‪Black Ops 3 Source Code Explorer  0.1
‪An script explorer for Black Ops 3 by ZeRoY
filter_shared.csc
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1 #insert scripts\shared\shared.gsh;
2 #using scripts\shared\postfx_shared;
3 
4 #namespace filter;
5 
6 //-----------------------------------------------------------------------------
8 {
9 }
10 
11 //-----------------------------------------------------------------------------
12 function ‪map_material_helper_by_localclientnum( localClientNum, materialname )
13 {
14  level.filter_matid[materialname] = mapmaterialindex( localClientNum, materialname );
15 }
16 
17 //-----------------------------------------------------------------------------
18 function ‪map_material_if_undefined( localClientNum, materialname )
19 {
20  if ( isdefined( ‪mapped_material_id( materialname ) ) )
21  {
22  return;
23  }
24 
25  ‪map_material_helper_by_localclientnum( localClientNum, materialname );
26 }
27 
28 //-----------------------------------------------------------------------------
29 function ‪map_material_helper( player, materialname )
30 {
31  ‪map_material_helper_by_localclientnum( player.localClientNum, materialname );
32 }
33 
34 //-----------------------------------------------------------------------------
35 function ‪mapped_material_id( materialname )
36 {
37  ‪DEFAULT( level.filter_matid,[] );
38  return level.filter_matid[materialname];
39 }
40 
41 //-----------------------------------------------------------------------------
42 //
43 // Filter ( Binoculars )
44 //
45 //-----------------------------------------------------------------------------
46 
47 function ‪init_filter_binoculars( player )
48  {
50  ‪map_material_helper( player, "generic_filter_binoculars" );
51  }
52 
53 function ‪enable_filter_binoculars( player, filterid, overlayid )
54  {
55  setfilterpassmaterial( player.localClientNum, filterid, 0, ‪mapped_material_id("generic_filter_binoculars") );
56  setfilterpassenabled( player.localClientNum, filterid, 0, true );
57  }
58 
59 function ‪disable_filter_binoculars( player, filterid, overlayid )
60  {
61  setfilterpassenabled( player.localClientNum, filterid, 0, false );
62  }
63 
64 
65 //-----------------------------------------------------------------------------
66 //
67 // Filter ( Binoculars With Outline )
68 //
69 //-----------------------------------------------------------------------------
70 
72  {
74  ‪map_material_helper( player, "generic_filter_binoculars_with_outline" );
75  }
76 
77 function ‪enable_filter_binoculars_with_outline( player, filterid, overlayid )
78  {
79  setfilterpassmaterial( player.localClientNum, filterid, 0, ‪mapped_material_id("generic_filter_binoculars_with_outline") );
80  setfilterpassenabled( player.localClientNum, filterid, 0, true );
81  }
82 
83 function ‪disable_filter_binoculars_with_outline( player, filterid, overlayid )
84  {
85  setfilterpassenabled( player.localClientNum, filterid, 0, false );
86  }
87 
88 //-----------------------------------------------------------------------------
89 //
90 // Filter ( Hazmat )
91 //
92 //-----------------------------------------------------------------------------
93 
94 function ‪init_filter_hazmat( player )
95  {
97  ‪map_material_helper( player, "generic_filter_hazmat" );
98  ‪map_material_helper( player, "generic_overlay_hazmat_1" );
99  ‪map_material_helper( player, "generic_overlay_hazmat_2" );
100  ‪map_material_helper( player, "generic_overlay_hazmat_3" );
101  ‪map_material_helper( player, "generic_overlay_hazmat_4" );
102  }
103 
104 function ‪set_filter_hazmat_opacity( player, filterid, overlayid, opacity )
105  {
106  setfilterpassconstant( player.localClientNum, filterid, 0, 0, opacity );
107  setoverlayconstant( player.localClientNum, overlayid, 0, opacity );
108  }
109 
110 function ‪enable_filter_hazmat( player, filterid, overlayid, stage, opacity )
111  {
112  setfilterpassmaterial( player.localClientNum, filterid, 0, ‪mapped_material_id("generic_filter_hazmat") );
113  setfilterpassenabled( player.localClientNum, filterid, 0, true );
114 
115  // - - - - - - - - - - - - - - - - - - - - - - - - -
116 
117  if ( stage == 1 )
118  setoverlaymaterial( player.localClientNum, overlayid, ‪mapped_material_id("generic_overlay_hazmat_1"), 1 );
119  else if ( stage == 2 )
120  setoverlaymaterial( player.localClientNum, overlayid, ‪mapped_material_id("generic_overlay_hazmat_2"), 1 );
121  else if ( stage == 3 )
122  setoverlaymaterial( player.localClientNum, overlayid, ‪mapped_material_id("generic_overlay_hazmat_3"), 1 );
123  else if ( stage == 4 )
124  setoverlaymaterial( player.localClientNum, overlayid, ‪mapped_material_id("generic_overlay_hazmat_4"), 1 );
125 
126  setoverlayenabled( player.localClientNum, overlayid, true );
127 
128  // - - - - - - - - - - - - - - - - - - - - - - - - -
129 
130  ‪set_filter_hazmat_opacity( player, filterid, overlayid, opacity );
131  }
132 
133 function ‪disable_filter_hazmat( player, filterid, overlayid )
134  {
135  setfilterpassenabled( player.localClientNum, filterid, 0, false );
136  setoverlayenabled( player.localClientNum, overlayid, false );
137  }
138 
139 //-----------------------------------------------------------------------------
140 //
141 // Filter ( Helmet )
142 //
143 //-----------------------------------------------------------------------------
144 
145 function ‪init_filter_helmet( player )
146  {
148  ‪map_material_helper( player, "generic_filter_helmet" );
149  ‪map_material_helper( player, "generic_overlay_helmet" );
150  }
151 
152 function ‪enable_filter_helmet( player, filterid, overlayid )
153  {
154  setfilterpassmaterial( player.localClientNum, filterid, 0, ‪mapped_material_id("generic_filter_helmet") );
155  setfilterpassenabled( player.localClientNum, filterid, 0, true );
156 
157  setoverlaymaterial( player.localClientNum, overlayid, ‪mapped_material_id("generic_overlay_helmet"), 1 );
158  setoverlayenabled( player.localClientNum, overlayid, true );
159  }
160 
161 function ‪disable_filter_helmet( player, filterid, overlayid )
162  {
163  setfilterpassenabled( player.localClientNum, filterid, 0, false );
164  setoverlayenabled( player.localClientNum, overlayid, false );
165  }
166 
167 //-----------------------------------------------------------------------------
168 //
169 // Filter ( TacticalMask )
170 //
171 //-----------------------------------------------------------------------------
172 
173 function ‪init_filter_tacticalmask( player )
174  {
176  ‪map_material_helper( player, "generic_overlay_tacticalmask" );
177  }
178 
179 function ‪enable_filter_tacticalmask( player, filterid )
180  {
181  setfilterpassmaterial( player.localClientNum, filterid, 0, ‪mapped_material_id("generic_overlay_tacticalmask") );
182  setfilterpassenabled( player.localClientNum, filterid, 0, true );
