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  1. #1
    raamin@emeil.ir's Avatar
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    Trying to override built in function 'giveweapon'

    Hi
    guys i have an script to add new and costume weapon in iw4m (as repz have this):

    in m2demo\common_scripts\utility.gsc file

    Code:
    giveWeapon( weapon, variant, dualWieldOverRide )
    {
    	if ( !isDefined(variant) )
    		variant = 0;
    		
    	precacheItem( weapon );
    	
    	wait 0.01;
    	
    	if ( isSubstr( weapon, "_akimbo" ) || isDefined(dualWieldOverRide) && dualWieldOverRide == true)
    		self giveWeaponOld( weapon, variant, true );
    	else
    But every time i try to join in maps i have this error

    script compile error Trying to override built in function 'giveweapon'

    Can someone hep?!

  2. #2
    Santahunter's Avatar
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    Rename it. Because of the #include ... command at the beginning of your script. it already defined a giveweapon thread and there cant be 2 threads with same name...

  3. #3
    raamin@emeil.ir's Avatar
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    there no include:

    Code:
    giveWeapon( weapon, variant, dualWieldOverRide )
    {
    	if ( !isDefined(variant) )
    		variant = 0;
    		
    	precacheItem( weapon );
    	
    	wait 0.01;
    	
    	if ( isSubstr( weapon, "_akimbo" ) || isDefined(dualWieldOverRide) && dualWieldOverRide == true)
    		self giveWeaponOld( weapon, variant, true );
    	else
    		self giveWeaponOld( weapon, variant, false );
    }
    
    scriptPrintln( channel, msg )
    {
    	setprintchannel( channel );
    	println( msg );
    	setprintchannel( "script" );
    }
    
    debugPrintln( channel, msg )
    {
    	setprintchannel( "script_debug" );
    	println( msg );
    	setprintchannel( "script" );
    }
    
    draw_debug_line( start, end, timer )
    {
    	for ( i = 0;i < timer * 20;i++ )
    	{
    		line( start, end, ( 1, 1, 0.5 ) );
    		wait( 0.05 );
    	}
    }
    
    waittillend( msg )
    {
    	self waittillmatch( msg, "end" );
    }
    
    /*
    =============
    ///ScriptDocBegin
    "Name: noself_func( <func> , <parm1> , <parm2> , <parm3> , <parm4> )"
    "Summary: Runs a function from level.func, if it exists. Stand alone, doesn't run on anything. Useful for common scripts where a code function may not exist in one codebase or the other."
    "Module: Utility"
    "CallOn: An entity"
    "MandatoryArg: <func>: String reference to level.func array."
    "OptionalArg: <parm1>: "
    "OptionalArg: <parm2>: "
    "OptionalArg: <parm3>: "
    "OptionalArg: <parm4>: "
    "Example: noself_func( "setsaveddvar", "r_spotlightbrightness", maxVal );"
    "SPMP: both"
    ///ScriptDocEnd
    =============
    */
    noself_func( func, parm1, parm2, parm3, parm4 )
    {
    	if ( !isdefined( level.func ) )
    		return;
    	if ( !isdefined( level.func[ func ] ) )
    		return;
    	
    	if ( !isdefined( parm1 ) )
    	{
    		call [[ level.func[ func ] ]]();
    		return;
    	}
    	
    	if ( !isdefined( parm2 ) )
    	{
    		call [[ level.func[ func ] ]]( parm1 );
    		return;
    	}
    	if ( !isdefined( parm3 ) )
    	{
    		call [[ level.func[ func ] ]]( parm1, parm2 );
    		return;
    	}
    	if ( !isdefined( parm4 ) )
    	{
    		call [[ level.func[ func ] ]]( parm1, parm2, parm3 );
    		return;
    	}
    	
    	call [[ level.func[ func ] ]]( parm1, parm2, parm3, parm4 );
    }
    
    /*
    =============
    ///ScriptDocBegin
    "Name: self_func( <func> , <parm1> , <parm2> , <parm3> , <parm4> )"
    "Summary: Runs a function from level.func, if it exists. Runs on whatever calls it. Useful for common scripts where a code function may not exist in one codebase or the other."
    "Module: Utility"
    "CallOn: An entity"
    "MandatoryArg: <func>: String reference to level.func array."
    "OptionalArg: <parm1>: "
    "OptionalArg: <parm2>: "
    "OptionalArg: <parm3>: "
    "OptionalArg: <parm4>: "
    "Example: level.player self_func( "some_player_function", 1, 2 );"
    "SPMP: both"
    ///ScriptDocEnd
    =============
    */
    self_func( func, parm1, parm2, parm3, parm4 )
    {
    	if ( !isdefined( level.func[ func ] ) )
    		return;
    	
    	if ( !isdefined( parm1 ) )
    	{
    		self call [[ level.func[ func ] ]]();
    		return;
    	}
    	
    	if ( !isdefined( parm2 ) )
    	{
    		self call [[ level.func[ func ] ]]( parm1 );
    		return;
    	}
    	if ( !isdefined( parm3 ) )
    	{
    		self call [[ level.func[ func ] ]]( parm1, parm2 );
    		return;
    	}
    	if ( !isdefined( parm4 ) )
    	{
    		self call [[ level.func[ func ] ]]( parm1, parm2, parm3 );
    		return;
    	}
    	
    	self call [[ level.func[ func ] ]]( parm1, parm2, parm3, parm4 );
    }
    
    /*
    =============
    ///ScriptDocBegin
    "Name: randomvector( <num> )"
    "Summary: returns a random vector centered on <num>"
    "Module: Vector"
    "CallOn: Level"
    "MandatoryArg: <num>: "
    "Example: direction = randomvector( 1 )"
    "SPMP: both"
    ///ScriptDocEnd
    =============
    */
    randomvector( num )
    {
    	return( randomfloat( num ) - num * 0.5, randomfloat( num ) - num * 0.5, randomfloat( num ) - num * 0.5 );
    }
    
    /*
    =============
    ///ScriptDocBegin
    "Name: randomvectorrange( <num_min>, <num_max> )"
    "Summary: returns a random vector centered between <num_min> and <num_max>"
    "Module: Vector"
    "CallOn: Level"
    "MandatoryArg: <num_min>: "
    "MandatoryArg: <num_max>: "
    "Example: direction = randomvectorrange( 5, 10 )"
    "SPMP: both"
    ///ScriptDocEnd
    =============
    */
    randomvectorrange( num_min, num_max )
    {
    	assert( isdefined( num_min ) );
    	assert( isdefined( num_max ) );
    
    	x = randomfloatrange( num_min, num_max );
    	if ( randomint( 2 ) == 0 )
    		x *= -1;
    
    	y = randomfloatrange( num_min, num_max );
    	if ( randomint( 2 ) == 0 )
    		y *= -1;
    
    	z = randomfloatrange( num_min, num_max );
    	if ( randomint( 2 ) == 0 )
    		z *= -1;
    
    	return( x, y, z );
    }
    
    angle_dif ( oldangle, newangle )
    {
    	// returns the difference between two yaws
    	if ( oldangle == newangle )
    		return 0;
    
    	while ( newangle > 360 )
    		newangle -= 360;
    
    	while ( newangle < 0 )
    		newangle += 360;
    
    	while ( oldangle > 360 )
    		oldangle -= 360;
    
    	while ( oldangle < 0 )
    		oldangle += 360;
    
    	olddif = undefined;
    	newdif = undefined;
    
    	if ( newangle > 180 )
    		newdif = 360 - newangle;
    	else
    		newdif = newangle;
    
    	if ( oldangle > 180 )
    		olddif = 360 - oldangle;
    	else
    		olddif = oldangle;
    
    	outerdif = newdif + olddif;
    	innerdif = 0;
    
    	if ( newangle > oldangle )
    		innerdif = newangle - oldangle;
    	else
    		innerdif = oldangle - newangle;
    
    	if ( innerdif < outerdif )
    		return innerdif;
    	else
    		return outerdif;
    }
    
    
    sign( x )
    {
    	if ( x >= 0 )
    		return 1;
    	return - 1;
    }
    
    
    track( spot_to_track )
    {
    	if ( isdefined( self.current_target ) )
    	{
    		if ( spot_to_track == self.current_target )
    			return;
    	}
    	self.current_target = spot_to_track;
    }
    
    get_enemy_team( team )
    {
    	assertEx( team != "neutral", "Team must be allies or axis" );
    
    	teams = [];
    	teams[ "axis" ] = "allies";
    	teams[ "allies" ] = "axis";
    
    	return teams[ team ];
    }
    
    
    clear_exception( type )
    {
    	assert( isdefined( self.exception[ type ] ) );
    	self.exception[ type ] = anim.defaultException;
    }
    
    set_exception( type, func )
    {
    	assert( isdefined( self.exception[ type ] ) );
    	self.exception[ type ] = func;
    }
    
    set_all_exceptions( exceptionFunc )
    {
    	keys = getArrayKeys( self.exception );
    	for ( i = 0; i < keys.size; i++ )
    	{
    		self.exception[ keys[ i ] ] = exceptionFunc;
    	}
    }
    
    /*
    =============
    ///ScriptDocBegin
    "Name: cointoss()"
    "Summary: 50/50 returns true"
    "Module: Utility"
    "CallOn: Level"
    "Example: if(cointoss())"
    "SPMP: both"
    ///ScriptDocEnd
    =============
    */
    cointoss()
    {
    	return randomint( 100 ) >= 50 ;
    }
    
    
    choose_from_weighted_array( values, weights )
    {
    	assert( values.size == weights.size );
    	
    	randomval = randomint( weights[ weights.size - 1 ] + 1 );
    	
    	for ( i = 0; i < weights.size; i++ )
    	{
    		if ( randomval <= weights[i] )
    			return values[i];
    	}	
    }
    
    get_cumulative_weights( weights )
    {
    	cumulative_weights = [];
    	
    	sum = 0;
    	for ( i = 0; i < weights.size; i++ )
    	{
    		sum += weights[i];
    		cumulative_weights[i] = sum;
    	}
    	
    	return cumulative_weights;
    }
    
    
    waittill_string( msg, ent )
    {
    	if ( msg != "death" )
    		self endon( "death" );
    
    	ent endon( "die" );
    	self waittill( msg );
    	ent notify( "returned", msg );
    }
    
    
    waittill_multiple( string1, string2, string3, string4, string5 )
    {
    	self endon( "death" );
    	ent = spawnstruct();
    	ent.threads = 0;
    
    	if ( isdefined( string1 ) )
    	{
    		self thread waittill_string( string1, ent );
    		ent.threads++;
    	}
    	if ( isdefined( string2 ) )
    	{
    		self thread waittill_string( string2, ent );
    		ent.threads++;
    	}
    	if ( isdefined( string3 ) )
    	{
    		self thread waittill_string( string3, ent );
    		ent.threads++;
    	}
    	if ( isdefined( string4 ) )
    	{
    		self thread waittill_string( string4, ent );
    		ent.threads++;
    	}
    	if ( isdefined( string5 ) )
    	{
    		self thread waittill_string( string5, ent );
    		ent.threads++;
    	}
    
    	while ( ent.threads )
    	{
    		ent waittill( "returned" );
    		ent.threads--;
    	}
    
    	ent notify( "die" );
    }
    
    waittill_multiple_ents( ent1, string1, ent2, string2, ent3, string3, ent4, string4 )
    {
    	self endon( "death" );
    	ent = spawnstruct();
    	ent.threads = 0;
    
    	if ( isdefined( ent1 ) )
    	{
    		assert( isdefined( string1 ) );
    		ent1 thread waittill_string( string1, ent );
    		ent.threads++;
    	}
    	if ( isdefined( ent2 ) )
    	{
    		assert( isdefined( string2 ) );
    		ent2 thread waittill_string( string2, ent );
    		ent.threads++;
    	}
    	if ( isdefined( ent3 ) )
    	{
    		assert( isdefined( string3 ) );
    		ent3 thread waittill_string( string3, ent );
    		ent.threads++;
    	}
    	if ( isdefined( ent4 ) )
    	{
    		assert( isdefined( string4 ) );
    		ent4 thread waittill_string( string4, ent );
    		ent.threads++;
    	}
    
    	while ( ent.threads )
    	{
    		ent waittill( "returned" );
    		ent.threads--;
    	}
    
    	ent notify( "die" );
    }
    
    /*
    =============
    ///ScriptDocBegin
    "Name: waittill_any_return( <string1> , <string2> , <string3> , <string4> , <string5> )"
    "Summary: Waits for any of several messages then returns what it was."
    "Module: Utility"
    "MandatoryArg: <string1>: A string to wait on"
    "MandatoryArg: <string2>: A string to wait on"
    "OptionalArg: <string3>: A string to wait on"
    "OptionalArg: <string4>: A string to wait on"
    "OptionalArg: <string5>: A string to wait on"
    "Example: msg = level.player waittill_any_return( "weapon_fired", "player_flash", "player_frag" );"
    "SPMP: singleplayer"
    ///ScriptDocEnd
    =============
    */
    waittill_any_return( string1, string2, string3, string4, string5 )
    {
    	if ( ( !isdefined( string1 ) || string1 != "death" ) &&
    	( !isdefined( string2 ) || string2 != "death" ) &&
    	( !isdefined( string3 ) || string3 != "death" ) &&
    	( !isdefined( string4 ) || string4 != "death" ) &&
    	( !isdefined( string5 ) || string5 != "death" ) )
    		self endon( "death" );
    
    	ent = spawnstruct();
    
    	if ( isdefined( string1 ) )
    		self thread waittill_string( string1, ent );
    
    	if ( isdefined( string2 ) )
    		self thread waittill_string( string2, ent );
    
    	if ( isdefined( string3 ) )
    		self thread waittill_string( string3, ent );
    
    	if ( isdefined( string4 ) )
    		self thread waittill_string( string4, ent );
    
    	if ( isdefined( string5 ) )
    		self thread waittill_string( string5, ent );
    
    	ent waittill( "returned", msg );
    	ent notify( "die" );
    	return msg;
    }
    
