( index, time )
{
self endon( "stop_countdown" );
// iprintlnbold( &"ZOMBIE_START_TPAD" );
if ( level.active_timer < 0 )
{
level.active_timer = index;
}
level.countdown++;
//AUDIO
ClientNotify( "pac" + index );
ClientNotify( "TRf" ); // Teleporter receiver map light flash
// start timer for all players
// Add a second for VO sync
players = get_players();
for( i = 0; i < players.size; i++ )
{
players[i] thread maps\_zombiemode_timer::start_timer( time+1, "stop_countdown" );
}
wait( time+1 );
if ( level.active_timer == index )
{
level.active_timer = -1;
}
// ran out of time to activate teleporter
level.teleport[index] = "timer_off";
// iprintlnbold( "out of time" );
ClientNotify( "TRs" ); // Stop flashing the receiver map light
level.countdown--;
}
//-------------------------------------------------------------------------------
// handles teleporting players when triggered
//-------------------------------------------------------------------------------
teleport_pad_active_think( index )
{
// self endon( "player_teleported" );
// link established, can be used to teleport
self setcursorhint( "HINT_NOICON" );
self.teleport_active = true;
user = undefined;
// self sethintstring( &"ZOMBIE_TELEPORT_TO_CORE" );
// self teleport_trigger_invisible( false );
while ( 1 )
{
self waittill( "trigger", user );
if ( is_player_valid( user ) && user.score >= level.teleport_cost && !level.is_cooldown )
{
for ( i = 0; i < level.teleporter_pad_trig.size; i++ )
{
level.teleporter_pad_trig[i] teleport_trigger_invisible( true );
}
user maps\_zombiemode_score::minus_to_player_score( level.teleport_cost );
// Non-threaded so the trigger doesn't activate before the cooldown
self player_teleporting( index );
}
}
}
//-------------------------------------------------------------------------------
// handles moving the players and fx, etc...moved out so it can be threaded
//-------------------------------------------------------------------------------
player_teleporting( index )
{
time_since_last_teleport = GetTime() - level.teleport_time;
// begin the teleport
// add 3rd person fx
teleport_pad_start_exploder( index );
// play startup fx at the core
exploder( 105 );
//AUDIO
ClientNotify( "tpw" + index );
// start fps fx
self thread teleport_pad_player_fx( level.teleport_delay );
//AUDIO
self thread teleport_2d_audio();
// Activate the TP zombie kill effect
self thread teleport_nuke( 20, 300); // Max 20 zombies and range 300
// wait a bit
wait( level.teleport_delay );
// end fps fx
self notify( "fx_done" );
// add 3rd person beam fx
teleport_pad_end_exploder( index );
// teleport the players
self teleport_players();
//AUDIO
ClientNotify( "tpc" + index );
// only need this if it's not cooling down
if ( level.is_cooldown == false )
{
thread pad_manager();
}
// Now spawn a powerup goodie after a few seconds
wait( 2.0 );
ss = getstruct( "teleporter_powerup", "targetname" );
if ( IsDefined( ss ) )
{
ss thread maps\_zombiemode_powerups::special_powerup_drop(ss.origin);
}
else
{
modderHelp( undefined, "Missing struct with Targetname KVP 'teleporter_powerup'." );
}
// Special for teleporting too much. The Dogs attack!