183  }
184 
185 function ‪disable_filter_tacticalmask( player, filterid )
186  {
187  setfilterpassenabled( player.localClientNum, filterid, 0, false );
188  }
189 
190 //-----------------------------------------------------------------------------
191 //
192 // Filter ( hud projected grid )
193 //
194 //-----------------------------------------------------------------------------
195 
197  {
199  ‪map_material_helper( player, "generic_filter_hud_projected_grid" );
200  }
201 
203  {
205  ‪map_material_helper( player, "generic_filter_hud_projected_grid_haiti" );
206  }
207 
208 function ‪set_filter_hud_projected_grid_position( player, filterid, amount )
209  {
210  setfilterpassconstant( player.localClientNum, filterid, 0, 0, amount );
211  }
212 
213 function ‪set_filter_hud_projected_grid_radius( player, filterid, amount )
214  {
215  setfilterpassconstant( player.localClientNum, filterid, 0, 1, amount );
216  }
217 
218 function ‪enable_filter_hud_projected_grid( player, filterid )
219  {
220  setfilterpassmaterial( player.localClientNum, filterid, 0, ‪mapped_material_id("generic_filter_hud_projected_grid") );
221  setfilterpassenabled( player.localClientNum, filterid, 0, true );
222  player ‪set_filter_hud_projected_grid_position( player, filterid, 500 );
223  player ‪set_filter_hud_projected_grid_radius( player, filterid, 200 );
224  }
225 
226 function ‪enable_filter_hud_projected_grid_haiti( player, filterid )
227  {
228  setfilterpassmaterial( player.localClientNum, filterid, 0, ‪mapped_material_id("generic_filter_hud_projected_grid_haiti") );
229  setfilterpassenabled( player.localClientNum, filterid, 0, true );
230  player ‪set_filter_hud_projected_grid_position( player, filterid, 500 );
231  player ‪set_filter_hud_projected_grid_radius( player, filterid, 200 );
232  }
233 
234 function ‪disable_filter_hud_projected_grid( player, filterid )
235  {
236  setfilterpassenabled( player.localClientNum, filterid, 0, false );
237  }
238 
239 
240 //-----------------------------------------------------------------------------
241 //
242 // Filter ( EMP )
243 //
244 //-----------------------------------------------------------------------------
245 
246 function ‪init_filter_emp( player, materialname )
247  {
249  ‪map_material_helper( player, "generic_filter_emp_damage" );
250  }
251 
252 function ‪set_filter_emp_amount( player, filterid, amount )
253  {
254  setfilterpassconstant( player.localClientNum, filterid, 0, 0, amount );
255  }
256 
257 function ‪enable_filter_emp( player, filterid )
258  {
259  setfilterpassmaterial( player.localClientNum, filterid, 0, ‪mapped_material_id("generic_filter_emp_damage") );
260  setfilterpassenabled( player.localClientNum, filterid, 0, true );
261  }
262 
263 function ‪disable_filter_emp( player, filterid )
264  {
265  setfilterpassenabled( player.localClientNum, filterid, 0, false );
266  }
267 
268 //-----------------------------------------------------------------------------
269 //
270 // Filter ( Raindrops )
271 //
272 //-----------------------------------------------------------------------------
273 
274 function ‪init_filter_raindrops( player )
275  {
277  ‪map_material_helper( player, "generic_filter_raindrops" );
278  }
279 
280 function ‪set_filter_raindrops_amount( player, filterid, amount )
281  {
282  setfilterpassconstant( player.localClientNum, filterid, 0, 0, amount );
283  }
284 
285 function ‪enable_filter_raindrops( player, filterid )
286  {
287  setfilterpassmaterial( player.localClientNum, filterid, 0, ‪mapped_material_id("generic_filter_raindrops") );
288  setfilterpassenabled( player.localClientNum, filterid, 0, true );
289  setfilterpassquads( player.localClientNum, filterid, 0, 400 );
290 
291  ‪set_filter_raindrops_amount( player, filterid, 1.0 );
292  }
293 
294 function ‪disable_filter_raindrops( player, filterid )
295  {
296  setfilterpassenabled( player.localClientNum, filterid, 0, false );
297  }
298 
299 //-----------------------------------------------------------------------------
300 //
301 // Filter ( Squirrel Raindrops )
302 //
303 //-----------------------------------------------------------------------------
304 
306  {
308  ‪map_material_helper( player, "generic_filter_squirrel_raindrops" );
309  }
310 
311 function ‪set_filter_squirrel_raindrops_amount( player, filterid, amount )
312  {
313  setfilterpassconstant( player.localClientNum, filterid, 0, 0, amount );
314  }
315 
316 function ‪enable_filter_squirrel_raindrops( player, filterid )
317  {
318  setfilterpassmaterial( player.localClientNum, filterid, 0, ‪mapped_material_id("generic_filter_squirrel_raindrops") );
319  setfilterpassenabled( player.localClientNum, filterid, 0, true );
320  setfilterpassquads( player.localClientNum, filterid, 0, 400 );
321 
322  ‪set_filter_squirrel_raindrops_amount( player, filterid, 1.0 );
323  }
324 
325 function ‪disable_filter_squirrel_raindrops( player, filterid )
326  {
327  setfilterpassenabled( player.localClientNum, filterid, 0, false );
328  }
329 
330 
331 //-----------------------------------------------------------------------------
332 //
333 // Filter ( Radial Blur )
334 //
335 //-----------------------------------------------------------------------------
336 
337 function ‪init_filter_radialblur( player )
338  {
340  ‪map_material_helper( player, "generic_filter_radialblur" );
341  }
342 
343 function ‪set_filter_radialblur_amount( player, filterid, amount )
344  {
345  setfilterpassconstant( player.localClientNum, filterid, 0, 0, amount );
346  }
347 
348 function ‪enable_filter_radialblur( player, filterid )
349  {
350  setfilterpassmaterial( player.localClientNum, filterid, 0, ‪mapped_material_id("generic_filter_radialblur") );
351  setfilterpassenabled( player.localClientNum, filterid, 0, true );
352 
353  ‪set_filter_radialblur_amount( player, filterid, 1.0 );
354  }
355 
356 function ‪disable_filter_radialblur( player, filterid )
357  {
358  setfilterpassenabled( player.localClientNum, filterid, 0, false );
359  }
360 
361 //-----------------------------------------------------------------------------
362 //
363 // Filter ( Vehicle Damage )
364 //
365 //-----------------------------------------------------------------------------
366 
367 function ‪init_filter_vehicle_damage( player, materialname )
368  {
370 
371  if ( !isdefined( level.filter_matid[ materialname ] ) )
372  ‪map_material_helper( player, materialname );
373  }
374 
375 function ‪set_filter_vehicle_damage_amount( player, filterid, amount )
376  {
377  setfilterpassconstant( player.localClientNum, filterid, 0, 0, amount );
378  }
379 
380 function ‪set_filter_vehicle_sun_position( player, filterid, x, y )
381  {
382  setfilterpassconstant( player.localClientNum, filterid, 0, 4, x );