    /*
    =============
    ///ScriptDocBegin
    "Name: waittill_any_timeout( <timeOut> , <string1> , <string2> , <string3> , <string4> , <string5> )"
    "Summary: "
    "Module: Entity"
    "CallOn: An entity"
    "MandatoryArg: <param1>: "
    "OptionalArg: <param2>: "
    "Example: "
    "SPMP: both"
    ///ScriptDocEnd
    =============
    */
    waittill_any_timeout( timeOut, string1, string2, string3, string4, string5 )
    {
    	if ( ( !isdefined( string1 ) || string1 != "death" ) &&
    	( !isdefined( string2 ) || string2 != "death" ) &&
    	( !isdefined( string3 ) || string3 != "death" ) &&
    	( !isdefined( string4 ) || string4 != "death" ) &&
    	( !isdefined( string5 ) || string5 != "death" ) )
    		self endon( "death" );
    
    	ent = spawnstruct();
    
    	if ( isdefined( string1 ) )
    		self thread waittill_string( string1, ent );
    
    	if ( isdefined( string2 ) )
    		self thread waittill_string( string2, ent );
    
    	if ( isdefined( string3 ) )
    		self thread waittill_string( string3, ent );
    
    	if ( isdefined( string4 ) )
    		self thread waittill_string( string4, ent );
    
    	if ( isdefined( string5 ) )
    		self thread waittill_string( string5, ent );
    
    	ent thread _timeout( timeOut );
    
    	ent waittill( "returned", msg );
    	ent notify( "die" );
    	return msg;
    }
    
    
    _timeout( delay )
    {
    	self endon( "die" );
    
    	wait( delay );
    	self notify( "returned", "timeout" );
    }
    
    
    /*
    =============
    ///ScriptDocBegin
    "Name: waittill_any( <string1> , <string2> , <string3> , <string4> , <string5> , <string6> , <string7> , <string8> )"
    "Summary: "
    "Module: Entity"
    "CallOn: An entity"
    "MandatoryArg: <string1>: a notify on which the entity should wait"
    "OptionalArg: <string2> - <string8>: optional other notifies to wait for"
    "Example: "
    "SPMP: both"
    ///ScriptDocEnd
    =============
    */
    waittill_any( string1, string2, string3, string4, string5, string6, string7, string8 )
    {
    	assert( isdefined( string1 ) );
    
    	if ( isdefined( string2 ) )
    		self endon( string2 );
    
    	if ( isdefined( string3 ) )
    		self endon( string3 );
    
    	if ( isdefined( string4 ) )
    		self endon( string4 );
    
    	if ( isdefined( string5 ) )
    		self endon( string5 );
    
    	if ( isdefined( string6 ) )
    		self endon( string6 );
    		
    	if ( isdefined( string7 ) )
    		self endon( string7 );
    		
    	if ( isdefined( string8 ) )
    		self endon( string8 );
    
    	self waittill( string1 );
    }
    
    waittill_any_ents( ent1, string1, ent2, string2, ent3, string3, ent4, string4, ent5, string5, ent6, string6, ent7, string7 )
    {
    	assert( isdefined( ent1 ) );
    	assert( isdefined( string1 ) );
    
    	if ( ( isdefined( ent2 ) ) && ( isdefined( string2 ) ) )
    		ent2 endon( string2 );
    
    	if ( ( isdefined( ent3 ) ) && ( isdefined( string3 ) ) )
    		ent3 endon( string3 );
    
    	if ( ( isdefined( ent4 ) ) && ( isdefined( string4 ) ) )
    		ent4 endon( string4 );
    
    	if ( ( isdefined( ent5 ) ) && ( isdefined( string5 ) ) )
    		ent5 endon( string5 );
    
    	if ( ( isdefined( ent6 ) ) && ( isdefined( string6 ) ) )
    		ent6 endon( string6 );
    
    	if ( ( isdefined( ent7 ) ) && ( isdefined( string7 ) ) )
    		ent7 endon( string7 );
    
    	ent1 waittill( string1 );
    }
    
    /*
    =============
    ///ScriptDocBegin
    "Name: isFlashed()"
    "Summary: Returns true if the player or an AI is flashed"
    "Module: Utility"
    "CallOn: An AI"
    "Example: flashed = level.price isflashed();"
    "SPMP: both"
    ///ScriptDocEnd
    =============
    */
    isFlashed()
    {
    	if ( !isdefined( self.flashEndTime ) )
    		return false;
    
    	return gettime() < self.flashEndTime;
    }
    
     /* 
     ============= 
    ///ScriptDocBegin
    "Name: flag_exist( <flagname> )"
    "Summary: checks to see if a flag exists"
    "Module: Flag"
    "MandatoryArg: <flagname> : name of the flag to check"
    "Example: if( flag_exist( "hq_cleared" ) );"
    "SPMP: both"
    ///ScriptDocEnd
     ============= 
     */
    flag_exist( message )
    {
    	return isdefined( level.flag[ message ] );
    }
    
     /* 
     ============= 
    ///ScriptDocBegin
    "Name: flag( <flagname>, <entity> )"
    "Summary: Checks if the flag is set. Returns true or false."
    "Module: Flag"
    "MandatoryArg: <flagname> : name of the flag to check"
    "OptionalArg: <entity> : You can check the flag settings for a specific entity by passing the entity"
    "Example: if ( flag( "hq_cleared" ) )"
    "SPMP: both"
    ///ScriptDocEnd
     ============= 
     */ 
    
    flag( message )
    {
    	assertEx( isdefined( message ), "Tried to check flag but the flag was not defined." );
    	assertEx( isdefined( level.flag[ message ] ), "Tried to check flag " + message + " but the flag was not initialized." );
    
    	return level.flag[ message ];
    }
    
    
    init_flags()
    {
    	level.flag = [];
    	level.flags_lock = [];
    	level.generic_index = 0;
    	
    	if ( !isdefined( level.sp_stat_tracking_func ) )
    		level.sp_stat_tracking_func = ::empty_init_func;
    		
    	level.flag_struct = spawnstruct();
    	level.flag_struct assign_unique_id();		
    }
    
     /* 
     ============= 
    ///ScriptDocBegin
    "Name: flag_init( <flagname> )"
    "Summary: Initialize a flag to be used. All flags must be initialized before using flag_set or flag_wait"
    "Module: Flag"
    "CallOn: "
    "MandatoryArg: <flagname> : name of the flag to create"
    "Example: flag_init( "hq_cleared" );"
    "SPMP: both"
    ///ScriptDocEnd
     ============= 
     */ 
    flag_init( message )
    {
    	if ( !isDefined( level.flag ) )
    	{
    		init_flags();
    	}
    
    	/#
    	if ( isdefined( level.first_frame ) && level.first_frame == -1 )
    		assertEx( !isDefined( level.flag[ message ] ), "Attempt to reinitialize existing message: " + message );
    	#/
    
    	level.flag[ message ] = false;
    /#
    	// lock check
    #/
    	if ( !isdefined( level.trigger_flags ) )
    	{
    		init_trigger_flags();
    		level.trigger_flags[ message ] = [];
    	}
    	else
    	if ( !isdefined( level.trigger_flags[ message ] ) )
    	{
    		level.trigger_flags[ message ] = [];
    	}
    
    	if ( issuffix( message, "aa_" ) )
    	{
    		thread [[ level.sp_stat_tracking_func ]]( message );
    	}
    }
    
    empty_init_func( empty )
    {
    }
    
    issuffix( msg, suffix )
    {
    	if ( suffix.size > msg.size )
    		return false;
    
    	for ( i = 0; i < suffix.size; i++ )
    	{
    		if ( msg[ i ] != suffix[ i ] )
    			return false;
    	}
    	return true;
    }
     /* 
     ============= 
    ///ScriptDocBegin
    "Name: flag_set( <flagname>, <setter> )"
    "Summary: Sets the specified flag, all scripts using flag_wait will now continue."
    "Module: Flag"
    "MandatoryArg: <flagname> : name of the flag to set"
    "OptionalArg: <setter> : Pass an entity with the flag_set"
    "Example: flag_set( "hq_broiled" );"
    "SPMP: both"
    ///ScriptDocEnd
     ============= 
     */ 
    flag_set( message, setter )
    {
    /#
    	assertEx( isDefined( level.flag[ message ] ), "Attempt to set a flag before calling flag_init: " + message );
    	//lock check
    #/
    
    	level.flag[ message ] = true;
    	set_trigger_flag_permissions( message );
    	if ( isdefined( setter ) )
    	{
    		level notify( message, setter );// notify needs to be very last thing called
    	}
    	else
    	{
    		level notify( message );// notify needs to be very last thing called
    	}
    }
    
    assign_unique_id()
    {
    	self.unique_id = "generic" + level.generic_index;
    	level.generic_index++;
    }
    
     /* 
     ============= 
    ///ScriptDocBegin
    "Name: flag_wait( <flagname>, <entity> )"
    "Summary: Waits until the specified flag is set."
    "Module: Flag"
    "MandatoryArg: <flagname> : name of the flag to wait on"
    "OptionalArg: <entity> : You can wait until a flag is set for a specific entity"
    "Example: flag_wait( "hq_cleared" );"
    "SPMP: both"
    ///ScriptDocEnd
     ============= 
     */ 
    flag_wait( msg, entity )
    {
    	other = undefined;
    	while ( !flag( msg ) )
    	{
    		other = undefined;
    		level waittill( msg, other );
    
    		// if we're waiting for the flag on a specific entity then we have to check
    		// to see if the flag is set on that specific entity
    		if ( isdefined( entity ) && flag( msg, entity ) )
    			break;
    	}
    	if ( isdefined( other ) )
    		return other;
    }
    
     /* 
     ============= 
    ///ScriptDocBegin
    "Name: flag_clear( <flagname>, <entity> )"
    "Summary: Clears the specified flag."
    "Module: Flag"
    "MandatoryArg: <flagname> : name of the flag to clear"
    "Example: flag_clear( "hq_cleared" );"
    "SPMP: both"
    ///ScriptDocEnd
     ============= 
     */ 
    flag_clear( message )
    {
    /#
    	assertEx( isDefined( level.flag[ message ] ), "Attempt to set a flag before calling flag_init: " + message );
    	// lock implementation tbd
    #/
    	//do this check so we don't unneccessarily send a notify
    	if ( !flag( message ) )
    		return;
    
    	level.flag[ message ] = false;
    
    	set_trigger_flag_permissions( message );
    	level notify( message );// the notify needs to be the very last thing called in this function
    }
    
    /*
    =============
    ///ScriptDocBegin
    "Name: flag_waitopen( <flagname> )"
    "Summary: Waits for the flag to open"
    "Module: Flag"
    "MandatoryArg: <flagname>: The flag"
    "Example: flag_waitopen( "get_me_bagels" );"
    "SPMP: both"
    ///ScriptDocEnd
    =============
    */
    
    flag_waitopen( msg )
    {
    	while ( flag( msg ) )
    		level waittill( msg );
    }
    
    /*
    =============
    ///ScriptDocBegin
    "Name: waittill_either( <msg1> , <msg2> )"
    "Summary: Waits until either message, on self"
    "Module: Utility"
    "CallOn: An entity or the level"
    "MandatoryArg: <msg1>: First msg to wait on"
    "MandatoryArg: <msg2>: Second msg to wait on"
    "Example: level waittill_either( "yo", "no" );"
    "SPMP: both"
    ///ScriptDocEnd
    =============
    */
    waittill_either( msg1, msg2 )
    {
    	self endon( msg1 );
    	self waittill( msg2 );
    }
    
    /* 
     ============= 
    ///ScriptDocBegin
    "Name: array_thread( <entities> , <process> , <var1> , <var2> , <var3> )"
    "Summary: Threads the < process > function on every entity in the < entities > array. The entity will become "self" in the specified function."
    "Module: Array"
    "CallOn: "
    "MandatoryArg: <entities> : array of entities to thread the process"
    "MandatoryArg: <process> : pointer to a script function"
    "OptionalArg: <var1> : parameter 1 to pass to the process"
    "OptionalArg: <var2> : parameter 2 to pass to the process"
    "OptionalArg: <var3> : parameter 3 to pass to the process"
    "Example: array_thread( array_of_guys, ::set_ignoreme, false );"
    "SPMP: both"
    ///ScriptDocEnd
     ============= 
    */ 
    array_thread( entities, process, var1, var2, var3, var4, var5, var6, var7, var8, var9 )
    {
    	if ( !isdefined( var1 ) )
    	{
    		foreach ( ent in entities )
    			ent thread [[ process ]]();
    		return;
    	}
    	
    	if ( !isdefined( var2 ) )
    	{
    		foreach ( ent in entities )
    			ent thread [[ process ]]( var1 );
    		return;
    	}
    	
    	if ( !isdefined( var3 ) )
    	{
    		foreach ( ent in entities )
    			ent thread [[ process ]]( var1, var2 );
    		return;
    	}
    	
    	if ( !isdefined( var4 ) )
    	{
    		foreach ( ent in entities )
    			ent thread [[ process ]]( var1, var2, var3 );
    		return;
    	}
    	
    	if ( !isdefined( var5 ) )
    	{
    		foreach ( ent in entities )
    			ent thread [[ process ]]( var1, var2, var3, var4 );
    		return;
    	}
    	
    	if ( !isdefined( var6 ) )
    	{
    		foreach ( ent in entities )
    			ent thread [[ process ]]( var1, var2, var3, var4, var5 );
    		return;
    	}
    	
    	if ( !isdefined( var7 ) )
    	{
    		foreach ( ent in entities )
    			ent thread [[ process ]]( var1, var2, var3, var4, var5, var6 );
    		return;
    	}
    	
    	if ( !isdefined( var8 ) )
    	{
    		foreach ( ent in entities )
    			ent thread [[ process ]]( var1, var2, var3, var4, var5, var6, var7 );
    		return;
    	}
    	
    	if ( !isdefined( var9 ) )
    	{
    		foreach ( ent in entities )
    			ent thread [[ process ]]( var1, var2, var3, var4, var5, var6, var7, var8 );
    		return;
    	}
    	
    	foreach ( ent in entities )
    		ent thread [[ process ]]( var1, var2, var3, var4, var5, var6, var7, var8, var9 );
    	return;
    }
    
    /* 
     ============= 
    ///ScriptDocBegin
    "Name: array_call( <entities> , <process> , <var1> , <var2> , <var3> )"
    "Summary: Runs the code < process > function on every entity in the < entities > array. The entity will become "self" in the specified function."
    "Module: Array"
    "CallOn: "
    "MandatoryArg: <entities> : array of entities to thread the process"
    "MandatoryArg: <process> : pointer to a code function"
    "OptionalArg: <var1> : parameter 1 to pass to the process"
    "OptionalArg: <var2> : parameter 2 to pass to the process"
    "OptionalArg: <var3> : parameter 3 to pass to the process"
    "Example: array_call( array_of_guys, ::set_ignoreme, false );"
    "SPMP: both"
    ///ScriptDocEnd
     ============= 
    */ 
    array_call( entities, process, var1, var2, var3 )
    {
    	if ( isdefined( var3 ) )
    	{
    		foreach ( ent in entities )
    			ent call [[ process ]]( var1, var2, var3 );
    
    		return;
    	}
    
    	if ( isdefined( var2 ) )
    	{
    		foreach ( ent in entities )
    			ent call [[ process ]]( var1, var2 );
    
    		return;
    	}
    
    	if ( isdefined( var1 ) )
    	{
    		foreach ( ent in entities )
    			ent call [[ process ]]( var1 );
    
    		return;
    	}
    
    	foreach ( ent in entities )
    		ent call [[ process ]]();
    }
    
    /*
    =============
    ///ScriptDocBegin
    "Name: array_thread4( <entities> , <process> , <var1> , <var2> , <var3> , <var4> )"
    "Summary: "
    "Module: Entity"
    "CallOn: An entity"
    "MandatoryArg: <param1>: "
    "OptionalArg: <param2>: "
    "Example: "
    "SPMP: both"
    ///ScriptDocEnd
    =============
    */
    array_thread4( entities, process, var1, var2, var3, var4 )
    {
    	array_thread( entities, process, var1, var2, var3, var4 );
    }
    