if ( time_since_last_teleport < 60000 && level.active_links == 3 && level.round_number > 20 )
{
dog_spawners = GetEntArray( "special_dog_spawner", "targetname" );
if( modderHelp( dog_spawners, "Missing power up dog with Targetname KVP 'special_dog_spawner'." ) )
{
maps\_zombiemode_dogs::special_dog_spawn( undefined, 4 );
}
//iprintlnbold( "Samantha Sez: No Powerup For You!" );
thread play_sound_2d( "sam_nospawn" );
}
level.teleport_time = GetTime();
}
//-------------------------------------------------------------------------------
// pad fx for the start of the teleport
//-------------------------------------------------------------------------------
teleport_pad_start_exploder( index )
{
switch ( index )
{
case 0:
exploder( 202 );
break;
case 1:
exploder( 302 );
break;
case 2:
exploder( 402 );
break;
}
}
//-------------------------------------------------------------------------------
// pad fx for the end of the teleport
//-------------------------------------------------------------------------------
teleport_pad_end_exploder( index )
{
switch ( index )
{
case 0:
exploder( 201 );
break;
case 1:
exploder( 301 );
break;
case 2:
exploder( 401 );
break;
}
}
//-------------------------------------------------------------------------------
// used to enable / disable the pad use trigger for players
//-------------------------------------------------------------------------------
teleport_trigger_invisible( enable )
{
players = getplayers();
for ( i = 0; i < players.size; i++ )
{
if ( isdefined( players[i] ) )
{
self SetInvisibleToPlayer( players[i], enable );
}
}
}
//-------------------------------------------------------------------------------
// checks if player is within radius of the teleport pad
//-------------------------------------------------------------------------------
player_is_near_pad( player )
{
radius = 88;
scale_factor = 2;
dist = Distance2D( player.origin, self.origin );
dist_touching = radius * scale_factor;
if ( dist < dist_touching )
{
return true;
}
return false;
}
//-------------------------------------------------------------------------------
// this is the 1st person effect seen when touching the teleport pad
//-------------------------------------------------------------------------------
teleport_pad_player_fx( delay )
{
self endon( "fx_done" );
while ( 1 )
{
players = getplayers();
for ( i = 0; i < players.size; i++ )
{
if ( isdefined( players[i] ) )
{
if ( self player_is_near_pad( players[i] ) )
{
players[i] SetTransported( delay );
}
else
{
players[i] SetTransported( 0 );
}
}
}
wait ( .05 );
}
}
//-------------------------------------------------------------------------------
// send players back to the core
//-------------------------------------------------------------------------------
teleport_players()
{
player_radius = 16;
players = getplayers();
core_pos = [];
occupied = [];
image_room = [];
players_touching = []; // the players that will actually be teleported
player_idx = 0;
prone_offset = (0, 0, 49);
crouch_offset = (0, 0, 20);
stand_offset = (0, 0, 0);
// send players to a black room to flash images for a few seconds
for ( i = 0; i < 4; i++ )
{
core_pos[i] = getent( "origin_teleport_player_" + i, "targetname" );
modderHelp( core_pos[i], "Missing teleport destination script origin with Targetname KVP 'origin_teleport_player_" + i + "'." );
occupied[i] = false;
image_room[i] = getent( "teleport_room_" + i, "targetname" );
modderHelp( image_room[i], "Missing teleport room script origin with Targetname KVP 'teleport_room_" + i + "'." );
if ( isdefined( players[i] ) )
{
players[i] settransported( 0 );
if ( self player_is_near_pad( players[i] ) )
{
players_touching[player_idx] = i;
player_idx++;
if ( isdefined( image_room[i] ) && !players[i] maps\_laststand::player_is_in_laststand() )
{
players[i] disableOffhandWeapons();
players[i] disableweapons();
if( players[i] getstance() == "prone" )
{
desired_origin = image_room[i].origin + prone_offset;
}
else if( players[i] getstance() == "crouch" )
{
desired_origin = image_room[i].origin + crouch_offset;
}
else
{
desired_origin = image_room[i].origin + stand_offset;
}
players[i].teleport_origin = spawn( "script_origin", players[i].origin );
players[i].teleport_origin.angles = players[i].angles;
players[i] linkto( players[i].teleport_origin );
players[i].teleport_origin.origin = desired_origin;
players[i] FreezeControls( true );
wait_network_frame();
if( IsDefined( players[i] ) )
{
setClientSysState( "levelNotify", "black_box_start", players[i] );
players[i].teleport_origin.angles = image_room[i].angles;
}
}
}
}
}
wait( 2 );
// Nuke anything at the core