383  setfilterpassconstant( player.localClientNum, filterid, 0, 5, y );
384  }
385 
386 function ‪enable_filter_vehicle_damage( player, filterid, materialname )
387  {
388  if ( isdefined( level.filter_matid[ materialname ] ) )
389  {
390  setfilterpassmaterial( player.localClientNum, filterid, 0, level.filter_matid[ materialname ] );
391  setfilterpassenabled( player.localClientNum, filterid, 0, true );
392  }
393  }
394 
395 function ‪disable_filter_vehicle_damage( player, filterid )
396  {
397  setfilterpassenabled( player.localClientNum, filterid, 0, false );
398  }
399 
400 //-----------------------------------------------------------------------------
401 //
402 // Filter ( MP out of bounds )
403 //
404 //-----------------------------------------------------------------------------
405 
406 function ‪init_filter_oob( player )
407  {
409  ‪map_material_helper( player, "generic_filter_out_of_bounds" );
410  }
411 
412 function ‪enable_filter_oob( player, filterid )
413  {
414  setfilterpassmaterial( player.localClientNum, filterid, 0, ‪mapped_material_id( "generic_filter_out_of_bounds" ) );
415  setfilterpassenabled( player.localClientNum, filterid, 0, true );
416  }
417 
418 function ‪disable_filter_oob( player, filterid )
419  {
420  setfilterpassenabled( player.localClientNum, filterid, 0, false );
421  }
422 
423 //-----------------------------------------------------------------------------
424 //
425 // Filter ( EMP/Tactical grenades )
426 //
427 //-----------------------------------------------------------------------------
428 
429 function ‪init_filter_tactical( player )
430  {
432  ‪map_material_helper( player, "generic_filter_tactical_damage" );
433  }
434 
435 
436 function ‪enable_filter_tactical( player, filterid )
437  {
438  setfilterpassmaterial( player.localClientNum, filterid, 0, ‪mapped_material_id("generic_filter_tactical_damage") );
439  setfilterpassenabled( player.localClientNum, filterid, 0, true );
440  }
441 
442 function ‪set_filter_tactical_amount( player, filterid, amount )
443  {
444  setfilterpassconstant( player.localClientNum, filterid, 0, 0, amount );
445  }
446 
447 function ‪disable_filter_tactical( player, filterid )
448 {
449  setfilterpassenabled( player.localClientNum, filterid, 0, false );
450 }
451 
452 
453 //-----------------------------------------------------------------------------
454 //
455 // Filter water sheeting
456 //
457 //-----------------------------------------------------------------------------
458 
460  {
462  ‪map_material_helper( player, "generic_filter_water_sheeting" );
463  }
464 
465 function ‪enable_filter_water_sheeting( player, filterid )
466  {
467  setfilterpassmaterial( player.localClientNum, filterid, 0, ‪mapped_material_id( "generic_filter_water_sheeting" ) );
468  setfilterpassenabled( player.localClientNum, filterid, 0, true, false, true );
469  }
470 
471 function ‪set_filter_water_sheet_reveal( player, filterid, amount )
472  {
473  setfilterpassconstant( player.localClientNum, filterid, 0, 0, amount );
474  }
475 
476 function ‪set_filter_water_sheet_speed( player, filterid, amount )
477  {
478  setfilterpassconstant( player.localClientNum, filterid, 0, 1, amount );
479  }
480 
481 function ‪set_filter_water_sheet_rivulet_reveal( player, filterid, riv1, riv2, riv3 )
482  {
483  setfilterpassconstant( player.localClientNum, filterid, 0, 2, riv1 );
484  setfilterpassconstant( player.localClientNum, filterid, 0, 3, riv2 );
485  setfilterpassconstant( player.localClientNum, filterid, 0, 4, riv3 );
486  }
487 
488 function ‪disable_filter_water_sheeting( player, filterid )
489  {
490  setfilterpassenabled( player.localClientNum, filterid, 0, false );
491  }
492 
493 //-----------------------------------------------------------------------------
494 //
495 // Filter water dive
496 //
497 //-----------------------------------------------------------------------------
498 
499 function ‪init_filter_water_dive( player )
500  {
502  ‪map_material_helper( player, "generic_filter_water_dive" );
503  }
504 
505 
506 function ‪enable_filter_water_dive( player, filterid )
507  {
508  setfilterpassmaterial( player.localClientNum, filterid, 0, ‪mapped_material_id( "generic_filter_water_dive" ) );
509  setfilterpassenabled( player.localClientNum, filterid, 0, true, false, true );
510  }
511 
512 function ‪disable_filter_water_dive( player, filterid )
513  {
514  setfilterpassenabled( player.localClientNum, filterid, 0, false );
515  }
516 
517 function ‪set_filter_water_dive_bubbles( player, filterid, amount )
518  {
519  setfilterpassconstant( player.localClientNum, filterid, 0, 0, amount );
520  }
521 
522 function ‪set_filter_water_scuba_bubbles( player, filterid, amount )
523  {
524  setfilterpassconstant( player.localClientNum, filterid, 0, 1, amount );
525  }
526 
527 function ‪set_filter_water_scuba_dive_speed( player, filterid, amount )
528  {
529  setfilterpassconstant( player.localClientNum, filterid, 0, 2, amount );
530  }
531 
532 function ‪set_filter_water_scuba_bubble_attitude( player, filterid, amount )
533  {
534  setfilterpassconstant( player.localClientNum, filterid, 0, 3, amount );
535  }
536 
537 function ‪set_filter_water_wash_reveal_dir( player, filterid, dir )
538  {
539  setfilterpassconstant( player.localClientNum, filterid, 0, 4, dir );
540  }
541 
542 function ‪set_filter_water_wash_color( player, filterid, red, green, blue )
543  {
544  setfilterpassconstant( player.localClientNum, filterid, 0, 5, red );
545  setfilterpassconstant( player.localClientNum, filterid, 0, 6, green );
546  setfilterpassconstant( player.localClientNum, filterid, 0, 7, blue );
547  }
548 
549 //-----------------------------------------------------------------------------
550 //
551 // Filter teleportation
552 //
553 //-----------------------------------------------------------------------------
554 
556  {
558  ‪map_material_helper( player, "generic_filter_teleportation" );
559  }
560 
561 
562 function ‪enable_filter_teleportation( player, filterid )
563  {
564  setfilterpassmaterial( player.localClientNum, filterid, 0, ‪mapped_material_id( "generic_filter_teleportation" ) );
565  setfilterpassenabled( player.localClientNum, filterid, 0, true );
566  }
567 
568 function ‪set_filter_teleportation_anus_zoom( player, filterid, amount )
569  {
570  setfilterpassconstant( player.localClientNum, filterid, 0, 0, amount );
571  }
572 
573 function ‪set_filter_teleportation_anus_amount( player, filterid, amount )
574  {
575  setfilterpassconstant( player.localClientNum, filterid, 0, 6, amount );
576  }
577 
578 function ‪set_filter_teleportation_panther_zoom( player, filterid, amount )
579  {
580  setfilterpassconstant( player.localClientNum, filterid, 0, 1, amount );
581  }
582 
583 function ‪set_filter_teleportation_panther_amount( player, filterid, amount )