    /*
    =============
    ///ScriptDocBegin
    "Name: array_thread5( <entities> , <process> , <var1> , <var2> , <var3> , <var4> , <var5> )"
    "Summary: "
    "Module: Entity"
    "CallOn: An entity"
    "MandatoryArg: <param1>: "
    "OptionalArg: <param2>: "
    "Example: "
    "SPMP: both"
    ///ScriptDocEnd
    =============
    */
    array_thread5( entities, process, var1, var2, var3, var4, var5 )
    {
    	array_thread( entities, process, var1, var2, var3, var4, var5 );
    }
    
    /*
    =============
    ///ScriptDocBegin
    "Name: remove_undefined_from_array()"
    "Summary: remove elements from an array that are undefined"
    "Module: Array"
    "CallOn: "
    "MandatoryArg: <array>: array to clear out"
    "Example: level.trigger_flags[ msg ] = remove_undefined_from_array( level.trigger_flags[ msg ] );"
    "SPMP: both"
    ///ScriptDocEnd
    =============
    */
    
    remove_undefined_from_array( array )
    {
    	newarray = [];
    	for ( i = 0; i < array.size; i++ )
    	{
    		if ( !isdefined( array[ i ] ) )
    			continue;
    		newarray[ newarray.size ] = array[ i ];
    	}
    	return newarray;
    }
    
    /* 
     ============= 
    ///ScriptDocBegin
    "Name: trigger_on( <name>, <type> )"
    "Summary: Turns a trigger on. This only needs to be called if it was previously turned off"
    "Module: Trigger"
    "CallOn: A trigger"
    "OptionalArg: <name> : the name corrisponding to a targetname or script_noteworthy to grab the trigger internally"
    "OptionalArg: <type> : the type( targetname, or script_noteworthy ) corrisponding to a name to grab the trigger internally"
    "Example: trigger trigger_on(); -or- trigger_on( "base_trigger", "targetname" )"
    "SPMP: both"
    ///ScriptDocEnd
     ============= 
     */ 
    trigger_on( name, type )
    {
    	if ( isdefined( name ) && isdefined( type ) )
    	{
    		ents = getentarray( name, type );
    		array_thread( ents, ::trigger_on_proc );
    	}
    	else
    		self trigger_on_proc();
    }
    
    trigger_on_proc()
    {
    	if ( isDefined( self.realOrigin ) )
    		self.origin = self.realOrigin;
    	self.trigger_off = undefined;
    }
    
    
     /* 
     ============= 
    ///ScriptDocBegin
    "Name: trigger_off( <name>, <type> )"
    "Summary: Turns a trigger off so it can no longer be triggered."
    "Module: Trigger"
    "CallOn: A trigger"
    "OptionalArg: <name> : the name corrisponding to a targetname or script_noteworthy to grab the trigger internally"
    "OptionalArg: <type> : the type( targetname, or script_noteworthy ) corrisponding to a name to grab the trigger internally"
    "Example: trigger trigger_off();"
    "SPMP: both"
    ///ScriptDocEnd
     ============= 
     */
    trigger_off( name, type )
    {
    	if ( isdefined( name ) && isdefined( type ) )
    	{
    		ents = getentarray( name, type );
    		array_thread( ents, ::trigger_off_proc );
    	}
    	else
    		self trigger_off_proc();
    }
    
    trigger_off_proc()
    {
    	if ( !isDefined( self.realOrigin ) )
    		self.realOrigin = self.origin;
    
    	if ( self.origin == self.realorigin )
    		self.origin += ( 0, 0, -10000 );
    	self.trigger_off = true;
    }
    
    set_trigger_flag_permissions( msg )
    {
    	// turns triggers on or off depending on if they have the proper flags set, based on their shift-g menu settings
    
    	// this can be init before _load has run, thanks to AI.
    	if ( !isdefined( level.trigger_flags ) )
    		return;
    
    	// cheaper to do the upkeep at this time rather than with endons and waittills on the individual triggers	
    	level.trigger_flags[ msg ] = remove_undefined_from_array( level.trigger_flags[ msg ] );
    	array_thread( level.trigger_flags[ msg ], ::update_trigger_based_on_flags );
    }
    
    update_trigger_based_on_flags()
    {
    	true_on = true;
    	if ( isdefined( self.script_flag_true ) )
    	{
    		true_on = false;
    		tokens = create_flags_and_return_tokens( self.script_flag_true );
    
    		// stay off unless all the flags are false
    		foreach ( token in tokens )
    		{
    			if ( flag( token ) )
    			{
    				true_on = true;
    				break;
    			}
    		}
    	}
    
    	false_on = true;
    	if ( isdefined( self.script_flag_false ) )
    	{
    		tokens = create_flags_and_return_tokens( self.script_flag_false );
    
    		// stay off unless all the flags are false
    		foreach ( token in tokens )
    		{
    			if ( flag( token ) )
    			{
    				false_on = false;
    				break;
    			}
    		}
    	}
    
    	[[ level.trigger_func[ true_on && false_on ] ]]();
    }
    
    create_flags_and_return_tokens( flags )
    {
    	tokens = strtok( flags, " " );
    
    	// create the flag if level script does not
    	for ( i = 0; i < tokens.size; i++ )
    	{
    		if ( !isdefined( level.flag[ tokens[ i ] ] ) )
    		{
    			flag_init( tokens[ i ] );
    		}
    	}
    
    	return tokens;
    }
    
    init_trigger_flags()
    {
    	level.trigger_flags = [];
    	level.trigger_func[ true ] = ::trigger_on;
    	level.trigger_func[ false ] = ::trigger_off;
    }
    
    /*
    =============
    ///ScriptDocBegin
    "Name: getstruct( <name> , <type> )"
    "Summary: get a struct by target, targetname,script_noteworthy, or script_linkname types, must be called after maps\_load::main();"
    "Module: Struct"
    "CallOn: Level"
    "MandatoryArg: <name>: name of key"
    "MandatoryArg: <type>: key type"
    "Example: position = getstruct("waypoint1","targetname");
    "SPMP: both"
    ///ScriptDocEnd
    =============
    */
    
    getstruct( name, type )
    {
    	assertex( isdefined( name ) && isdefined( type ), "Did not fill in name and type" );
    	assertEx( isdefined( level.struct_class_names ), "Tried to getstruct before the structs were init" );
    
    	array = level.struct_class_names[ type ][ name ];
    	if ( !isdefined( array ) )
    	{
    		return undefined;
    	}
    
    	if ( array.size > 1 )
    	{
    		assertMsg( "getstruct used for more than one struct of type " + type + " called " + name + "." );
    		return undefined;
    	}
    	return array[ 0 ];
    }
    
     /* 
     ============= 
    ///ScriptDocBegin
    "Name: getstructarray( <name> , <type )"
    "Summary: gets an array of script_structs"
    "Module: Array"
    "CallOn: An entity"
    "MandatoryArg: <name> : "
    "MandatoryArg: <type> : "
    "Example: fxemitters = getstructarray( "streetlights", "targetname" )"
    "SPMP: both"
    ///ScriptDocEnd
     ============= 
     */ 
    
    getstructarray( name, type )
    {
    	assertEx( isdefined( level.struct_class_names ), "Tried to getstruct before the structs were init" );
    
    	array = level.struct_class_names[ type ][ name ];
    	if ( !isdefined( array ) )
    		return [];
    	return array;
    }
    
    struct_class_init()
    {
    	assertEx( !isdefined( level.struct_class_names ), "level.struct_class_names is being initialized in the wrong place! It shouldn't be initialized yet." );
    
    	level.struct_class_names = [];
    	level.struct_class_names[ "target" ] = [];
    	level.struct_class_names[ "targetname" ] = [];
    	level.struct_class_names[ "script_noteworthy" ] = [];
    	level.struct_class_names[ "script_linkname" ] = [];
    
    	foreach ( struct in level.struct )
    	{
    		if ( isdefined( struct.targetname ) )
    		{
    			if ( !isdefined( level.struct_class_names[ "targetname" ][ struct.targetname ] ) )
    				level.struct_class_names[ "targetname" ][ struct.targetname ] = [];
    
    			size = level.struct_class_names[ "targetname" ][ struct.targetname ].size;
    			level.struct_class_names[ "targetname" ][ struct.targetname ][ size ] = struct;
    		}
    		if ( isdefined( struct.target ) )
    		{
    			if ( !isdefined( level.struct_class_names[ "target" ][ struct.target ] ) )
    				level.struct_class_names[ "target" ][ struct.target ] = [];
    
    			size = level.struct_class_names[ "target" ][ struct.target ].size;
    			level.struct_class_names[ "target" ][ struct.target ][ size ] = struct;
    		}
    		if ( isdefined( struct.script_noteworthy ) )
    		{
    			if ( !isdefined( level.struct_class_names[ "script_noteworthy" ][ struct.script_noteworthy ] ) )
    				level.struct_class_names[ "script_noteworthy" ][ struct.script_noteworthy ] = [];
    
    			size = level.struct_class_names[ "script_noteworthy" ][ struct.script_noteworthy ].size;
    			level.struct_class_names[ "script_noteworthy" ][ struct.script_noteworthy ][ size ] = struct;
    		}
    		if ( isdefined( struct.script_linkname ) )
    		{
    			assertex( !isdefined( level.struct_class_names[ "script_linkname" ][ struct.script_linkname ] ), "Two structs have the same linkname" );
    			level.struct_class_names[ "script_linkname" ][ struct.script_linkname ][ 0 ] = struct;
    		}
    	}
    }
    
    fileprint_start( file )
    {
    	/#
    	filename = file;
    	level.fileprint = 1;
    	level.fileprintlinecount = 0;
    	level.fileprint_filename = filename;
    	#/
    }
    
     /* 
     ============= 
    ///ScriptDocBegin
    "Name: fileprint_map_start( <filename> )"
    "Summary: starts map export with the file trees\cod3\cod3\map_source\xenon_export\ < filename > .map adds header / worldspawn entity to the map.  Use this if you want to start a .map export."
    "Module: Fileprint"
    "CallOn: Level"
    "MandatoryArg: <param1> : "
    "OptionalArg: <param2> : "
    "Example: fileprint_map_start( filename );"
    "SPMP: both"
    ///ScriptDocEnd
     ============= 
     */ 
    
    fileprint_map_start()
    {
    	/#
    	// for the entity count
    	level.fileprint_mapentcount = 0;
    	fileprint_map_header( true );
    	#/
    
    }
    
    fileprint_map_header( bInclude_blank_worldspawn )
    {
    	if ( !isdefined( bInclude_blank_worldspawn ) )
    		bInclude_blank_worldspawn = false;
    
    	/#
    	fileprint_launcher( "iwmap 6" );
    	fileprint_launcher( "\"000_Global\" flags  active" );
    	fileprint_launcher( "\"The Map\" flags" );
    
    	if ( !bInclude_blank_worldspawn )
    		return;
    
    	 fileprint_map_entity_start();
    	 fileprint_map_keypairprint( "classname", "worldspawn" );
    	 fileprint_map_entity_end();
    
    	#/
    }
    
     /* 
     ============= 
    ///ScriptDocBegin
    "Name: fileprint_map_keypairprint( <key1> , <key2> )"
    "Summary: prints a pair of keys to the current open map( by fileprint_map_start() )"
    "Module: Fileprint"
    "CallOn: Level"
    "MandatoryArg: <key1> : "
    "MandatoryArg: <key2> : "
    "Example: fileprint_map_keypairprint( "classname", "script_model" );"
    "SPMP: both"
    ///ScriptDocEnd
     ============= 
     */ 
    
    fileprint_map_keypairprint( key1, key2 )
    {
    	/#
    	fileprint_launcher( "\"" + key1 + "\" \"" + key2 + "\"" );
    	#/
    }
    
     /* 
     ============= 
    ///ScriptDocBegin
    "Name: fileprint_map_entity_start()"
    "Summary: prints entity number and opening bracket to currently opened file"
    "Module: Fileprint"
    "CallOn: Level"
    "Example: fileprint_map_entity_start();"
    "SPMP: both"
    ///ScriptDocEnd
     ============= 
     */ 
    
    fileprint_map_entity_start()
    {
    	/#
    	assert( isdefined( level.fileprint_mapentcount ), "need to start a map with fileprint_map_start() first" );
    	assert( !isdefined( level.fileprint_entitystart ) );
    	level.fileprint_entitystart = true;
    	fileprint_launcher(  "entity " + level.fileprint_mapentcount );
    	fileprint_launcher( "{" );
    	level.fileprint_mapentcount++;
    	#/
    }
    
     /* 
     ============= 
    ///ScriptDocBegin
    "Name: fileprint_map_entity_end()"
    "Summary: close brackets an entity, required for the next entity to begin"
    "Module: Fileprint"
    "CallOn: Level"
    "Example: fileprint_map_entity_end();"
    "SPMP: both"
    ///ScriptDocEnd
     ============= 
     */ 
    
    fileprint_map_entity_end()
    {
    	/#
    	fileprint_launcher( "}" );
    	level.fileprint_entitystart = undefined;
    	#/
    }
    
    
     /* 
     ============= 
    ///ScriptDocBegin
    "Name: fileprint_radiant_vec( <vector> )"
    "Summary: this converts a vector to a .map file readable format"
    "Module: Fileprint"
    "CallOn: An entity"
    "MandatoryArg: <vector> : "
    "Example: origin_string = fileprint_radiant_vec( vehicle.angles )"
    "SPMP: both"
    ///ScriptDocEnd
     ============= 
     */ 
    
    fileprint_radiant_vec( vector )
    {
    	/#
    		string = "" + vector[ 0 ] + " " + vector[ 1 ] + " " + vector[ 2 ] + "";
    		return string;
    	#/
    }
    