core = GetEnt( "trigger_teleport_core", "targetname" );
modderHelp( core, "Missing mainframe trigger with Targetname KVP 'trigger_teleport_core'." );
core thread teleport_nuke( undefined, 300); // Max any zombies at the pad range 300
// check if any players are standing on top of core teleport positions
for ( i = 0; i < players.size; i++ )
{
if ( isdefined( players[i] ) )
{
for ( j = 0; j < 4; j++ )
{
if ( !occupied[j] )
{
dist = Distance2D( core_pos[j].origin, players[i].origin );
if ( dist < player_radius )
{
occupied[j] = true;
}
}
}
setClientSysState( "levelNotify", "black_box_end", players[i] );
}
}
wait_network_frame();
// move players to the core
for ( i = 0; i < players_touching.size; i++ )
{
player_idx = players_touching[i];
player = players[player_idx];
if ( !IsDefined( player ) )
{
continue;
}
// find a free space at the core
slot = i;
start = 0;
while ( occupied[slot] && start < 4 )
{
start++;
slot++;
if ( slot >= 4 )
{
slot = 0;
}
}
occupied[slot] = true;
pos_name = "origin_teleport_player_" + slot;
teleport_core_pos = getent( pos_name, "targetname" );
modderHelp( teleport_core_pos, "Missing teleport core position with Targetname KVP " + pos_name + "." );
player unlink();
assert( IsDefined( player.teleport_origin ) );
player.teleport_origin delete();
player.teleport_origin = undefined;
player enableweapons();
player enableoffhandweapons();
player setorigin( core_pos[slot].origin );
player setplayerangles( core_pos[slot].angles );
player FreezeControls( false );
player thread teleport_aftereffects();
vox_rand = randomintrange(1,100); //RARE: Sets up rare post-teleport line
if( vox_rand <= 2 )
{
//player teleporter_vo( "vox_tele_sick_rare" );
//iprintlnbold( "Hey, this is the random teleport sickness line!" );
}
else
{
player teleporter_vo( "vox_tele_sick" );
}
player achievement_notify( "DLC3_ZOMBIE_FIVE_TELEPORTS" );
}
// play beam fx at the core
exploder( 106 );
}
//-------------------------------------------------------------------------------
// updates the hint string when countdown is started and expired
//-------------------------------------------------------------------------------
teleport_core_hint_update()
{
self setcursorhint( "HINT_NOICON" );
while ( 1 )
{
// can't use teleporters until power is on
if ( !flag( "electricity_on" ) )
{
self sethintstring( &"ZOMBIE_FLAMES_UNAVAILABLE" );
}
else if ( teleport_pads_are_active() )
{
self sethintstring( &"ZOMBIE_LINK_TPAD" );
}
else if ( level.active_links == 0 )
{
self sethintstring( &"ZOMBIE_INACTIVE_TPAD" );
}
else
{
self sethintstring( "" );
}
wait( .05 );
}
}
//-------------------------------------------------------------------------------
// establishes the link between teleporter pads and the core
//-------------------------------------------------------------------------------
teleport_core_think()
{
trigger = getent( "trigger_teleport_core", "targetname" );
if ( isdefined( trigger ) )
{
trigger thread teleport_core_hint_update();
// disable teleporters to power is turned on
flag_wait( "electricity_on" );
while ( 1 )
{
if ( teleport_pads_are_active() )
{
trigger waittill( "trigger" );
// trigger teleport_trigger_invisible( true );
// iprintlnbold( &"ZOMBIE_LINK_ACTIVE" );
// link the activated pads
for ( i = 0; i < level.teleport.size; i++ )
{
if ( isdefined( level.teleport[i] ) )
{
if ( level.teleport[i] == "timer_on" )
{
level.teleport[i] = "active";
level.active_links++;
flag_set( "teleporter_pad_link_"+level.active_links );
//AUDIO
ClientNotify( "scd" + i );
teleport_core_start_exploder( i );
// check for all teleporters active
if ( level.active_links == 3 )
{
exploder( 101 );
ClientNotify( "pap1" ); // Pack-A-Punch door on
teleporter_vo( "linkall", trigger );
if( level.round_number <= 7 )
{
achievement_notify( "DLC3_ZOMBIE_FAST_LINK" );
}
Earthquake( 0.3, 2.0, trigger.origin, 3700 );
}
// stop the countdown for the teleport pad
pad = "trigger_teleport_pad_" + i;
trigger_pad = getent( pad, "targetname" );
trigger_pad stop_countdown();
ClientNotify( "TRs" ); // Stop flashing the receiver map light
level.active_timer = -1;
}
}
}
}
wait( .05 );
}
}
else
{
modderHelp( undefined, "Missing mainframe trigger with Targetname KVP 'trigger_teleport_core'." );
}
}
stop_countdown()
{
self notify( "stop_countdown" );
players = get_players();
for( i = 0; i < players.size; i++ )
{
players[i] notify( "stop_countdown" );
}
}
//-------------------------------------------------------------------------------
// checks if any of the teleporter pads are counting down
//-------------------------------------------------------------------------------
teleport_pads_are_active()
{
// have any pads started?