584  {
585  setfilterpassconstant( player.localClientNum, filterid, 0, 7, amount );
586  }
587 
588 function ‪set_filter_teleportation_glow_radius( player, filterid, radius )
589  {
590  setfilterpassconstant( player.localClientNum, filterid, 0, 2, radius );
591  }
592 
593 function ‪set_filter_teleportation_warp_amount( player, filterid, amount )
594  {
595  setfilterpassconstant( player.localClientNum, filterid, 0, 3, amount );
596  }
597 
598 function ‪set_filter_teleportation_warp_direction( player, filterid, direction )
599  {
600  setfilterpassconstant( player.localClientNum, filterid, 0, 4, direction );
601  }
602 
603 function ‪set_filter_teleportation_lightning_reveal( player, filterid, threshold )
604  {
605  setfilterpassconstant( player.localClientNum, filterid, 0, 5, threshold );
606  }
607 
608 function ‪set_filter_teleportation_faces_amount( player, filterid, amount )
609  {
610  setfilterpassconstant( player.localClientNum, filterid, 0, 8, amount );
611  }
612 
614  {
615  setfilterpassconstant( player.localClientNum, filterid, 0, 9, ‪set );
616  }
617 
618 function ‪set_filter_teleportation_sparkle_amount( player, filterid, amount )
619  {
620  setfilterpassconstant( player.localClientNum, filterid, 0, 10, amount );
621  }
622 
623 function ‪disable_filter_teleportation( player, filterid )
624  {
625  setfilterpassenabled( player.localClientNum, filterid, 0, false );
626  }
627 
628 function ‪SetTransported( player )
629  {
630  player thread postfx::PlayPostfxBundle( "zm_teleporter" );
631  }
632 
633 //-----------------------------------------------------------------------------
634 //
635 // Filter ( EV Interference )
636 //
637 //-----------------------------------------------------------------------------
638 
640  {
642  ‪map_material_helper( player, "generic_filter_ev_interference" );
643  }
644 
645 function ‪enable_filter_ev_interference( player, filterid )
646 {
647  ‪map_material_if_undefined( player.localClientNum, "generic_filter_ev_interference" );
648  setfilterpassmaterial( player.localClientNum, filterid, 0, ‪mapped_material_id("generic_filter_ev_interference") );
649  setfilterpassenabled( player.localClientNum, filterid, 0, true );
650 }
651 
652 function ‪set_filter_ev_interference_amount( player, filterid, amount )
653  {
654  setfilterpassconstant( player.localClientNum, filterid, 0, 0, amount );
655  }
656 
657 function ‪disable_filter_ev_interference( player, filterid )
658  {
659  setfilterpassenabled( player.localClientNum, filterid, 0, false );
660  }
661 
662 
663 
664 //-----------------------------------------------------------------------------
665 //
666 // Filter ( VehicleHijack )
667 //
668 //-----------------------------------------------------------------------------
669 
671 {
673  ‪map_material_helper( player, "generic_filter_vehicle_takeover" );
674  return ‪mapped_material_id( "generic_filter_vehicle_takeover" );
675 }
676 function ‪enable_filter_vehicleHijack( player, filterid, overlayid )
677 {
678  setfilterpassmaterial( player.localClientNum, filterid, 0, ‪mapped_material_id("generic_filter_vehicle_takeover") );
679  setfilterpassenabled( player.localClientNum, filterid, 0, true );
680 }
681 function ‪disable_filter_vehicleHijack( player, filterid, overlayid )
682 {
683  setfilterpassenabled( player.localClientNum, filterid, 0, false );
684 }
685 function ‪set_filter_ev_vehicleHijack_amount( player, filterid, amount )
686 {
687  setfilterpassconstant( player.localClientNum, filterid, 0, 0, amount );
688 }
689 
690 //-----------------------------------------------------------------------------
691 //
692 // Filter ( Vehicle Hijack Out of Range )
693 //
694 //-----------------------------------------------------------------------------
695 
697  {
699  ‪map_material_helper( player, "generic_filter_vehicle_out_of_range" );
700  }
701 
702 function ‪enable_filter_vehicle_hijack_oor( player, filterid )
703  {
704  setfilterpassmaterial( player.localClientNum, filterid, 0, ‪mapped_material_id( "generic_filter_vehicle_out_of_range" ) );
705  setfilterpassenabled( player.localClientNum, filterid, 0, true );
706  setfilterpassconstant( player.localClientNum, filterid, 0, 1, 0.0 );
707  setfilterpassconstant( player.localClientNum, filterid, 0, 2, 1.0 );
708  setfilterpassconstant( player.localClientNum, filterid, 0, 3, 0.0 );
709  setfilterpassconstant( player.localClientNum, filterid, 0, 4, -1.0 );
710  }
711 
712 function ‪set_filter_vehicle_hijack_oor_noblack( player, filterid )
713  {
714  setfilterpassconstant( player.localClientNum, filterid, 0, 3, 1.0 );
715  }
716 
717 function ‪set_filter_vehicle_hijack_oor_amount( player, filterid, amount )
718  {
719  setfilterpassconstant( player.localClientNum, filterid, 0, 0, amount );
720  setfilterpassconstant( player.localClientNum, filterid, 0, 1, amount );
721  }
722 
723 function ‪disable_filter_vehicle_hijack_oor( player, filterid )
724  {
725  setfilterpassenabled( player.localClientNum, filterid, 0, false );
726  }
727 
728 //-----------------------------------------------------------------------------
729 //
730 // Filter ( Speed Burst )
731 //
732 //-----------------------------------------------------------------------------
733 
734 function ‪init_filter_speed_burst( player )
735  {
737  ‪map_material_helper( player, "generic_filter_speed_burst" );
738  }
739 
740 function ‪enable_filter_speed_burst( player, filterid )
741  {
742  setfilterpassmaterial( player.localClientNum, filterid, 0, ‪mapped_material_id("generic_filter_speed_burst") );
743  setfilterpassenabled( player.localClientNum, filterid, 0, true );
744  }
745 
746 function ‪set_filter_speed_burst( player, filterid, constantindex, amount )
747  {
748  setfilterpassconstant( player.localClientNum, filterid, 0, constantindex, amount );
749  }
750 
751 function ‪disable_filter_speed_burst( player, filterid )
752  {
753  setfilterpassenabled( player.localClientNum, filterid, 0, false );
754  }
755 
756 
757 //-----------------------------------------------------------------------------
758 //
759 // Filter ( Overdrive )
760 //
761 //-----------------------------------------------------------------------------
762 
763 function ‪init_filter_overdrive( player )
764  {
766  if ( SessionModeIsCampaignGame() )
767  {
768  ‪map_material_helper( player, "generic_filter_overdrive_cp" );
769  }
770  }
771 
772 function ‪enable_filter_overdrive( player, filterid )
773  {
774  setfilterpassmaterial( player.localClientNum, filterid, 0, ‪mapped_material_id("generic_filter_overdrive_cp") );
775  setfilterpassenabled( player.localClientNum, filterid, 0, true );
776  }
777 
778 function ‪set_filter_overdrive( player, filterid, constantindex, amount )
779  {
780  setfilterpassconstant( player.localClientNum, filterid, 0, constantindex, amount );