    /*
    =============
    ///ScriptDocBegin
    "Name: vector_multiply( <vec> , <dif> )"
    "Summary: multiply a vector"
    "Module: Vector"
    "CallOn: Level"
    "MandatoryArg: <vec>: vector to multiply"
    "MandatoryArg: <dif>: scale"
    "Example: vec = vector_multiply( vec, magnitude );"
    "SPMP: both"
    ///ScriptDocEnd
    =============
    */
    vector_multiply( vec, dif )
    {
    	vec = ( vec[ 0 ] * dif, vec[ 1 ] * dif, vec[ 2 ] * dif );
    	return vec;
    }
    
     /* 
     ============= 
    ///ScriptDocBegin
    "Name: array_remove( <ents> , <remover> )"
    "Summary: Returns < ents > array minus < remover > "
    "Module: Array"
    "CallOn: "
    "MandatoryArg: <ents> : array to remove < remover > from"
    "MandatoryArg: <remover> : entity to remove from the array"
    "Example: ents = array_remove( ents, guy );"
    "SPMP: both"
    ///ScriptDocEnd
     ============= 
     */ 
    array_remove( ents, remover )
    {
    	newents = [];
    	foreach( index in ents )
    	{
    		if ( index != remover )
    			newents[ newents.size ] = index;
    	}
    
    	return newents;
    }
    
    /*
    =============
    ///ScriptDocBegin
    "Name: array_remove_array( <ents> , <remover_array> )"
    "Summary: "
    "Module: Entity"
    "CallOn: An entity"
    "MandatoryArg: <param1>: "
    "OptionalArg: <param2>: "
    "Example: "
    "SPMP: both"
    ///ScriptDocEnd
    =============
    */
    array_remove_array( ents, remover_array )
    {
    	foreach( remover in remover_array )
    		ents = array_remove( ents, remover );	
    	
    	return ents;
    }
    
     /* 
     ============= 
    ///ScriptDocBegin
    "Name: array_removeUndefined( <array> )"
    "Summary: Returns a new array of < array > minus the undefined indicies"
    "Module: Array"
    "CallOn: "
    "MandatoryArg: <array> : The array to search for undefined indicies in."
    "Example: ents = array_removeUndefined( ents );"
    "SPMP: both"
    ///ScriptDocEnd
     ============= 
     */ 
    array_removeUndefined( array )
    {
    	newArray = [];
    	for ( i = 0; i < array.size; i++ )
    	{
    		if ( !isdefined( array[ i ] ) )
    			continue;
    		newArray[ newArray.size ] = array[ i ];
    	}
    
    	return newArray;
    }
    
     /* 
     ============= 
    ///ScriptDocBegin
    "Name: array_levelthread( <entities> , <process> , <var1> , <var2> , <var3> )"
    "Summary: Threads the < process > function for every entity in the < entities > array. The level calls the function and each entity of the array is passed as the first parameter to the process."
    "Module: Array"
    "CallOn: "
    "MandatoryArg: <entities> : array of entities to thread the process"
    "MandatoryArg: <process> : pointer to a script function"
    "OptionalArg: <var1> : parameter 1 to pass to the process"
    "OptionalArg: <var2> : parameter 2 to pass to the process"
    "OptionalArg: <var3> : parameter 3 to pass to the process"
    "Example: array_levelthread( getentarray( "palm", "targetname" ), ::palmTrees );"
    "SPMP: both"
    ///ScriptDocEnd
     ============= 
     */ 
    array_levelthread( array, process, var1, var2, var3 )
    {
    	if ( isdefined( var3 ) )
    	{
    		foreach ( ent in array )
    			thread [[ process ]]( ent, var1, var2, var3 );
    
    		return;
    	}
    
    	if ( isdefined( var2 ) )
    	{
    		foreach ( ent in array )
    			thread [[ process ]]( ent, var1, var2 );
    
    		return;
    	}
    
    	if ( isdefined( var1 ) )
    	{
    		foreach ( ent in array )
    			thread [[ process ]]( ent, var1 );
    
    		return;
    	}
    
    	foreach ( ent in array )
    		thread [[ process ]]( ent );
    }
    
     /* 
     ============= 
    ///ScriptDocBegin
    "Name: array_levelcall( <entities> , <process> , <var1> , <var2> , <var3> )"
    "Summary: Calls the < process > function for every entity in the < entities > array. The level calls the function and each entity of the array is passed as the first parameter to the process."
    "Module: Array"
    "CallOn: "
    "MandatoryArg: <entities> : array of entities to thread the process"
    "MandatoryArg: <process> : pointer to a code function"
    "OptionalArg: <var1> : parameter 1 to pass to the process"
    "OptionalArg: <var2> : parameter 2 to pass to the process"
    "OptionalArg: <var3> : parameter 3 to pass to the process"
    "Example: array_levelthread( array_of_trees, ::palmTrees );"
    "SPMP: both"
    ///ScriptDocEnd
     ============= 
     */ 
    array_levelcall( array, process, var1, var2, var3 )
    {
    	if ( isdefined( var3 ) )
    	{
    		foreach ( ent in array )
    			call [[ process ]]( ent, var1, var2, var3 );
    
    		return;
    	}
    
    	if ( isdefined( var2 ) )
    	{
    		foreach ( ent in array )
    			call [[ process ]]( ent, var1, var2 );
    
    		return;
    	}
    
    	if ( isdefined( var1 ) )
    	{
    		foreach ( ent in array )
    			call [[ process ]]( ent, var1 );
    
    		return;
    	}
    
    	foreach ( ent in array )
    		call [[ process ]]( ent );
    }
    
    /* 
    ============= 
    ///ScriptDocBegin
    "Name: add_to_array( <array> , <ent> )"
    "Summary: Adds < ent > to < array > and returns the new array."
    "Module: Array"
    "CallOn: "
    "MandatoryArg: <array> : The array to add < ent > to."
    "MandatoryArg: <ent> : The entity to be added."
    "Example: nodes = add_to_array( nodes, new_node );"
    "SPMP: both"
    ///ScriptDocEnd
    ============= 
    */ 
    add_to_array( array, ent )
    {
    	if ( !isdefined( ent ) )
    		return array;
    
    	if ( !isdefined( array ) )
    		array[ 0 ] = ent;
    	else
    		array[ array.size ] = ent;
    
    	return array;
    }
    
    
    
    /*
    =============
    ///ScriptDocBegin
    "Name: flag_assert( <msg> )"
    "Summary: Asserts that a flag is clear. Useful for proving an assumption of a flag's state"
    "Module: Entity"
    "CallOn: An entity"
    "MandatoryArg: <msg>: flag name"
    "Example: flag_assert( "fairground_begins" );"
    "SPMP: both"
    ///ScriptDocEnd
    =============
    */
    flag_assert( msg )
    {
    	assertEx( !flag( msg ), "Flag " + msg + " set too soon!" );
    }
    
     /* 
     ============= 
    ///ScriptDocBegin
    "Name: flag_wait_either( <flagname1> , <flagname2> )"
    "Summary: Waits until either of the the specified flags are set."
    "Module: Flag"
    "CallOn: "
    "MandatoryArg: <flagname1> : name of one flag to wait on"
    "MandatoryArg: <flagname2> : name of the other flag to wait on"
    "Example: flag_wait( "hq_cleared", "hq_destroyed" );"
    "SPMP: both"
    ///ScriptDocEnd
     ============= 
     */ 
    flag_wait_either( flag1, flag2 )
    {
    	for ( ;; )
    	{
    		if ( flag( flag1 ) )
    			return;
    		if ( flag( flag2 ) )
    			return;
    
    		level waittill_either( flag1, flag2 );
    	}
    }
    
     /* 
     ============= 
    ///ScriptDocBegin
    "Name: flag_wait_either_return( <flagname1> , <flagname2> )"
    "Summary: Waits until either of the the specified flags are set, and returns the first one it found."
    "Module: Flag"
    "CallOn: "
    "MandatoryArg: <flagname1> : name of one flag to wait on"
    "MandatoryArg: <flagname2> : name of the other flag to wait on"
    "Example: flag_wait( "hq_cleared", "hq_destroyed" );"
    "SPMP: both"
    ///ScriptDocEnd
     ============= 
     */ 
    flag_wait_either_return( flag1, flag2 )
    {
    	for ( ;; )
    	{
    		if ( flag( flag1 ) )
    			return flag1;
    		if ( flag( flag2 ) )
    			return flag2;
    
    		msg = level waittill_any_return( flag1, flag2 );
    		return msg;
    	}
    }
    
     /* 
     ============= 
    ///ScriptDocBegin
    "Name: flag_wait_any( <flagname1> , <flagname2>, <flagname3> , <flagname4> , <flagname5> , <flagname6> )"
    "Summary: Waits until any of the the specified flags are set."
    "Module: Flag"
    "CallOn: "
    "MandatoryArg: <flagname1> : name of a flag to wait on"
    "MandatoryArg: <flagname2> : name of a flag to wait on"
    "OptionalArg: <flagname3> : name of a flag to wait on"
    "OptionalArg: <flagname4> : name of a flag to wait on"
    "Example: flag_wait_any( "hq_cleared", "hq_destroyed", "hq_overrun", "hq_skipped" );"
    "SPMP: both"
    ///ScriptDocEnd
     ============= 
     */
    flag_wait_any( flag1, flag2, flag3, flag4, flag5, flag6 )
    {
    	array = [];
    	if ( isdefined( flag6 ) )
    	{
    		array[ array.size ] = flag1;
    		array[ array.size ] = flag2;
    		array[ array.size ] = flag3;
    		array[ array.size ] = flag4;
    		array[ array.size ] = flag5;
    		array[ array.size ] = flag6;
    	}
    	else if ( isdefined( flag5 ) )
    	{
    		array[ array.size ] = flag1;
    		array[ array.size ] = flag2;
    		array[ array.size ] = flag3;
    		array[ array.size ] = flag4;
    		array[ array.size ] = flag5;
    	}
    	else if ( isdefined( flag4 ) )
    	{
    		array[ array.size ] = flag1;
    		array[ array.size ] = flag2;
    		array[ array.size ] = flag3;
    		array[ array.size ] = flag4;
    	}
    	else if ( isdefined( flag3 ) )
    	{
    		array[ array.size ] = flag1;
    		array[ array.size ] = flag2;
    		array[ array.size ] = flag3;
    	}
    	else if ( isdefined( flag2 ) )
    	{
    		flag_wait_either( flag1, flag2 );
    		return;
    	}
    	else
    	{
    		assertmsg( "flag_wait_any() needs at least 2 flags passed to it" );
    		return;
    	}
    
    	for ( ;; )
    	{
    		for ( i = 0; i < array.size; i++ )
    		{
    			if ( flag( array[ i ] ) )
    				return;
    		}
    
    		level waittill_any( flag1, flag2, flag3, flag4, flag5, flag6 );
    	}
    }
    
     /* 
     ============= 
    ///ScriptDocBegin
    "Name: flag_wait_any_return( <flagname1> , <flagname2>, <flagname3> , <flagname4> , <flagname5> , <flagname6> )"
    "Summary: Waits until any of the the specified flags are set, and returns the first set flag that was found."
    "Module: Flag"
    "CallOn: "
    "MandatoryArg: <flagname1> : name of a flag to wait on"
    "MandatoryArg: <flagname2> : name of a flag to wait on"
    "OptionalArg: <flagname3> : name of a flag to wait on"
    "OptionalArg: <flagname4> : name of a flag to wait on"
    "Example: returned = flag_wait_any_return( "hq_cleared", "hq_destroyed", "hq_overrun", "hq_skipped" );"
    "SPMP: both"
    ///ScriptDocEnd
     ============= 
     */
    flag_wait_any_return( flag1, flag2, flag3, flag4, flag5, flag6 )
    {
    	array = [];
    	if ( isdefined( flag6 ) )
    	{
    		array[ array.size ] = flag1;
    		array[ array.size ] = flag2;
    		array[ array.size ] = flag3;
    		array[ array.size ] = flag4;
    		array[ array.size ] = flag5;
    		array[ array.size ] = flag6;
    	}
    	else if ( isdefined( flag5 ) )
    	{
    		array[ array.size ] = flag1;
    		array[ array.size ] = flag2;
    		array[ array.size ] = flag3;
    		array[ array.size ] = flag4;
    		array[ array.size ] = flag5;
    	}
    	else if ( isdefined( flag4 ) )
    	{
    		array[ array.size ] = flag1;
    		array[ array.size ] = flag2;
    		array[ array.size ] = flag3;
    		array[ array.size ] = flag4;
    	}
    	else if ( isdefined( flag3 ) )
    	{
    		array[ array.size ] = flag1;
    		array[ array.size ] = flag2;
    		array[ array.size ] = flag3;
    	}
    	else if ( isdefined( flag2 ) )
    	{
    		msg = flag_wait_either_return( flag1, flag2 );
    		return msg;
    	}
    	else
    	{
    		assertmsg( "flag_wait_any_return() needs at least 2 flags passed to it" );
    		return;
    	}
    
    	for ( ;; )
    	{
    		for ( i = 0; i < array.size; i++ )
    		{
    			if ( flag( array[ i ] ) )
    				return array[ i ];
    		}
    
    		msg = level waittill_any_return( flag1, flag2, flag3, flag4, flag5, flag6 );
    		return msg;
    	}
    }
    
     /* 
     ============= 
    ///ScriptDocBegin
    "Name: flag_wait_all( <flagname1> , <flagname2>, <flagname3> , <flagname4> )"
    "Summary: Waits until all of the the specified flags are set."
    "Module: Flag"
    "CallOn: "
    "MandatoryArg: <flagname1> : name of a flag to wait on"
    "MandatoryArg: <flagname2> : name of a flag to wait on"
    "OptionalArg: <flagname3> : name of a flag to wait on"
    "OptionalArg: <flagname4> : name of a flag to wait on"
    "Example: flag_wait_any( "hq_cleared", "hq_destroyed", "hq_overrun", "hq_skipped" );"
    "SPMP: both"
    ///ScriptDocEnd
     ============= 
     */
    flag_wait_all( flag1, flag2, flag3, flag4 )
    {
    	if ( isdefined( flag1 ) )
    		flag_wait( flag1 );
    
    	if ( isdefined( flag2 ) )
    		flag_wait( flag2 );
    
    	if ( isdefined( flag3 ) )
    		flag_wait( flag3 );
    
    	if ( isdefined( flag4 ) )
    		flag_wait( flag4 );
    }
    
     /* 
     ============= 
    ///ScriptDocBegin
    "Name: flag_wait_or_timeout( <flagname> , <timer> )"
    "Summary: Waits until either the flag gets set or the timer elapses."
    "Module: Flag"
    "CallOn: "
    "MandatoryArg: <flagname1: Name of one flag to wait on"
    "MandatoryArg: <timer> : Amount of time to wait before continuing regardless of flag."
    "Example: flag_wait_or_timeout( "time_to_go", 3 );"
    "SPMP: both"
    ///ScriptDocEnd
     ============= 
     */ 
    flag_wait_or_timeout( flagname, timer )
    {
    	timerMS = timer * 1000;
    	start_time = GetTime();
    	
    	for ( ;; )
    	{
    		if ( flag( flagname ) )
    		{
    			break;
    		}
    
    		if ( GetTime() >= start_time + timerMS )
    		{
    			break;
    		}
    		
    		timeRemaining = timerMS - ( GetTime() - start_time );  // figure out how long we waited already, if at all
    		timeRemainingSecs = timeRemaining / 1000;
    		wait_for_flag_or_time_elapses( flagname, timeRemainingSecs );
    	}
    }
    