if ( isdefined( level.teleport ) )
{
for ( i = 0; i < level.teleport.size; i++ )
{
if ( isdefined( level.teleport[i] ) )
{
if ( level.teleport[i] == "timer_on" )
{
return true;
}
}
}
}
return false;
}
//-------------------------------------------------------------------------------
// starts the exploder for the teleport pad fx
//-------------------------------------------------------------------------------
teleport_core_start_exploder( index )
{
switch ( index )
{
case 0:
exploder( 102 );
break;
case 1:
exploder( 103 );
break;
case 2:
exploder( 104 );
break;
}
}
teleport_2d_audio()
{
self endon( "fx_done" );
while ( 1 )
{
players = getplayers();
wait(1.7);
for ( i = 0; i < players.size; i++ )
{
if ( isdefined( players[i] ) )
{
if ( self player_is_near_pad( players[i] ) )
{
setClientSysState("levelNotify", "t2d", players[i]);
}
}
}
}
}
// kill anything near the pad
teleport_nuke( max_zombies, range )
{
zombies = getaispeciesarray("axis");
zombies = get_array_of_closest( self.origin, zombies, undefined, max_zombies, range );
for (i = 0; i < zombies.size; i++)
{
wait (randomfloatrange(0.2, 0.3));
if( !IsDefined( zombies[i] ) )
{
continue;
}
if( is_magic_bullet_shield_enabled( zombies[i] ) )
{
continue;
}
if( !( zombies[i] enemy_is_dog() ) )
{
zombies[i] maps\_zombiemode_spawner::zombie_head_gib();
}
zombies[i] dodamage( 10000, zombies[i].origin );
playsoundatposition( "nuked", zombies[i].origin );
}
}
teleporter_vo( tele_vo_type, location )
{
if( !isdefined( location ))
{
self thread teleporter_vo_play( tele_vo_type, 2 );
}
else
{
players = get_players();
for (i = 0; i < players.size; i++)
{
if (distance (players[i].origin, location.origin) < 64)
{
switch ( tele_vo_type )
{
case "linkall":
players[i] thread teleporter_vo_play( "vox_tele_linkall" );
break;
case "countdown":
players[i] thread teleporter_vo_play( "vox_tele_count", 3 );
break;
}
}
}
}
}
teleporter_vo_play( vox_type, pre_wait )
{
if(!isdefined( pre_wait ))
{
pre_wait = 0;
}
index = maps\_zombiemode_weapons::get_player_index(self);
plr = "plr_" + index + "_";
wait(pre_wait);
self create_and_play_dialog( plr, vox_type, 0.25 );
}
play_tele_help_vox()
{
level endon( "tele_help_end" );
while(1)
{
self waittill("trigger", who);
if( flag( "electricity_on" ) )
{
who thread teleporter_vo_play( "vox_tele_help" );
level notify( "tele_help_end" );
}
while(IsDefined (who) && (who) IsTouching (self))
{
wait(0.1);
}
}
}
play_packa_see_vox()
{
wait(10);
if( !flag( "teleporter_pad_link_3" ) )
{
self waittill("trigger", who);
who thread teleporter_vo_play( "vox_perk_packa_see" );
}
}
//
// This should match the perk_wire_fx_client function
// waits for the effect to travel along the wire
teleporter_wire_wait( index )
{
targ = getstruct( "pad_"+index+"_wire" ,"targetname");
if ( !IsDefined( targ ) )
{
return;
}
while(isDefined(targ))
{
if(isDefined(targ.target))
{
target = getstruct(targ.target,"targetname");
wait( 0.1 );
targ = target;
}
else
{
break;
}
}
}
// Teleporter Aftereffects
teleport_aftereffects()
{
if( GetDvar( "factoryAftereffectOverride" ) == "-1" )
{
self thread [[ level.teleport_ae_funcs[RandomInt(level.teleport_ae_funcs.size)] ]]();
}
else
{
self thread [[ level.teleport_ae_funcs[int(GetDvar( "factoryAftereffectOverride" ))] ]]();
}
}
teleport_aftereffect_shellshock()
{
println( "*** Explosion Aftereffect***\n" );
self shellshock( "explosion", 4 );
}
teleport_aftereffect_shellshock_electric()
{
println( "***Electric Aftereffect***\n" );
self shellshock( "electrocution", 4 );
}
// tae indicates to Clientscripts that a teleporter aftereffect should start
teleport_aftereffect_fov()
{
setClientSysState( "levelNotify", "tae", self );
}
teleport_aftereffect_bw_vision( localClientNum )
{
setClientSysState( "levelNotify", "tae", self );
}
teleport_aftereffect_red_vision( localClientNum )
{
setClientSysState( "levelNotify", "tae", self );
}
teleport_aftereffect_flashy_vision( localClientNum )
{
setClientSysState( "levelNotify", "tae", self );
}
teleport_aftereffect_flare_vision( localClientNum )
{
setClientSysState( "levelNotify", "tae", self );
}
packa_door_reminder()
{
while( !flag( "teleporter_pad_link_3" ) )
{
rand = randomintrange(4,16);
self playsound( "packa_door_hitch" );
wait(rand);
}
}
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