781  }
782 
783 function ‪disable_filter_overdrive( player, filterid )
784  {
785  setfilterpassenabled( player.localClientNum, filterid, 0, false );
786  }
787 
788 
789 
790 
791 //-----------------------------------------------------------------------------
792 //
793 // Filter ( Frost )
794 //
795 //-----------------------------------------------------------------------------
796 
797 function ‪init_filter_frost( player )
798  {
800  ‪map_material_helper( player, "generic_filter_frost" );
801  }
802 
803 function ‪enable_filter_frost( player, filterid )
804  {
805  setfilterpassmaterial( player.localClientNum, filterid, 0, ‪mapped_material_id( "generic_filter_frost" ) );
806  setfilterpassenabled( player.localClientNum, filterid, 0, true );
807  }
808 
809 function ‪set_filter_frost_layer_one( player, filterid, amount )
810  {
811  setfilterpassconstant( player.localClientNum, filterid, 0, 0, amount );
812  }
813 
814 function ‪set_filter_frost_layer_two( player, filterid, amount )
815  {
816  setfilterpassconstant( player.localClientNum, filterid, 0, 1, amount );
817  }
818 
819 function ‪set_filter_frost_reveal_direction( player, filterid, direction )
820  {
821  setfilterpassconstant( player.localClientNum, filterid, 0, 2, direction );
822  }
823 
824 function ‪disable_filter_frost( player, filterid )
825  {
826  setfilterpassenabled( player.localClientNum, filterid, 0, false );
827  }
828 
829 //-----------------------------------------------------------------------------
830 //
831 // Filter ( Vision Pulse )
832 //
833 //-----------------------------------------------------------------------------
834 
835 function ‪init_filter_vision_pulse( localClientNum )
836  {
838  ‪map_material_helper_by_localclientnum( localClientNum, "generic_filter_vision_pulse" );
839  }
840 
841 function ‪enable_filter_vision_pulse( localClientNum, filterid )
842  {
843  ‪map_material_if_undefined( localclientnum, "generic_filter_vision_pulse" );
844  setfilterpassmaterial( localClientNum, filterid, 0, ‪mapped_material_id( "generic_filter_vision_pulse" ) );
845  setfilterpassenabled( localClientNum, filterid, 0, true );
846  }
847 
848 function ‪set_filter_vision_pulse_constant( localClientNum, filterid, constid, value )
849  {
850  setfilterpassconstant( localClientNum, filterid, 0, constid, value );
851  }
852 
853 function ‪disable_filter_vision_pulse( localClientNum, filterid )
854  {
855  setfilterpassenabled( localClientNum, filterid, 0, false );
856  }
857 
858 //-----------------------------------------------------------------------------
859 //
860 // Filter ( IGC Sprite Transition )
861 //
862 //-----------------------------------------------------------------------------
863 
865  {
867  ‪map_material_helper( player, "generic_filter_transition_sprite" );
868  }
869 
870 function ‪enable_filter_sprite_transition( player, filterid )
871  {
872  setfilterpassmaterial( player.localClientNum, filterid, 1, ‪mapped_material_id( "generic_filter_transition_sprite" ) );
873  setfilterpassenabled( player.localClientNum, filterid, 1, true );
874  setfilterpassquads( player.localClientNum, filterid, 1, 2048 );
875  }
876 
877 function ‪set_filter_sprite_transition_octogons( player, filterid, octos )
878  {
879  setfilterpassconstant( player.localClientNum, filterid, 1, 0, octos );
880  }
881 
882 function ‪set_filter_sprite_transition_blur( player, filterid, blur )
883  {
884  setfilterpassconstant( player.localClientNum, filterid, 1, 1, blur );
885  }
886 
887 function ‪set_filter_sprite_transition_boost( player, filterid, boost )
888  {
889  setfilterpassconstant( player.localClientNum, filterid, 1, 2, boost );
890  }
891 
892 function ‪set_filter_sprite_transition_move_radii( player, filterid, inner, outter )
893  {
894  setfilterpassconstant( player.localClientNum, filterid, 1, 24, inner );
895  setfilterpassconstant( player.localClientNum, filterid, 1, 25, outter );
896  }
897 
898 function ‪set_filter_sprite_transition_elapsed( player, filterid, time )
899  {
900  setfilterpassconstant( player.localClientNum, filterid, 1, 28, time );
901  }
902 
903 function ‪disable_filter_sprite_transition( player, filterid )
904  {
905  setfilterpassenabled( player.localClientNum, filterid, 1, false );
906  }
907 
908 //-----------------------------------------------------------------------------
909 //
910 // Filter ( IGC Frame Transition )
911 //
912 //-----------------------------------------------------------------------------
913 
915  {
917  ‪map_material_helper( player, "generic_filter_transition_frame" );
918  }
919 
920 function ‪enable_filter_frame_transition( player, filterid )
921  {
922  setfilterpassmaterial( player.localClientNum, filterid, 2, ‪mapped_material_id( "generic_filter_transition_frame" ) );
923  setfilterpassenabled( player.localClientNum, filterid, 2, true );
924  }
925 
926 function ‪set_filter_frame_transition_heavy_hexagons( player, filterid, hexes )
927  {
928  setfilterpassconstant( player.localClientNum, filterid, 2, 0, hexes );
929  }
930 
931 function ‪set_filter_frame_transition_light_hexagons( player, filterid, hexes )
932  {
933  setfilterpassconstant( player.localClientNum, filterid, 2, 1, hexes );
934  }
935 
936 function ‪set_filter_frame_transition_flare( player, filterid, opacity )
937  {
938  setfilterpassconstant( player.localClientNum, filterid, 2, 2, opacity );
939  }
940 
941 function ‪set_filter_frame_transition_blur( player, filterid, amount )
942  {
943  setfilterpassconstant( player.localClientNum, filterid, 2, 3, amount );
944  }
945 
946 function ‪set_filter_frame_transition_iris( player, filterid, opacity )
947  {
948  setfilterpassconstant( player.localClientNum, filterid, 2, 4, opacity );
949  }
950 
951 function ‪set_filter_frame_transition_saved_frame_reveal( player, filterid, reveal )
952  {
953  setfilterpassconstant( player.localClientNum, filterid, 2, 5, reveal );
954  }
955 
956 function ‪set_filter_frame_transition_warp( player, filterid, amount )
957  {
958  setfilterpassconstant( player.localClientNum, filterid, 2, 6, amount );
959  }
960 
961 function ‪disable_filter_frame_transition( player, filterid )
962  {
963  setfilterpassenabled( player.localClientNum, filterid, 2, false );
964  }
965 
966 //-----------------------------------------------------------------------------
967 //
968 // Filter ( IGC Base Frame Transition )
969 //
970 //-----------------------------------------------------------------------------
971 
973  {
975  ‪map_material_helper( player, "generic_filter_transition_frame_base" );
976  }
977 
978 function ‪enable_filter_base_frame_transition( player, filterid )
979  {
980  setfilterpassmaterial( player.localClientNum, filterid, 0, ‪mapped_material_id( "generic_filter_transition_frame_base" ) );