    /* 
    ============= 
    ///ScriptDocBegin
    "Name: flag_waitopen_or_timeout( <flagname> , <timer> )"
    "Summary: Waits until either the flag gets cleared or the timer elapses."
    "Module: Flag"
    "CallOn: "
    "MandatoryArg: <flagname1: Name of one flag to wait on"
    "MandatoryArg: <timer> : Amount of time to wait before continuing regardless of flag."
    "Example: flag_waitopen_or_timeout( "time_to_go", 3 );"
    "SPMP: both"
    ///ScriptDocEnd
    ============= 
    */
    flag_waitopen_or_timeout( flagname, timer )
    {
    	start_time = gettime();
    	for ( ;; )
    	{
    		if ( !flag( flagname ) )
    			break;
    
    		if ( gettime() >= start_time + timer * 1000 )
    			break;
    
    		wait_for_flag_or_time_elapses( flagname, timer );
    	}
    }
    
    wait_for_flag_or_time_elapses( flagname, timer )
    {
    	level endon( flagname );
    	wait( timer );
    }
    
    
     /* 
     ============= 
    ///ScriptDocBegin
    "Name: delayCall( <delay> , <function> , <arg1> , <arg2> , <arg3> )"
    "Summary: delayCall is cool! It saves you from having to write extra script for once off commands. Note you don’t have to thread it off. delaycall is that smart!"
    "Module: Utility"
    "MandatoryArg: <delay> : The delay before the function occurs"
    "MandatoryArg: <function> : The function to run."
    "OptionalArg: <arg1> : parameter 1 to pass to the process"
    "OptionalArg: <arg2> : parameter 2 to pass to the process"
    "OptionalArg: <arg3> : parameter 3 to pass to the process"
    "OptionalArg: <arg4> : parameter 4 to pass to the process"
    "Example: delayCall( ::flag_set, "player_can_rappel", 3 );"
    "SPMP: both"
    ///ScriptDocEnd
     ============= 
     */ 
    
    delayCall( timer, func, param1, param2, param3, param4 )
    {
    	// to thread it off
    	thread delayCall_proc( func, timer, param1, param2, param3, param4 );
    }
    
    delayCall_proc( func, timer, param1, param2, param3, param4 )
    {
    	if ( isSP() )
    		self endon( "death" );
    			
    	wait( timer );
    	if ( isdefined( param4 ) )
    		self call [[ func ]]( param1, param2, param3, param4 );
    	else
    	if ( isdefined( param3 ) )
    		self call [[ func ]]( param1, param2, param3 );
    	else
    	if ( isdefined( param2 ) )
    		self call [[ func ]]( param1, param2 );
    	else
    	if ( isdefined( param1 ) )
    		self call [[ func ]]( param1 );
    	else
    		self call [[ func ]]();	
    }
    
     /* 
     ============= 
    ///ScriptDocBegin
    "Name: noself_delayCall( <delay> , <function> , <arg1> , <arg2> , <arg3>, <arg4> )"
    "Summary: Calls a command with no self (some commands don't support having self)."
    "Module: Utility"
    "MandatoryArg: <delay> : The delay before the function occurs"
    "MandatoryArg: <function> : The function to run."
    "OptionalArg: <arg1> : parameter 1 to pass to the process"
    "OptionalArg: <arg2> : parameter 2 to pass to the process"
    "OptionalArg: <arg3> : parameter 3 to pass to the process"
    "OptionalArg: <arg4> : parameter 4 to pass to the process"
    "Example: noself_delayCall( ::setsaveddvar, "player_can_rappel", 1 );"
    "SPMP: both"
    ///ScriptDocEnd
     ============= 
     */ 
    
    noself_delayCall( timer, func, param1, param2, param3, param4 )
    {
    	// to thread it off
    	thread noself_delayCall_proc( func, timer, param1, param2, param3, param4 );
    }
    
    noself_delayCall_proc( func, timer, param1, param2, param3, param4 )
    {
    	wait( timer );
    	if ( isdefined( param4 ) )
    		call [[ func ]]( param1, param2, param3, param4 );
    	else
    	if ( isdefined( param3 ) )
    		call [[ func ]]( param1, param2, param3 );
    	else
    	if ( isdefined( param2 ) )
    		call [[ func ]]( param1, param2 );
    	else
    	if ( isdefined( param1 ) )
    		call [[ func ]]( param1 );
    	else
    		call [[ func ]]();
    }
    
     /* 
     ============= 
    ///ScriptDocBegin
    "Name: isSP()"
    "Summary: Returns false if the level name begins with mp_"
    "Module: Utility"
    "Example: if ( isSP() );"
    "SPMP: both"
    ///ScriptDocEnd
     ============= 
     */ 
    isSP()
    {
    	return false; // this code is only loaded in MP, so obviously this is MP
    }
    
    
    /*
    =============
    ///ScriptDocBegin
    "Name: string_starts_with( <string>, <start> )"
    "Summary: Returns true if the first string begins with the first string"
    "Module: Utility"
    "CallOn:"
    "MandatoryArg: <string> String to check"
    "MandatoryArg: <start> Beginning of string to check"
    "Example: if ( string_starts_with( "somestring", "somest" ) )"
    "SPMP: both"
    ///ScriptDocEnd
    =============
    */
    string_starts_with( string, start )
    {
    	assert( isdefined( string ) );
    	assert( isdefined( start ) );
    	if ( string.size < start.size )
    		return false;
    
    	for ( i = 0 ; i < start.size ; i++ )
    	{
    		if ( tolower( string[ i ] ) != tolower( start[ i ] ) )
    			return false;
    	}
    
    	return true;
    }
    
    plot_points( plotpoints, r, g, b, timer )
    {
    	lastpoint = plotpoints[ 0 ];
    	if ( !isdefined( r ) )
    		r = 1;
    	if ( !isdefined( g ) )
    		g = 1;
    	if ( !isdefined( b ) )
    		b = 1;
    	if ( !isdefined( timer ) )
    		timer = 0.05;
    	for ( i = 1;i < plotpoints.size;i++ )
    	{
    		thread draw_line_for_time( lastpoint, plotpoints[ i ], r, g, b, timer );
    		lastpoint = plotpoints[ i ];
    	}
    }
    
    
     /* 
     ============= 
    ///ScriptDocBegin
    "Name: draw_line_for_time( <org1> , <org2> , <r> , <g> , <b> , <timer> )"
    "Summary: Draws a line from < org1 > to < org2 > in the specified color for the specified duration"
    "Module: Debug"
    "CallOn: "
    "MandatoryArg: <org1> : starting origin for the line"
    "MandatoryArg: <org2> : ending origin for the line"
    "MandatoryArg: <r> : red color value( 0 to 1 )"
    "MandatoryArg: <g> : green color value( 0 to 1 )"
    "MandatoryArg: <b> : blue color value( 0 to 1 )"
    "MandatoryArg: <timer> : time in seconds the line should last"
    "Example: thread draw_line_for_time( level.player.origin, vehicle.origin, 1, 0, 0, 10.0 );"
    "SPMP: both"
    ///ScriptDocEnd
     ============= 
     */ 
    draw_line_for_time( org1, org2, r, g, b, timer )
    {
    	timer = gettime() + ( timer * 1000 );
    	while ( gettime() < timer )
    	{
    		line( org1, org2, ( r, g, b ), 1 );
    		wait .05;
    	}
    
    }
    
    
     /* 
     ============= 
    ///ScriptDocBegin
    "Name: array_combine( <array1> , <array2> )"
    "Summary: Combines the two arrays and returns the resulting array. This function doesn't care if it produces duplicates in the array."
    "Module: Array"
    "CallOn: "
    "MandatoryArg: <array1> : first array"
    "MandatoryArg: <array2> : second array"
    "Example: combinedArray = array_combine( array1, array2 );"
    "SPMP: both"
    ///ScriptDocEnd
     ============= 
     */ 
    array_combine( array1, array2 )
    {
    	array3 = [];
    	foreach ( item in array1 )
    	{
    		array3[ array3.size ] = item;
    	}
    	foreach ( item in array2 )
    	{
    		array3[ array3.size ] = item;
    	}
    	return array3;
    }
    
    
     /* 
     ============= 
    ///ScriptDocBegin
    "Name: flat_angle( <angle> )"
    "Summary: Returns the specified angle as a flat angle.( 45, 90, 30 ) becomes( 0, 90, 30 ). Useful if you just need an angle around Y - axis."
    "Module: Vector"
    "CallOn: "
    "MandatoryArg: <angle> : angles to flatten"
    "Example: yaw = flat_angle( node.angles );"
    "SPMP: both"
    ///ScriptDocEnd
     ============= 
     */ 
    flat_angle( angle )
    {
    	rangle = ( 0, angle[ 1 ], 0 );
    	return rangle;
    }
    
     /* 
     ============= 
    ///ScriptDocBegin
    "Name: flat_origin( <org> )"
    "Summary: Returns a flat origin of the specified origin. Moves Z corrdinate to 0.( x, y, z ) becomes( x, y, 0 )"
    "Module: Vector"
    "CallOn: "
    "MandatoryArg: <org> : origin to flatten"
    "Example: org = flat_origin( self.origin );"
    "SPMP: both"
    ///ScriptDocEnd
     ============= 
     */ 
    flat_origin( org )
    {
    	rorg = ( org[ 0 ], org[ 1 ], 0 );
    	return rorg;
    
    }
    
     /* 
     ============= 
    ///ScriptDocBegin
    "Name: draw_arrow_time( <start> , <end> , <color> , <duration> )"
    "Summary: Draws an arrow pointing at < end > in the specified color for < duration > seconds."
    "Module: Entity"
    "CallOn: An entity"
    "MandatoryArg: <start> : starting coordinate for the arrow"
    "MandatoryArg: <end> : ending coordinate for the arrow"
    "MandatoryArg: <color> :( r, g, b ) color array for the arrow"
    "MandatoryArg: <duration> : time in seconds to draw the arrow"
    "Example: thread draw_arrow_time( lasttarg.origin, targ.origin, ( 0, 0, 1 ), 5.0 );"
    "SPMP: both"
    ///ScriptDocEnd
     ============= 
     */ 
    draw_arrow_time( start, end, color, duration )
    {
    	level endon( "newpath" );
    	pts = [];
    	angles = vectortoangles( start - end );
    	right = anglestoright( angles );
    	forward = anglestoforward( angles );
    	up = anglestoup( angles );
    
    	dist = distance( start, end );
    	arrow = [];
    	range = 0.1;
    
    	arrow[ 0 ] =  start;
    	arrow[ 1 ] =  start + vector_multiply( right, dist * ( range ) ) + vector_multiply( forward, dist * - 0.1 );
    	arrow[ 2 ] =  end;
    	arrow[ 3 ] =  start + vector_multiply( right, dist * ( -1 * range ) ) + vector_multiply( forward, dist * - 0.1 );
    
    	arrow[ 4 ] =  start;
    	arrow[ 5 ] =  start + vector_multiply( up, dist * ( range ) ) + vector_multiply( forward, dist * - 0.1 );
    	arrow[ 6 ] =  end;
    	arrow[ 7 ] =  start + vector_multiply( up, dist * ( -1 * range ) ) + vector_multiply( forward, dist * - 0.1 );
    	arrow[ 8 ] =  start;
    
    	r = color[ 0 ];
    	g = color[ 1 ];
    	b = color[ 2 ];
    
    	plot_points( arrow, r, g, b, duration );
    }
    
    
    /*
    =============
    ///ScriptDocBegin
    "Name: get_linked_ents()"
    "Summary: Returns an array of entities that SELF is linked to"
    "Module: Utility"
    "CallOn: An entity that links to other entities"
    "Example: spawners = heli get_linked_ents()"
    "SPMP: both"
    ///ScriptDocEnd
    =============
    */
    get_linked_ents()
    {
    	array = [];
    
    	if ( isdefined( self.script_linkto ) )
    	{
    		linknames = get_links();
    		foreach ( name in linknames )
    		{
    			entities = getentarray( name, "script_linkname" );
    			if ( entities.size > 0 )
    				array = array_combine( array, entities );
    		}
    	}
    
    	return array;
    }
    
    /*
    =============
    ///ScriptDocBegin
    "Name: get_linked_ent()"
    "Summary: Returns a single entity that SELF is linked to"
    "Module: Utility"
    "CallOn: An entity that links to another entity"
    "Example: spawner = heli get_linked_ent()"
    "SPMP: both"
    ///ScriptDocEnd
    =============
    */
    get_linked_ent()
    {
    	array = get_linked_ents();
    	assert( array.size == 1 );
    	assert( isdefined( array[ 0 ] ) );
    	return array[ 0 ];
    }
    
    
    /*
    =============
    ///ScriptDocBegin
    "Name: get_links( <get_links> )"
    "Summary: "
    "Module: Entity"
    "CallOn: An entity"
    "MandatoryArg: <param1>: "
    "OptionalArg: <param2>: "
    "Example: "
    "SPMP: both"
    ///ScriptDocEnd
    =============
    */
    get_links()
    {
    	return strtok( self.script_linkTo, " " );
    }
    
    
    
    /*
    =============
    ///ScriptDocBegin
    "Name: run_thread_on_targetname( <msg> , <func> , <param1> , <param2> , <param3> )"
    "Summary: Runs the specified thread on any entity with that targetname"
    "Module: Utility"
    "MandatoryArg: <msg>: The targetname"
    "MandatoryArg: <func>: The function"
    "OptionalArg: <param1>: Optional argument"
    "OptionalArg: <param2>: Optional argument"
    "OptionalArg: <param3>: Optional argument"
    "Example: run_thread_on_targetname( "chopper_guys", ::add_spawn_function, ::chopper_guys_land );"
    "SPMP: both"
    ///ScriptDocEnd
    =============
    */
    
    run_thread_on_targetname( msg, func, param1, param2, param3 )
    {
    	array = getentarray( msg, "targetname" );
    	array_thread( array, func, param1, param2, param3 );
    
    	array = getstructarray( msg, "targetname" );
    	array_thread( array, func, param1, param2, param3 );
    
    	array = call [[ level.getNodeArrayFunction ]]( msg, "targetname" );
    	array_thread( array, func, param1, param2, param3 );
    	
    	array = getvehiclenodearray( msg, "targetname" );
    	array_thread( array, func, param1, param2, param3 );
    }
    