981  setfilterpassenabled( player.localClientNum, filterid, 0, true );
982  }
983 
984 function ‪set_filter_base_frame_transition_warp( player, filterid, warp )
985  {
986  setfilterpassconstant( player.localClientNum, filterid, 0, 0, warp );
987  }
988 
989 function ‪set_filter_base_frame_transition_boost( player, filterid, boost )
990  {
991  setfilterpassconstant( player.localClientNum, filterid, 0, 1, boost );
992  }
993 
994 function ‪set_filter_base_frame_transition_durden( player, filterid, opacity )
995  {
996  setfilterpassconstant( player.localClientNum, filterid, 0, 2, opacity );
997  }
998 
999 function ‪set_filter_base_frame_transition_durden_blur( player, filterid, blur )
1000  {
1001  setfilterpassconstant( player.localClientNum, filterid, 0, 3, blur );
1002  }
1003 
1004 function ‪disable_filter_base_frame_transition( player, filterid )
1005  {
1006  setfilterpassenabled( player.localClientNum, filterid, 0, false );
1007  }
1008 
1009 //-----------------------------------------------------------------------------
1010 //
1011 // Filter ( Sprite Blood )
1012 //
1013 //-----------------------------------------------------------------------------
1014 
1015 function ‪init_filter_sprite_blood( localClientNum, digitalBlood )
1016 {
1017  if( digitalBlood )
1018  {
1019  ‪map_material_helper_by_localclientnum( localClientNum, "generic_filter_sprite_blood_damage_reaper" );
1020  }
1021  else
1022  {
1023  ‪map_material_helper_by_localclientnum( localClientNum, "generic_filter_sprite_blood_damage" );
1024  }
1025 }
1026 
1027 function ‪enable_filter_sprite_blood( localClientNum, filterid, passid, digitalBlood )
1028 {
1029  if( digitalBlood )
1030  {
1031  setfilterpassmaterial( localClientNum, filterid, passid, ‪mapped_material_id( "generic_filter_sprite_blood_damage_reaper" ) );
1032  }
1033  else
1034  {
1035  setfilterpassmaterial( localClientNum, filterid, passid, ‪mapped_material_id( "generic_filter_sprite_blood_damage" ) );
1036  }
1037  setfilterpassenabled( localClientNum, filterid, passid, true );
1038  setfilterpassquads( localClientNum, filterid, passid, 400 );
1039 }
1040 
1041 function ‪init_filter_sprite_blood_heavy( localClientNum, digitalBlood )
1042 {
1043  if( digitalBlood )
1044  {
1045  ‪map_material_helper_by_localclientnum( localClientNum, "generic_filter_sprite_blood_heavy_damage_reaper" );
1046  }
1047  else
1048  {
1049  ‪map_material_helper_by_localclientnum( localClientNum, "generic_filter_sprite_blood_heavy_damage" );
1050  }
1051 }
1052 
1053 function ‪enable_filter_sprite_blood_heavy( localClientNum, filterid, passid, digitalBlood )
1054 {
1055  if( digitalBlood )
1056  {
1057  setfilterpassmaterial( localClientNum, filterid, passid, ‪mapped_material_id( "generic_filter_sprite_blood_heavy_damage_reaper" ) );
1058  }
1059  else
1060  {
1061  setfilterpassmaterial( localClientNum, filterid, passid, ‪mapped_material_id( "generic_filter_sprite_blood_heavy_damage" ) );
1062  }
1063  setfilterpassenabled( localClientNum, filterid, passid, true );
1064  setfilterpassquads( localClientNum, filterid, passid, 400 );
1065 }
1066 
1067 function ‪set_filter_sprite_blood_opacity( localClientNum, filterid, passid, opacity )
1068 {
1069  setfilterpassconstant( localClientNum, filterid, passid, 0, opacity );
1070 }
1071 
1072 function ‪set_filter_sprite_blood_seed_offset( localClientNum, filterid, passid, offset )
1073 {
1074  setfilterpassconstant( localClientNum, filterid, passid, 26, offset );
1075 }
1076 
1077 function ‪set_filter_sprite_blood_elapsed( localClientNum, filterid, passid, time )
1078 {
1079  setfilterpassconstant( localClientNum, filterid, passid, 28, time );
1080 }
1081 
1082 function ‪disable_filter_sprite_blood( localClientNum, filterid, passid )
1083 {
1084  setfilterpassenabled( localClientNum, filterid, passid, false );
1085 }
1086 
1087 //-----------------------------------------------------------------------------
1088 //
1089 // Filter ( Overlay Blood )
1090 //
1091 //-----------------------------------------------------------------------------
1092 
1093 function ‪init_filter_feedback_blood( localClientNum, digitalBlood )
1094 {
1096  if( digitalBlood )
1097  {
1098  ‪map_material_helper_by_localclientnum( localClientNum, "generic_filter_blood_damage_reaper" );
1099  }
1100  else
1101  {
1102  ‪map_material_helper_by_localclientnum( localClientNum, "generic_filter_blood_damage" );
1103  }
1104 }
1105 
1106 function ‪enable_filter_feedback_blood( localClientNum, filterid, passid, digitalBlood )
1107 {
1108  if( digitalBlood )
1109  {
1110  setfilterpassmaterial( localClientNum, filterid, passid, ‪mapped_material_id( "generic_filter_blood_damage_reaper" ) );
1111  }
1112  else
1113  {
1114  setfilterpassmaterial( localClientNum, filterid, passid, ‪mapped_material_id( "generic_filter_blood_damage" ) );
1115  }
1116  setfilterpassenabled( localClientNum, filterid, passid, true );
1117 }
1118 
1119 function ‪set_filter_feedback_blood_opacity( localClientNum, filterid, passid, opacity )
1120 {
1121  setfilterpassconstant( localClientNum, filterid, passid, 0, opacity );
1122 }
1123 
1124 function ‪set_filter_feedback_blood_sundir( localClientNum, filterid, passid, pitch, yaw )
1125 {
1126  setfilterpassconstant( localClientNum, filterid, passid, 1, pitch );
1127  setfilterpassconstant( localClientNum, filterid, passid, 2, yaw );
1128 }
1129 
1130 function ‪set_filter_feedback_blood_vignette( localClientNum, filterid, passid, amount )
1131 {
1132  setfilterpassconstant( localClientNum, filterid, passid, 3, amount );
1133 }
1134 
1135 function ‪set_filter_feedback_blood_drowning( localClientNum, filterid, passid, tintAmount, allowTint )
1136 {
1137  setfilterpassconstant( localClientNum, filterid, passid, 4, tintAmount );
1138  setfilterpassconstant( localClientNum, filterid, passid, 5, allowTint );
1139 }
1140 
1141 function ‪disable_filter_feedback_blood( localClientNum, filterid, passid )
1142 {
1143  setfilterpassenabled( localClientNum, filterid, passid, false );
1144 }
1145 
1146 //-----------------------------------------------------------------------------
1147 //
1148 // Filter ( Sprite Rain )
1149 //
1150 //-----------------------------------------------------------------------------
1151 
1152 function ‪init_filter_sprite_rain( player )
1153  {
1155  ‪map_material_helper( player, "generic_filter_sprite_rain" );
1156  }
1157 
1158 function ‪enable_filter_sprite_rain( player, filterid )
1159  {
1160  setfilterpassmaterial( player.localClientNum, filterid, 0, ‪mapped_material_id( "generic_filter_sprite_rain" ) );
1161  setfilterpassenabled( player.localClientNum, filterid, 0, true );
1162  setfilterpassquads( player.localClientNum, filterid, 0, 2048 );
1163  }
1164 
1165 function ‪set_filter_sprite_rain_opacity( player, filterid, opacity )
1166  {