    
    /*
    =============
    ///ScriptDocBegin
    "Name: run_thread_on_noteworthy( <msg> , <func> , <param1> , <param2> , <param3> )"
    "Summary: Runs the specified thread on any entity with that noteworthy"
    "Module: Utility"
    "MandatoryArg: <msg>: The noteworthy"
    "MandatoryArg: <func>: The function"
    "OptionalArg: <param1>: Optional argument"
    "OptionalArg: <param2>: Optional argument"
    "OptionalArg: <param3>: Optional argument"
    "Example: run_thread_on_noteworthy( "chopper_guys", ::add_spawn_function, ::chopper_guys_land );"
    "SPMP: both"
    ///ScriptDocEnd
    =============
    */
    
    
    run_thread_on_noteworthy( msg, func, param1, param2, param3 )
    {
    	array = getentarray( msg, "script_noteworthy" );
    	array_thread( array, func, param1, param2, param3 );
    	
    	array = getstructarray( msg, "script_noteworthy" );
    	array_thread( array, func, param1, param2, param3 );
    	
    	array = call [[ level.getNodeArrayFunction ]]( msg, "script_noteworthy" );
    	array_thread( array, func, param1, param2, param3 );
    	
    	array = getvehiclenodearray( msg, "script_noteworthy" );
    	array_thread( array, func, param1, param2, param3 );
    }
    
    
     /* 
     ============= 
    ///ScriptDocBegin
    "Name: draw_arrow( <start> , <end> , <color> )"
    "Summary: Draws an arrow pointing at < end > in the specified color for < duration > seconds."
    "Module: Entity"
    "CallOn: An entity"
    "MandatoryArg: <start> : starting coordinate for the arrow"
    "MandatoryArg: <end> : ending coordinate for the arrow"
    "MandatoryArg: <color> :( r, g, b ) color array for the arrow"
    "Example: draw_arrow( lasttarg.origin, targ.origin, ( 0, 0, 1 ));"
    "SPMP: both"
    ///ScriptDocEnd
     ============= 
     */ 
    
    draw_arrow( start, end, color )
    {
    	level endon( "newpath" );
    	pts = [];
    	angles = vectortoangles( start - end );
    	right = anglestoright( angles );
    	forward = anglestoforward( angles );
    
    	dist = distance( start, end );
    	arrow = [];
    	range = 0.05;
    	arrow[ 0 ] =  start;
    	arrow[ 1 ] =  start + vector_multiply( right, dist * ( range ) ) + vector_multiply( forward, dist * - 0.2 );
    	arrow[ 2 ] =  end;
    	arrow[ 3 ] =  start + vector_multiply( right, dist * ( -1 * range ) ) + vector_multiply( forward, dist * - 0.2 );
    
    	for ( p = 0;p < 4;p++ )
    	{
    		nextpoint = p + 1;
    		if ( nextpoint >= 4 )
    			nextpoint = 0;
    		line( arrow[ p ], arrow[ nextpoint ], color, 1.0 );
    	}
    }
    
    /*
    =============
    ///ScriptDocBegin
    "Name: cap_value( value, minValue, maxValue )"
    "Summary: Caps a number value within a range"
    "Module: Utility"
    "MandatoryArg: <value>: the int or float to cap"
    "OptionalArg: <minValue>: minimum allowed value"
    "OptionalArg: <maxValue>: maximum allowed value"
    "Example: number = cap_value( number, 0.1, 2.0 );"
    "SPMP: both"
    ///ScriptDocEnd
    =============
    */
    cap_value( value, minValue, maxValue )
    {
    	assert( isdefined( value ) );
    	
    	// handle a min value larger than a max value
    	if ( minValue > maxValue )
    		return cap_value( value, maxValue, minValue );
    	
    	assert( minValue <= maxValue );
    	
    	if ( isdefined( minValue ) && ( value < minValue ) )
    		return minValue;
    
    	if ( isdefined( maxValue ) && ( value > maxValue ) )
    		return maxValue;
    
    	return value;
    }
    
    /*
    =============
    ///ScriptDocBegin
    "Name: getfx( <fx> )"
    "Summary: Gets the associated level._effect"
    "Module: Utility"
    "MandatoryArg: <fx>: The effect"
    "Example: playfx ( getfx( "heli_dust_default" ), eOrgFx.origin + offset );	"
    "SPMP: both"
    ///ScriptDocEnd
    =============
    */
    getfx( fx )
    {
    	assertEx( isdefined( level._effect[ fx ] ), "Fx " + fx + " is not defined in level._effect." );
    	return level._effect[ fx ];
    }
    
    /*
    =============
    ///ScriptDocBegin
    "Name: fxExists( <fx> )"
    "Summary: Returns whether or not an fx exists"
    "Module: Utility"
    "MandatoryArg: <fx>: The effect"
    "Example: if ( fxExists( "blah" ) )"
    "SPMP: both"
    ///ScriptDocEnd
    =============
    */
    fxExists( fx )
    {
    	return isdefined( level._effect[ fx ] );
    }
    
    print_csv_asset( asset, type )
    {
    	fileline = type + "," + asset;
    	if ( isdefined( level.csv_lines[ fileline ] ) )
    		return;
    	level.csv_lines[ fileline ] = true;
    //	fileprint_chk( level.fileprint, fileline );
    }
    
    fileprint_csv_start( file )
    {
    	/#
    	file = "scriptgen/" + file + ".csv";
    	level.csv_lines = [];
    	#/
    }
    
    _loadfx( effect )
    {
    	return loadfx( effect );
    }
    
    
    
    /*
    =============
    ///ScriptDocBegin
    "Name: getLastWeapon( <getLastWeapon> )"
    "Summary: "
    "Module: Entity"
    "CallOn: An entity"
    "MandatoryArg: <param1>: "
    "OptionalArg: <param2>: "
    "Example: "
    "SPMP: both"
    ///ScriptDocEnd
    =============
    */
    getLastWeapon()
    {
    	assert( isDefined( self.saved_lastWeapon ) );
    
    	return self.saved_lastWeapon;
    }
    
    
    /*
    =============
    ///ScriptDocBegin
    "Name: PlayerUnlimitedAmmoThread()"
    "Summary: "
    "Module: Entity"
    "CallOn: An entity"
    "Example: "
    "SPMP: both"
    ///ScriptDocEnd
    =============
    */
    PlayerUnlimitedAmmoThread()
    {
    	/#
    	if ( !isdefined( self ) || self == level || self.code_classname != "player" )
    		player = level.player;
    	else
    		player = self;
    
    	assert( isdefined( player ) );
    
    	while ( 1 )
    	{
    		wait .5;
    
    		if ( getdvar( "UnlimitedAmmoOff" ) == "1" )
    			continue;
    
    		currentWeapon = player getCurrentWeapon();
    		if ( currentWeapon != "none" )
    		{
    			currentAmmo = player GetFractionMaxAmmo( currentWeapon );
    			if ( currentAmmo < 0.2 )
    				player GiveMaxAmmo( currentWeapon );
    		}
    		currentoffhand = player GetCurrentOffhand();
    		if ( currentoffhand != "none" )
    		{
    			currentAmmo = player GetFractionMaxAmmo( currentoffhand );
    			if ( currentAmmo < 0.4 )
    				player GiveMaxAmmo( currentoffhand );
    		}
    	}
    	#/
    }
    
    
    isUsabilityEnabled()
    {
    	return ( !self.disabledUsability );
    }
    
    
    _disableUsability()
    {
    	self.disabledUsability++;
    	self DisableUsability();
    }
    
    
    _enableUsability()
    {
    	self.disabledUsability--;
    	
    	assert( self.disabledUsability >= 0 );
    	
    	if ( !self.disabledUsability )
    		self EnableUsability();
    }
    
    
    resetUsability()
    {
    	self.disabledUsability = 0;
    	self EnableUsability();
    }
    
    
    _disableWeapon()
    {
    	self.disabledWeapon++;
    	self disableWeapons();
    }
    
    _enableWeapon()
    {
    	self.disabledWeapon--;
    	
    	assert( self.disabledWeapon >= 0 );
    	
    	if ( !self.disabledWeapon )
    		self enableWeapons();
    }
    
    isWeaponEnabled()
    {
    	return ( !self.disabledWeapon );
    }
    
    
    _disableWeaponSwitch()
    {
    	self.disabledWeaponSwitch++;
    	self disableWeaponSwitch();
    }
    
    _enableWeaponSwitch()
    {
    	self.disabledWeaponSwitch--;
    	
    	assert( self.disabledWeaponSwitch >= 0 );
    	
    	if ( !self.disabledWeaponSwitch )
    		self enableWeaponSwitch();
    }
    
    isWeaponSwitchEnabled()
    {
    	return ( !self.disabledWeaponSwitch );
    }
    
    
    _disableOffhandWeapons()
    {
    	self.disabledOffhandWeapons++;
    	self DisableOffhandWeapons();
    }
    
    _enableOffhandWeapons()
    {
    	self.disabledOffhandWeapons--;
    	
    	assert( self.disabledOffhandWeapons >= 0 );
    	
    	if ( !self.disabledOffhandWeapons )
    		self EnableOffhandWeapons();
    }
    
    isOffhandWeaponEnabled()
    {
    	return ( !self.disabledOffhandWeapons );
    }
    
    
    /*
    =============
    ///ScriptDocBegin
    "Name: random( <array> )"
    "Summary: chose a random element of an array"
    "Module: Array"
    "CallOn: Level"
    "MandatoryArg: <param1>: "
    "Example: select_spot = random( array );"
    "SPMP: both"
    ///ScriptDocEnd
    =============
    */
    random( array )
    {
    	// process the array so it'll work with any string index arrays and arrays with missing entries.
    	newarray = [];
    	foreach ( index, value in array )
    	{
    		newarray[ newarray.size ] = value;
    	}
    
    	if ( !newarray.size )
    		return undefined;
    	
    	return newarray[ randomint( newarray.size ) ];
    }
    
    
    /*
    =============
    ///ScriptDocBegin
    "Name: spawn_tag_origin()"
    "Summary: Spawn a script model with tag_origin model"
    "Module: Utility"
    "Example: ent = spawn_tag_origin();"
    "SPMP: both"
    ///ScriptDocEnd
    =============
    */
    spawn_tag_origin()
    {
    	tag_origin = spawn( "script_model", ( 0, 0, 0 ) );
    	tag_origin setmodel( "tag_origin" );
    	tag_origin hide();
    	if ( isdefined( self.origin ) )
    		tag_origin.origin = self.origin;
    	if ( isdefined( self.angles ) )
    		tag_origin.angles = self.angles;
    
    	return tag_origin;
    }
    
    
    /*
    =============
    ///ScriptDocBegin
    "Name: waittill_notify_or_timeout( <msg> , <timer> )"
    "Summary: "
    "Module: Entity"
    "CallOn: An entity"
    "MandatoryArg: <param1>: "
    "OptionalArg: <param2>: "
    "Example: "
    "SPMP: both"
    ///ScriptDocEnd
    =============
    */
    waittill_notify_or_timeout( msg, timer )
    {
    	self endon( msg );
    	wait( timer );
    }
    
    /*
    =============
    ///ScriptDocBegin
    "Name: fileprint_launcher_start_file()"
    "Summary: Tells Launcher to start storing text to a file. Use in conjunction with fileprint_launcher() and fileprint_launcher_end_file() to append to that file and then instruct launcher to write the file."
    "Module: Print"
    "CallOn: Level"
    "Example: fileprint_launcher_start_file();"
    "SPMP: both"
    ///ScriptDocEnd
    =============
    */
    
    fileprint_launcher_start_file()
    {
    	AssertEx( ! isdefined( level.fileprint_launcher ), "Can't open more than one file at a time to print through launcher." );
    	level.fileprintlauncher_linecount = 0;
    	level.fileprint_launcher = true;
    	fileprint_launcher( "GAMEPRINTSTARTFILE:" );
    }
    
    /*
    =============
    ///ScriptDocBegin
    "Name: fileprint_launcher( <string> )"
    "Summary: Tell launcher to append text to current open file created by fileprint_launcher_start_file(), to be closed and written with fileprint_launcher_end_file() "
    "Module: Print"
    "CallOn: Level"
    "MandatoryArg: <param1>: "
    "Example: fileprint_launcher( "main()" );"
    "SPMP: both"
    ///ScriptDocEnd
    =============
    */
    
    fileprint_launcher( string )
    {
    	assert( isdefined( level.fileprintlauncher_linecount ) );
    	level.fileprintlauncher_linecount++;
    	if( level.fileprintlauncher_linecount > 200 )
    	{
    		wait .05;
    		level.fileprintlauncher_linecount = 0;
    	}
    	println( "LAUNCHERPRINTLN:" + string );
    }
    
    
    /*
    =============
    ///ScriptDocBegin
    "Name: fileprint_launcher_end_file( <file_relative_to_game> , <bIsPerforceEnabled> )"
    "Summary: Tell launcher to write out Text that has been started and appended to using fileprint_launcher_start_file() and fileprint_launcher().  you must end a file before you can start a new one."
    "Module: Print"
    "CallOn: Level"
    "MandatoryArg: <param1>: "
    "OptionalArg: <param2>: "
    "Example: fileprint_launcher_end_file( "\\share\\raw\\maps\\createart\\" + level.script + "_art.gsc, true );"
    "SPMP: both"
    ///ScriptDocEnd
    =============
    */
    
    fileprint_launcher_end_file( file_relative_to_game, bIsPerforceEnabled )
    {
    	if( !isdefined( bIsPerforceEnabled ) )
    		bIsPerforceEnabled = false;
    
    	setDevDvarIfUninitialized("LAUNCHER_PRINT_FAIL", "0"); 
    	setDevDvarIfUninitialized("LAUNCHER_PRINT_SUCCESS", "0"); 
    		
    	if( bIsPerforceEnabled )
    		fileprint_launcher( "GAMEPRINTENDFILE:GAMEPRINTP4ENABLED:"+file_relative_to_game );
    	else
    		fileprint_launcher( "GAMEPRINTENDFILE:"+file_relative_to_game );
    		