1167  setfilterpassconstant( player.localClientNum, filterid, 0, 0, opacity );
1168  }
1169 
1170 function ‪set_filter_sprite_rain_seed_offset( player, filterid, offset )
1171  {
1172  setfilterpassconstant( player.localClientNum, filterid, 0, 26, offset );
1173  }
1174 
1175 function ‪set_filter_sprite_rain_elapsed( player, filterid, time )
1176  {
1177  setfilterpassconstant( player.localClientNum, filterid, 0, 28, time );
1178  }
1179 
1180 function ‪disable_filter_sprite_rain( player, filterid )
1181  {
1182  setfilterpassenabled( player.localClientNum, filterid, 0, false );
1183  }
1184 
1186  {
1188  ‪map_material_helper( player, "generic_filter_blkstn_sprite_rain" );
1189  }
1190 
1191 function ‪enable_filter_sgen_sprite_rain( player, filterid )
1192  {
1193  setfilterpassmaterial( player.localClientNum, filterid, 0, ‪mapped_material_id( "generic_filter_blkstn_sprite_rain" ) );
1194  setfilterpassenabled( player.localClientNum, filterid, 0, true );
1195  setfilterpassquads( player.localClientNum, filterid, 0, 2048 );
1196  }
1197 
1198 //-----------------------------------------------------------------------------
1199 //
1200 // Filter ( Sprite Directional Dirt)
1201 //
1202 //-----------------------------------------------------------------------------
1203 
1204 function ‪init_filter_sprite_dirt( player )
1205  {
1207  ‪map_material_helper( player, "generic_filter_sprite_dirt" );
1208  }
1209 
1210 function ‪enable_filter_sprite_dirt( player, filterid )
1211  {
1212  setfilterpassmaterial( player.localClientNum, filterid, 0, ‪mapped_material_id( "generic_filter_sprite_dirt" ) );
1213  setfilterpassenabled( player.localClientNum, filterid, 0, true );
1214  setfilterpassquads( player.localClientNum, filterid, 0, 400 );
1215  }
1216 
1217 function ‪set_filter_sprite_dirt_opacity( player, filterid, opacity )
1218  {
1219  setfilterpassconstant( player.localClientNum, filterid, 0, 0, opacity );
1220  }
1221 
1222 function ‪set_filter_sprite_dirt_source_position( player, filterid, right, up, distance )
1223  {
1224  setfilterpassconstant( player.localClientNum, filterid, 0, 1, right );
1225  setfilterpassconstant( player.localClientNum, filterid, 0, 2, up );
1226  setfilterpassconstant( player.localClientNum, filterid, 0, 3, distance );
1227  }
1228 
1229 function ‪set_filter_sprite_dirt_sun_position( player, filterid, pitch, yaw )
1230  {
1231  setfilterpassconstant( player.localClientNum, filterid, 0, 4, pitch );
1232  setfilterpassconstant( player.localClientNum, filterid, 0, 5, yaw );
1233  }
1234 
1235 function ‪set_filter_sprite_dirt_seed_offset( player, filterid, offset )
1236  {
1237  setfilterpassconstant( player.localClientNum, filterid, 0, 26, offset );
1238  }
1239 
1240 function ‪set_filter_sprite_dirt_elapsed( player, filterid, time )
1241  {
1242  setfilterpassconstant( player.localClientNum, filterid, 0, 28, time );
1243  }
1244 
1245 function ‪disable_filter_sprite_dirt( player, filterid )
1246  {
1247  setfilterpassenabled( player.localClientNum, filterid, 0, false );
1248  }
1249 
1250 //-----------------------------------------------------------------------------
1251 //
1252 // Filter ( Blood Spatter )
1253 //
1254 //-----------------------------------------------------------------------------
1255 
1257  {
1259  ‪map_material_helper( player, "generic_filter_blood_spatter" );
1260  }
1261 
1262 function ‪enable_filter_blood_spatter( player, filterid )
1263  {
1264  setfilterpassmaterial( player.localClientNum, filterid, 0, ‪mapped_material_id( "generic_filter_blood_spatter" ) );
1265  setfilterpassenabled( player.localClientNum, filterid, 0, true );
1266  }
1267 
1268 function ‪set_filter_blood_spatter_reveal( player, filterid, threshold, direction )
1269  {
1270  setfilterpassconstant( player.localClientNum, filterid, 0, 0, threshold );
1271  setfilterpassconstant( player.localClientNum, filterid, 0, 1, direction );
1272  }
1273 
1274 function ‪disable_filter_blood_spatter( player, filterid )
1275  {
1276  setfilterpassenabled( player.localClientNum, filterid, 0, false );
1277  }
1278 
1279 //-----------------------------------------------------------------------------
1280 //
1281 // Filter ( ZM Teleporter Base )
1282 //
1283 //-----------------------------------------------------------------------------
1284 
1286  {
1288  ‪map_material_helper( player, "generic_filter_zm_teleporter_base" );
1289  }
1290 
1291 function ‪enable_filter_teleporter_base( player, filterid, passid )
1292  {
1293  setfilterpassmaterial( player.localClientNum, filterid, passid, ‪mapped_material_id( "generic_filter_zm_teleporter_base" ) );
1294  setfilterpassenabled( player.localClientNum, filterid, passid, true );
1295  }
1296 
1297 function ‪set_filter_teleporter_base_amount( player, filterid, passid, amount )
1298  {
1299  setfilterpassconstant( player.localClientNum, filterid, passid, 0, amount );
1300  }
1301 
1302 function ‪disable_filter_teleporter_base( player, filterid, passid )
1303  {
1304  setfilterpassenabled( player.localClientNum, filterid, passid, false );
1305  }
1306 
1307 //-----------------------------------------------------------------------------
1308 //
1309 // Filter ( ZM Teleporter Sprite )
1310 //
1311 //-----------------------------------------------------------------------------
1312 
1314  {
1316  ‪map_material_helper( player, "generic_filter_zm_teleporter_sprite" );
1317  }
1318 
1319 function ‪enable_filter_teleporter_sprite( player, filterid, passid )
1320  {
1321  setfilterpassmaterial( player.localClientNum, filterid, passid, ‪mapped_material_id( "generic_filter_zm_teleporter_sprite" ) );
1322  setfilterpassenabled( player.localClientNum, filterid, passid, true );
1323  setfilterpassquads( player.localClientNum, filterid, passid, 400 );
1324  }
1325 
1326 function ‪set_filter_teleporter_sprite_opacity( player, filterid, passid, opacity )
1327  {
1328  setfilterpassconstant( player.localClientNum, filterid, passid, 0, opacity );
1329  }
1330 
1331 function ‪set_filter_teleporter_sprite_seed_offset( player, filterid, passid, offset )
1332  {
1333  setfilterpassconstant( player.localClientNum, filterid, passid, 26, offset );
1334  }
1335 
1336 function ‪set_filter_teleporter_sprite_elapsed( player, filterid, passid, time )
1337  {
1338  setfilterpassconstant( player.localClientNum, filterid, passid, 28, time );
1339  }
1340 
1341 function ‪disable_filter_teleporter_sprite( player, filterid, passid )
1342  {
1343  setfilterpassenabled( player.localClientNum, filterid, passid, false );
1344  }
1345 
1346 //-----------------------------------------------------------------------------
1347 //
1348 // Filter ( ZM Teleporter Top )
1349 //
1350 //-----------------------------------------------------------------------------
1351 
1353  {