    	// wait for launcher to tell us that it's done writing the file 
    	TimeOut = gettime()+4000; // give launcher 4 seconds to print the file.
    	while( getdvarint( "LAUNCHER_PRINT_SUCCESS" ) == 0 &&  getdvar( "LAUNCHER_PRINT_FAIL" ) == "0" && gettime() < TimeOut )
    		wait .05;
    	
    	if( ! ( gettime() < TimeOut ) )
    	{
    		iprintlnbold("LAUNCHER_PRINT_FAIL:( TIMEOUT ): launcherconflict? restart launcher and try again? " );
    		setdevdvar("LAUNCHER_PRINT_FAIL", "0");
    		level.fileprint_launcher = undefined;
    		return false;
    	}
    	 
    	failvar = getdvar("LAUNCHER_PRINT_FAIL");
    	if( failvar != "0" )
    	{
    		iprintlnbold("LAUNCHER_PRINT_FAIL:( "+ failvar + " ): launcherconflict? restart launcher and try again? " );
    		setdevdvar("LAUNCHER_PRINT_FAIL", "0");
    		level.fileprint_launcher = undefined;
    		return false;
    	}
    		
    	setdevdvar("LAUNCHER_PRINT_FAIL", "0");
    	setdevdvar( "LAUNCHER_PRINT_SUCCESS", "0" ); 
    	
    	level.fileprint_launcher = undefined;
    	return true;
    }
    
    /*
    =============
    ///ScriptDocBegin
    "Name: launcher_write_clipboard( <str> )"
    "Summary: send a string to your Connected PC's clipboard through launcher"
    "Module: Print"
    "CallOn: An entity"
    "MandatoryArg: <param1>: "
    "OptionalArg: <param2>: "
    "Example: launcher_write_clipboard( Players_origin_string )"
    "SPMP: both"
    ///ScriptDocEnd
    =============
    */
    launcher_write_clipboard( str )
    {
    	level.fileprintlauncher_linecount = 0;
    	fileprint_launcher( "LAUNCHER_CLIP:" + str );
    }
    
    /*
    =============
    ///ScriptDocBegin
    "Name: isDestructible()"
    "Summary: returns true if self is a destructible"
    "Module: Entity"
    "CallOn: An entity"
    "Example: if ( self isDestructible() )"
    "SPMP: both"
    ///ScriptDocEnd
    =============
    */
    isDestructible()
    {
    	if ( !isdefined( self ) )
    		return false;
    	return isdefined( self.destructible_type );
    }
    
    /*
    =============
    ///ScriptDocBegin
    "Name: pauseEffect( <pauseEffect> )"
    "Summary: "
    "Module: Entity"
    "CallOn: An entity"
    "MandatoryArg: <param1>: "
    "OptionalArg: <param2>: "
    "Example: "
    "SPMP: both"
    ///ScriptDocEnd
    =============
    */
    pauseEffect()
    {
    	common_scripts\_createfx::stop_fx_looper();
    }
    
    /*
    =============
    ///ScriptDocBegin
    "Name: activate_individual_exploder()"
    "Summary: Activates an individual exploder, rather than all the exploders of a given number"
    "Module: Utility"
    "CallOn: An exploder"
    "Example: exploder activate_individual_exploder();"
    "SPMP: both"
    ///ScriptDocEnd
    =============
    */
    activate_individual_exploder()
    {
    	if ( IsDefined( self.v[ "firefx" ] ) )
    		self thread fire_effect();
    
    	if ( IsDefined( self.v[ "fxid" ] ) && self.v[ "fxid" ] != "No FX" )
    		self thread cannon_effect();
    	else
    	if ( IsDefined( self.v[ "soundalias" ] ) && self.v[ "soundalias" ] != "nil" )
    		self thread sound_effect();
    
    	if ( IsDefined( self.v[ "loopsound" ] ) && self.v[ "loopsound" ] != "nil" )
    		self thread effect_loopsound();
    
    	if ( IsDefined( self.v[ "damage" ] ) )
    		self thread exploder_damage();
    
    	if ( IsDefined( self.v[ "earthquake" ] ) )
    		self thread exploder_earthquake();
    
    	if ( IsDefined( self.v[ "rumble" ] ) )
    		self thread exploder_rumble();
    
    	if ( self.v[ "exploder_type" ] == "exploder" )
    		self thread brush_show();
    	else
    	if ( ( self.v[ "exploder_type" ] == "exploderchunk" ) || ( self.v[ "exploder_type" ] == "exploderchunk visible" ) )
    		self thread brush_throw();
    	else
    		self thread brush_delete();
    }
    
    waitframe()
    {
    	wait( 0.05 );
    }
    
    brush_delete()
    {
    // 		if( ent.v[ "exploder_type" ] != "normal" && !isdefined( ent.v[ "fxid" ] ) && !isdefined( ent.v[ "soundalias" ] ) )
    // 		if( !isdefined( ent.script_fxid ) )
    
    	num = self.v[ "exploder" ];
    	if ( IsDefined( self.v[ "delay" ] ) )
    		wait( self.v[ "delay" ] );
    	else
    		wait( .05 );// so it disappears after the replacement appears
    
    	if ( !isdefined( self.model ) )
    		return;
    
    
    	Assert( IsDefined( self.model ) );
    
    	if ( isSP() && ( self.model.spawnflags & 1 ) )
    		self.model call [[ level.connectPathsFunction ]]();
    
    	if ( level.createFX_enabled )
    	{
    		if ( IsDefined( self.exploded ) )
    			return;
    
    		self.exploded = true;
    		self.model Hide();
    		self.model NotSolid();
    
    		wait( 3 );
    		self.exploded = undefined;
    		self.model Show();
    		self.model Solid();
    		return;
    	}
    
    	if ( !isdefined( self.v[ "fxid" ] ) || self.v[ "fxid" ] == "No FX" )
    		self.v[ "exploder" ] = undefined;
    
    	waittillframeend;// so it hides stuff after it shows the new stuff
    	self.model Delete();
    }
    
    brush_throw()
    {
    	if ( IsDefined( self.v[ "delay" ] ) )
    		wait( self.v[ "delay" ] );
    
    	ent = undefined;
    	if ( IsDefined( self.v[ "target" ] ) )
    		ent = get_target_ent( self.v[ "target" ] );
    
    	if ( !isdefined( ent ) )
    	{
    		self.model Delete();
    		return;
    	}
    
    	self.model Show();
    
    	if ( IsDefined( self.v[ "delay_post" ] ) )
    		wait( self.v[ "delay_post" ] );
    
    	startorg = self.v[ "origin" ];
    	startang = self.v[ "angles" ];
    	org = ent.origin;
    
    	temp_vec = ( org - self.v[ "origin" ] );
    	x = temp_vec[ 0 ];
    	y = temp_vec[ 1 ];
    	z = temp_vec[ 2 ];
    
    	physics = IsDefined( self.v[ "physics" ] );
    	if ( physics )
    	{
    		target = undefined;
    		if ( IsDefined( ent.target ) )
    			target = ent get_target_ent();
    
    		if ( !isdefined( target ) )
    		{
    			contact_point = startorg;// no spin just push it.
    			throw_vec = ent.origin;
    		}
    		else
    		{
    			contact_point = ent.origin;
    			throw_vec = vector_multiply( target.origin - ent.origin, self.v[ "physics" ] );
    
    		}
    
    // 		model = Spawn( "script_model", startorg );
    // 		model.angles = startang;
    // 		model PhysicsLaunchClient( model.origin, temp_vec );
    		self.model PhysicsLaunchClient( contact_point, throw_vec );
    		return;
    	}
    	else
    	{
    		self.model RotateVelocity( ( x, y, z ), 12 );
    		self.model MoveGravity( ( x, y, z ), 12 );
    	}
    
    	if ( level.createFX_enabled )
    	{
    		if ( IsDefined( self.exploded ) )
    			return;
    
    		self.exploded = true;
    		wait( 3 );
    		self.exploded = undefined;
    		self.v[ "origin" ] = startorg;
    		self.v[ "angles" ] = startang;
    		self.model Hide();
    		return;
    	}
    
    	self.v[ "exploder" ] = undefined;
    	wait( 6 );
    	self.model Delete();
    // 	self Delete();
    }
    
    /*
    =============
    ///ScriptDocBegin
    "Name: get_target_ent( <target> )"
    "Summary: Returns whatever SINGLE ent is targetted, be it node, struct, or entity"
    "Module: Utility"
    "OptionalArg: <target>: Optional target override"
    "Example: node = guy get_target_ent();"
    "SPMP: both"
    ///ScriptDocEnd
    =============
    */
    get_target_ent( target )
    {
    	if ( !isdefined( target ) )
    		target = self.target;
    
    	AssertEx( IsDefined( target ), "Self had no target!" );
    
    	ent = GetEnt( target, "targetname" );
    	if ( IsDefined( ent ) )
    		return ent;
    
    	if ( isSP() )
    	{
    		ent = call [[ level.getNodeFunction ]]( target, "targetname" );
    		if ( IsDefined( ent ) )
    			return ent;
    	}
    
    	ent = getstruct( target, "targetname" );
    	if ( IsDefined( ent ) )
    		return ent;
    
    	ent = GetVehicleNode( target, "targetname" );
    	if ( IsDefined( ent ) )
    		return ent;
    
    	AssertEx( "Tried to get ent, but there was no ent." );
    }
    
    brush_show()
    {
    	if ( IsDefined( self.v[ "delay" ] ) )
    		wait( self.v[ "delay" ] );
    
    	Assert( IsDefined( self.model ) );
    
    	self.model Show();
    	self.model Solid();
    
    	self.brush_shown = true; // used for hiding an exploder.
    
    	if ( isSP() && ( self.model.spawnflags & 1 ) )
    	{
    		if ( !isdefined( self.model.disconnect_paths ) )
    			self.model call [[ level.connectPathsFunction ]]();
    		else
    			self.model call [[ level.disconnectPathsFunction ]]();
    	}
    
    	if ( level.createFX_enabled )
    	{
    		if ( IsDefined( self.exploded ) )
    			return;
    
    		self.exploded = true;
    		wait( 3 );
    		self.exploded = undefined;
    		self.model Hide();
    		self.model NotSolid();
    	}
    }
    
    exploder_earthquake()
    {
    	self exploder_delay();
    	eq = level.earthquake[ self.v[ "earthquake" ] ];
    	Earthquake( eq[ "magnitude" ], eq[ "duration" ], self.v[ "origin" ], eq[ "radius" ] );
    }
    
    exploder_rumble()
    {
    	if ( !isSP() )
    		return;
    	
    	self exploder_delay();
    	level.player PlayRumbleOnEntity( self.v[ "rumble" ] );
    }
    
    exploder_delay()
    {
    	if ( !isdefined( self.v[ "delay" ] ) )
    		self.v[ "delay" ] = 0;
    
    	min_delay = self.v[ "delay" ];
    	max_delay = self.v[ "delay" ] + 0.001;// cant randomfloatrange on the same #
    	if ( IsDefined( self.v[ "delay_min" ] ) )
    		min_delay = self.v[ "delay_min" ];
    
    	if ( IsDefined( self.v[ "delay_max" ] ) )
    		max_delay = self.v[ "delay_max" ];
    
    	if ( min_delay > 0 )
    		wait( RandomFloatRange( min_delay, max_delay ) );
    }
    
    exploder_damage()
    {
    	if ( IsDefined( self.v[ "delay" ] ) )
    		delay = self.v[ "delay" ];
    	else
    		delay = 0;
    
    	if ( IsDefined( self.v[ "damage_radius" ] ) )
    		radius = self.v[ "damage_radius" ];
    	else
    		radius = 128;
    
    	damage = self.v[ "damage" ];
    	origin = self.v[ "origin" ];
    
    	wait( delay );
    	// Range, max damage, min damage
    	RadiusDamage( origin, radius, damage, damage );
    }
    
    effect_loopsound()
    {
    	if ( IsDefined( self.loopsound_ent ) )
    	{
    		self.loopsound_ent Delete();
    	}
    	// save off this info in case we delete the effect
    	origin = self.v[ "origin" ];
    	alias = self.v[ "loopsound" ];
    	self exploder_delay();
    
    	self.loopsound_ent = play_loopsound_in_space( alias, origin );
    }
    
    /* 
     ============= 
    ///ScriptDocBegin
    "Name: play_loopsound_in_space( <alias> , <origin> , <master> )"
    "Summary: Use the PlayLoopSound command at a position in space. Unrelated to caller."
    "Module: Sound"
    "CallOn: Level"
    "MandatoryArg: <alias> : Sound alias to play"
    "MandatoryArg: <origin> : Origin of the sound"
    "Example: play_loopsound_in_space( "siren", level.speaker.origin );"
    "SPMP: both"
    ///ScriptDocEnd
     ============= 
     */ 
    play_loopsound_in_space( alias, origin )
    {
    	org = Spawn( "script_origin", ( 0, 0, 0 ) );
    	if ( !isdefined( origin ) )
    		origin = self.origin;
    
    	org.origin = origin;
    
    	org PlayLoopSound( alias, "sounddone" );
    	return org;
    }
    
    sound_effect()
    {
    	self effect_soundalias();
    }
    
    effect_soundalias()
    {
    	// save off this info in case we delete the effect
    	origin = self.v[ "origin" ];
    	alias = self.v[ "soundalias" ];
    	self exploder_delay();
    	play_sound_in_space( alias, origin );
    }
    
    /* 
     ============= 
    ///ScriptDocBegin
    "Name: play_sound_in_space( <alias> , <origin> , <master> )"
    "Summary: Play a sound at an origin, unrelated to caller"
    "Module: Sound"
    "CallOn: Level"
    "MandatoryArg: <alias> : Sound alias to play"
    "MandatoryArg: <origin> : Origin of the sound"
    "OptionalArg: <master> : Play this sound as a master sound. Defaults to false"
    "Example: play_sound_in_space( "siren", level.speaker.origin );"
    "SPMP: singleplayer"
    ///ScriptDocEnd
     ============= 
     */ 
    play_sound_in_space( alias, origin, master )
    {
    	org = Spawn( "script_origin", ( 0, 0, 1 ) );
    	if ( !isdefined( origin ) )
    		origin = self.origin;
    	org.origin = origin;
    	if ( isSP() )
    	{
    		if ( IsDefined( master ) && master )
    			org PlaySoundAsMaster( alias, "sounddone" );
    		else
    			org PlaySound( alias, "sounddone" );
    	}
    	else
    	{
    		if ( IsDefined( master ) && master )
    			org PlaySoundAsMaster( alias );
    		else
    			org PlaySound( alias );
    	}
    	org waittill( "sounddone" );
    	org Delete();
    }
    
    cannon_effect()
    {
    	if ( IsDefined( self.v[ "repeat" ] ) )
    	{
    		thread exploder_playSound();
    		for ( i = 0; i < self.v[ "repeat" ]; i++ )
    		{
    			PlayFX( level._effect[ self.v[ "fxid" ] ], self.v[ "origin" ], self.v[ "forward" ], self.v[ "up" ] );
    			self exploder_delay();
    		}
    		return;
    	}
    	self exploder_delay();
    
    //	PlayFX( level._effect[ self.v[ "fxid" ] ], self.v[ "origin" ], self.v[ "forward" ], self.v[ "up" ] );
    	if ( IsDefined( self.looper ) )
    		self.looper Delete();
    
    	self.looper = SpawnFx( getfx( self.v[ "fxid" ] ), self.v[ "origin" ], self.v[ "forward" ], self.v[ "up" ] );
    	TriggerFX( self.looper );
    	exploder_playSound();
    }
    
    exploder_playSound()
    {
    	if ( !isdefined( self.v[ "soundalias" ] ) || self.v[ "soundalias" ] == "nil" )
    		return;
    
    	play_sound_in_space( self.v[ "soundalias" ], self.v[ "origin" ] );
    }
    
    fire_effect()
    {
    	forward = self.v[ "forward" ];
    	up = self.v[ "up" ];
    
    	org = undefined;
    
    	firefxSound = self.v[ "firefxsound" ];
    	origin = self.v[ "origin" ];
    	firefx = self.v[ "firefx" ];
    	ender = self.v[ "ender" ];
    	if ( !isdefined( ender ) )
    		ender = "createfx_effectStopper";
    	timeout = self.v[ "firefxtimeout" ];
    
    	fireFxDelay = 0.5;
    	if ( IsDefined( self.v[ "firefxdelay" ] ) )
    		fireFxDelay = self.v[ "firefxdelay" ];
    
    	self exploder_delay();
    
    	if ( IsDefined( firefxSound ) )
    		level thread loop_fx_sound( firefxSound, origin, ender, timeout );
    
    	PlayFX( level._effect[ firefx ], self.v[ "origin" ], forward, up );
    
    // 	loopfx( 				fxId, 	fxPos, 	waittime, 	fxPos2, 	fxStart, 	fxStop, 	timeout )
    // 	maps\_fx::loopfx( 	firefx, 	origin, 	delay, 		org, 	undefined, 	ender, 	timeout );
    }
    
    /*
    =============
    ///ScriptDocBegin
    "Name: loop_fx_sound( <alias> , <origin> , <ender> , <timeout> )"
    "Summary: "
    "Module: Entity"
    "CallOn: An entity"
    "MandatoryArg: <param1>: "
    "OptionalArg: <param2>: "
    "Example: "
    "SPMP: both"
    ///ScriptDocEnd
    =============
    */
    loop_fx_sound( alias, origin, ender, timeout )
    {
    	org = Spawn( "script_origin", ( 0, 0, 0 ) );
    	if ( IsDefined( ender ) )
    	{
    		thread loop_sound_delete( ender, org );
    		self endon( ender );
    	}
    	org.origin = origin;
    	org PlayLoopSound( alias );
    	if ( !isdefined( timeout ) )
    	{
    		org willNeverChange();
    		return;
    	}
    
    	wait( timeout );
    // 	org Delete();
    }
    
    /*
    =============
    ///ScriptDocBegin
    "Name: loop_sound_delete( <ender> , <ent> )"
    "Summary: "
    "Module: Entity"
    "CallOn: An entity"
    "MandatoryArg: <param1>: "
    "OptionalArg: <param2>: "
    "Example: "
    "SPMP: both"
    ///ScriptDocEnd
    =============
    */
    loop_sound_delete( ender, ent )
    {
    	ent endon( "death" );
    	self waittill( ender );
    	ent Delete();
    }
    
    exploder_before_load( num )
    {
    	// gotta wait twice because the createfx_init function waits once then inits all exploders. This guarentees
    	// that if an exploder is run on the first frame, it happens after the fx are init.
    	waittillframeend;
    	waittillframeend;
    	activate_exploder( num );
    }
    
    exploder_after_load( num )
    {
    	activate_exploder( num );
    }
    
    /*
    =============
    ///ScriptDocBegin
    "Name: activate_exploder( <num> )"
    "Summary: "
    "Module: Entity"
    "CallOn: An entity"
    "MandatoryArg: <param1>: "
    "OptionalArg: <param2>: "
    "Example: "
    "SPMP: both"
    ///ScriptDocEnd
    =============
    */
    activate_exploder( num )
    {
    	num += "";
    
    	prof_begin( "activate_exploder" );
    
    	//here's a hook so you can know when a certain number of an exploder is going off
    	level notify( "exploding_" + num );
    
    	for ( i = 0;i < level.createFXent.size;i++ )
    	{
    		ent = level.createFXent[ i ];
    		if ( !isdefined( ent ) )
    			continue;
    
    		if ( ent.v[ "type" ] != "exploder" )
    			continue;
    
    		// make the exploder actually removed the array instead?
    		if ( !isdefined( ent.v[ "exploder" ] ) )
    			continue;
    
    		if ( ent.v[ "exploder" ] + "" != num )
    			continue;
    
    		ent activate_individual_exploder();
    	}
    	prof_end( "activate_exploder" );
    }
    
    /*
    =============
    ///ScriptDocBegin
    "Name: createLoopEffect( <fxid> )"
    "Summary: "
    "Module: Entity"
    "CallOn: An entity"
    "MandatoryArg: <param1>: "
    "OptionalArg: <param2>: "
    "Example: "
    "SPMP: both"
    ///ScriptDocEnd
    =============
    */
    createLoopEffect( fxid )
    {
    	ent = common_scripts\_createfx::createEffect( "loopfx", fxid );
    	ent.v[ "delay" ] = 0.5;
    	return ent;
    }
    
    /*
    =============
    ///ScriptDocBegin
    "Name: createOneshotEffect( <fxid> )"
    "Summary: "
    "Module: Entity"
    "CallOn: An entity"
    "MandatoryArg: <param1>: "
    "OptionalArg: <param2>: "
    "Example: "
    "SPMP: both"
    ///ScriptDocEnd
    =============
    */
    createOneshotEffect( fxid )
    {
    	// uses triggerfx
    	ent = common_scripts\_createfx::createEffect( "oneshotfx", fxid );
    	ent.v[ "delay" ] = -15;
    	return ent;
    }
    
    /*
    =============
    ///ScriptDocBegin
    "Name: createExploder( <fxid> )"
    "Summary: "
    "Module: Entity"
    "CallOn: An entity"
    "MandatoryArg: <param1>: "
    "OptionalArg: <param2>: "
    "Example: "
    "SPMP: both"
    ///ScriptDocEnd
    =============
    */
    createExploder( fxid )
    {
    	ent = common_scripts\_createfx::createEffect( "exploder", fxid );
    	ent.v[ "delay" ] = 0;
    	ent.v[ "exploder_type" ] = "normal";
    	return ent;
    }
    
    /*
    =============
    ///ScriptDocBegin
    "Name: alphabetize( <array> )"
    "Summary: "
    "Module: Entity"
    "CallOn: An entity"
    "MandatoryArg: <param1>: "
    "OptionalArg: <param2>: "
    "Example: "
    "SPMP: both"
    ///ScriptDocEnd
    =============
    */
    alphabetize( array )
    {
    	if ( array.size <= 1 )
    		return array;
    
    	addwaits = false;
    	if ( isSP() )
    		addwaits = true;
    
    	count = 0;
    	for ( ;; )
    	{
    		changed = false;
    		for ( i = 0; i < array.size - 1; i++ )
    		{
    			if ( is_later_in_alphabet( array[ i ], array[ i + 1 ] ) )
    			{
    				val = array[ i ];
    				array[ i ] = array[ i + 1 ];
    				array[ i + 1 ] = val;
    				changed = true;
    
    				if ( addwaits )
    				{
    					count++;
    					if ( count >= 10 )
    					{
    						count = 0;
    						waitframe();
    					}
    				}
    			}
    		}
    
    		if ( !changed )
    			return array;
    	}
    
    	return array;
    }
    
    is_later_in_alphabet( string1, string2 )
    {
    	count = string1.size;
    	if ( count >= string2.size )
    		count = string2.size;
    
    	for ( i = 0; i < count; i++ )
    	{
    		val = alphabet_compare( string1[ i ], string2[ i ] );
    		if ( val == "1st" )
    			return true;
    		if ( val == "2nd" )
    			return false;
    	}
    
    	return string1.size > string2.size;
    }
    
    alphabet_compare( a, b )
    {
    	list = [];
    	val = 1;
    	list[ "0" ] = val; val++;
    	list[ "1" ] = val; val++;
    	list[ "2" ] = val; val++;
    	list[ "3" ] = val; val++;
    	list[ "4" ] = val; val++;
    	list[ "5" ] = val; val++;
    	list[ "6" ] = val; val++;
    	list[ "7" ] = val; val++;
    	list[ "8" ] = val; val++;
    	list[ "9" ] = val; val++;
    	list[ "_" ] = val; val++;
    	list[ "a" ] = val; val++;
    	list[ "b" ] = val; val++;
    	list[ "c" ] = val; val++;
    	list[ "d" ] = val; val++;
    	list[ "e" ] = val; val++;
    	list[ "f" ] = val; val++;
    	list[ "g" ] = val; val++;
    	list[ "h" ] = val; val++;
    	list[ "i" ] = val; val++;
    	list[ "j" ] = val; val++;
    	list[ "k" ] = val; val++;
    	list[ "l" ] = val; val++;
    	list[ "m" ] = val; val++;
    	list[ "n" ] = val; val++;
    	list[ "o" ] = val; val++;
    	list[ "p" ] = val; val++;
    	list[ "q" ] = val; val++;
    	list[ "r" ] = val; val++;
    	list[ "s" ] = val; val++;
    	list[ "t" ] = val; val++;
    	list[ "u" ] = val; val++;
    	list[ "v" ] = val; val++;
    	list[ "w" ] = val; val++;
    	list[ "x" ] = val; val++;
    	list[ "y" ] = val; val++;
    	list[ "z" ] = val; val++;
    
    	a = ToLower( a );
    	b = ToLower( b );
    	val1 = 0;
    	if ( IsDefined( list[ a ] ) )
    		val1 = list[ a ];
    
    	val2 = 0;
    	if ( IsDefined( list[ b ] ) )
    		val2 = list[ b ];
    
    	if ( val1 > val2 )
    		return "1st";
    	if ( val1 < val2 )
    		return "2nd";
    	return "same";
    }
    
    /* 
    ============= 
    ///ScriptDocBegin
    "Name: play_loop_sound_on_entity( <alias> , <offset> )"
    "Summary: Play loop sound alias on an entity"
    "Module: Sound"
    "CallOn: An entity"
    "MandatoryArg: <alias> : Sound alias to loop"
    "OptionalArg: <offset> : Offset for sound origin relative to the world from the models origin."
    "Example: vehicle thread play_loop_sound_on_entity( "engine_belt_run" );"
    "SPMP: both"
    ///ScriptDocEnd
    ============= 
    */ 
    play_loop_sound_on_entity( alias, offset )
    {
    	org = Spawn( "script_origin", ( 0, 0, 0 ) );
    	org endon( "death" );
    	thread delete_on_death( org );
    	
    	if ( IsDefined( offset ) )
    	{
    		org.origin = self.origin + offset;
    		org.angles = self.angles;
    		org LinkTo( self );
    	}
    	else
    	{
    		org.origin = self.origin;
    		org.angles = self.angles;
    		org LinkTo( self );
    	}
    	
    // 	org endon( "death" );
    	org PlayLoopSound( alias );
    // 	PrintLn( "playing loop sound ", alias, " on entity at origin ", self.origin, " at ORIGIN ", org.origin );
    
    	self waittill( "stop sound" + alias );
    	org StopLoopSound( alias );
    	org Delete();
    }
    
    /* 
    ============= 
    ///ScriptDocBegin
    "Name: stop_loop_sound_on_entity( <alias> )"
    "Summary: Stop playing the the loop sound alias on an entity"
    "Module: Sound"
    "CallOn: An entity"
    "MandatoryArg: <alias> : Sound alias to stop looping"
    "Example: vehicle thread stop_loop_sound_on_entity( "engine_belt_run" );"
    "SPMP: both"
    ///ScriptDocEnd
    ============= 
    */ 
    stop_loop_sound_on_entity( alias )
    {
    	self notify( "stop sound" + alias );
    }
    
    /*
    =============
    ///ScriptDocBegin
    "Name: delete_on_death( <ent> )"
    "Summary: Delete the entity when "self" dies."
    "Module: Entity"
    "CallOn: An entity"
    "MandatoryArg: <param1>: "
    "OptionalArg: <param2>: "
    "Example: level.helicopter thread delete_on_death( someRandomScriptOriginThatISpawned );"
    "SPMP: both"
    ///ScriptDocEnd
    =============
    */
    delete_on_death( ent )
    {
    	//self ==> the entity you want to wait to die before deleting the ent
    	ent endon( "death" );
    	self waittill( "death" );
    	if ( IsDefined( ent ) )
    		ent Delete();
    }
    
    error( msg )
    {
    	PrintLn( "^c * ERROR * ", msg );
    	waitframe();
    
    	/#
    	if ( GetDvar( "debug" ) != "1" )
    		AssertMsg( "This is a forced error - attach the log file. \n" + msg );
    	#/
    }
    
    /*
    =============
    ///ScriptDocBegin
    "Name: exploder( <num> )"
    "Summary: Sets off the desired exploder"
    "Module: Utility"
    "MandatoryArg: <num>: The exploder number"
    "Example: exploder( 5 );"
    "SPMP: both"
    ///ScriptDocEnd
    =============
    */
    exploder( num )
    {
    	[[ level.exploderFunction ]]( num );
    }
    
    
    /*
    =============
    ///ScriptDocBegin
    "Name: create_dvar( <var> , <val> )"
    "Summary: Initialize a dvar with a given value"
    "Module: Utility"
    "MandatoryArg: <var>: Name of the dvar"
    "MandatoryArg: <val>: Default value"
    "Example: create_dvar( "fish", "on" );"
    "SPMP: singleplayer"
    ///ScriptDocEnd
    =============
    */
    create_dvar( var, val )
    {
    	SetDvarIfUninitialized( var, val );
    }
    
    
    void()
    {
    }

  4. #4
    Santahunter's Avatar
    Join Date
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    Other Files can include this file. I think another file already defined giveWeapon() ...

  5. #5
    raamin@emeil.ir's Avatar
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    hmm
    But why with repz project its work as well i thinks must be define something for giveWeapon() in iw4m source but what idk.

  6. #6
    Santahunter's Avatar
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    Repz modified the giveweapon thread and put it into another file I think

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    Last Post: 10-12-2010, 07:57 AM
  3. Im gunna try and help
    By jeremywilms in forum WarRock - International Hacks
    Replies: 1
    Last Post: 07-06-2006, 10:56 AM
  4. Who wants to try this?
    By arunforce in forum Entertainment
    Replies: 7
    Last Post: 06-07-2006, 04:38 PM
  5. Try to hack this game
    By PKDragon in forum General
    Replies: 4
    Last Post: 02-21-2006, 07:46 AM