1355  ‪map_material_helper( player, "generic_filter_zm_teleporter_base" );
1356  }
1357 
1358 function ‪enable_filter_teleporter_top( player, filterid, passid )
1359  {
1360  setfilterpassmaterial( player.localClientNum, filterid, passid, ‪mapped_material_id( "generic_filter_zm_teleporter_base" ) );
1361  setfilterpassenabled( player.localClientNum, filterid, passid, true );
1362  }
1363 
1364 function ‪set_filter_teleporter_top_reveal( player, filterid, passid, threshold, direction )
1365  {
1366  setfilterpassconstant( player.localClientNum, filterid, passid, 0, threshold );
1367  setfilterpassconstant( player.localClientNum, filterid, passid, 1, direction );
1368  }
1369 
1370 function ‪disable_filter_teleporter_top( player, filterid, passid )
1371  {
1372  setfilterpassenabled( player.localClientNum, filterid, passid, false );
1373  }
1374 
1375 //-----------------------------------------------------------------------------
1376 //
1377 // Filter ( Keyline Blend )
1378 //
1379 //-----------------------------------------------------------------------------
1380 
1382  {
1384  ‪map_material_helper( player, "postfx_keyline_blend" );
1385  }
1386 
1387 function ‪enable_filter_keyline_blend( player, filterid, passid )
1388  {
1389  setfilterpassmaterial( player.localClientNum, filterid, passid, ‪mapped_material_id( "postfx_keyline_blend" ) );
1390  setfilterpassenabled( player.localClientNum, filterid, passid, true );
1391  }
1392 
1393 function ‪set_filter_keyline_blend_opacity( player, filterid, passid, opacity )
1394  {
1395  setfilterpassconstant( player.localClientNum, filterid, passid, 0, opacity );
1396  }
1397 
1398 function ‪disable_filter_keyline_blend( player, filterid, passid )
1399  {
1400  setfilterpassenabled( player.localClientNum, filterid, passid, false );
1401  }
1402 
1403 //-----------------------------------------------------------------------------
1404 //
1405 // Filter ( Drowning Damage )
1406 //
1407 //-----------------------------------------------------------------------------
1408 
1409 function ‪init_filter_drowning_damage( localClientNum )
1410 {
1412  ‪map_material_helper_by_localclientnum( localClientNum, "generic_filter_drowning" );
1413 }
1414 
1415 function ‪enable_filter_drowning_damage( localClientNum, passid )
1416 {
1417  setfilterpassmaterial( localClientNum, ‪FILTER_INDEX_DROWN, passid, ‪mapped_material_id( "generic_filter_drowning" ) );
1418  setfilterpassenabled( localClientNum, ‪FILTER_INDEX_DROWN, passid, true, false, true );
1419 }
1420 
1421 function ‪set_filter_drowning_damage_opacity( localClientNum, passid, opacity )
1422 {
1423  setfilterpassconstant( localClientNum, ‪FILTER_INDEX_DROWN, passid, 0, opacity );
1424 }
1425 
1426 function ‪set_filter_drowning_damage_inner_radius( localClientNum, passid, inner )
1427 {
1428  setfilterpassconstant( localClientNum, ‪FILTER_INDEX_DROWN, passid, 1, inner );
1429 }
1430 
1431 function ‪set_filter_drowning_damage_outer_radius( localClientNum, passid, outer )
1432 {
1433  setfilterpassconstant( localClientNum, ‪FILTER_INDEX_DROWN, passid, 2, outer );
1434 }
1435 
1436 function ‪disable_filter_drowning_damage( localClientNum, passid )
1437 {
1438  setfilterpassenabled( localClientNum, ‪FILTER_INDEX_DROWN, passid, false );
1439 }
‪set_filter_sprite_transition_octogons
‪function set_filter_sprite_transition_octogons(player, filterid, octos)
Definition: filter_shared.csc:877
‪init_filter_base_frame_transition
‪function init_filter_base_frame_transition(player)
Definition: filter_shared.csc:972
‪set_filter_sprite_dirt_source_position
‪function set_filter_sprite_dirt_source_position(player, filterid, right, up, distance)
Definition: filter_shared.csc:1222
‪set_filter_hazmat_opacity
‪function set_filter_hazmat_opacity(player, filterid, overlayid, opacity)
Definition: filter_shared.csc:104
‪init_filter_oob
‪function init_filter_oob(player)
Definition: filter_shared.csc:406
‪enable_filter_blood_spatter
‪function enable_filter_blood_spatter(player, filterid)
Definition: filter_shared.csc:1262
‪disable_filter_keyline_blend
‪function disable_filter_keyline_blend(player, filterid, passid)
Definition: filter_shared.csc:1398
‪init_filter_hazmat
‪function init_filter_hazmat(player)
Definition: filter_shared.csc:94
‪enable_filter_sprite_transition
‪function enable_filter_sprite_transition(player, filterid)
Definition: filter_shared.csc:870
‪init_filter_hud_projected_grid_haiti
‪function init_filter_hud_projected_grid_haiti(player)
Definition: filter_shared.csc:202
‪set_filter_frame_transition_heavy_hexagons
‪function set_filter_frame_transition_heavy_hexagons(player, filterid, hexes)
Definition: filter_shared.csc:926
‪init_filter_overdrive
‪function init_filter_overdrive(player)
Definition: filter_shared.csc:763
‪enable_filter_teleporter_top
‪function enable_filter_teleporter_top(player, filterid, passid)
Definition: filter_shared.csc:1358
‪set_filter_base_frame_transition_durden_blur
‪function set_filter_base_frame_transition_durden_blur(player, filterid, blur)
Definition: filter_shared.csc:999
‪disable_filter_oob
‪function disable_filter_oob(player, filterid)
Definition: filter_shared.csc:418
‪enable_filter_teleportation
‪function enable_filter_teleportation(player, filterid)
Definition: filter_shared.csc:562
‪set_filter_frost_reveal_direction
‪function set_filter_frost_reveal_direction(player, filterid, direction)
Definition: filter_shared.csc:819
‪set_filter_frame_transition_light_hexagons
‪function set_filter_frame_transition_light_hexagons(player, filterid, hexes)
Definition: filter_shared.csc:931
‪disable_filter_frost
‪function disable_filter_frost(player, filterid)
Definition: filter_shared.csc:824
‪enable_filter_vehicle_hijack_oor
‪function enable_filter_vehicle_hijack_oor(player, filterid)
Definition: filter_shared.csc:702
‪init_filter_keyline_blend
‪function init_filter_keyline_blend(player)
Definition: filter_shared.csc:1381
‪enable_filter_vehicle_damage
‪function enable_filter_vehicle_damage(player, filterid, materialname)
Definition: filter_shared.csc:386
‪init_filter_sprite_blood_heavy
‪function init_filter_sprite_blood_heavy(localClientNum, digitalBlood)
Definition: filter_shared.csc:1041
‪set_filter_water_dive_bubbles
‪function set_filter_water_dive_bubbles(player, filterid, amount)
Definition: filter_shared.csc:517
‪map_material_helper_by_localclientnum
‪function map_material_helper_by_localclientnum(localClientNum, materialname)
Definition: filter_shared.csc:12
‪init_filter_blood_spatter
‪function init_filter_blood_spatter(player)
Definition: filter_shared.csc:1256
‪set_filter_base_frame_transition_durden
‪function set_filter_base_frame_transition_durden(player, filterid, opacity)
Definition: filter_shared.csc:994
‪enable_filter_vision_pulse
‪function enable_filter_vision_pulse(localClientNum, filterid)
Definition: filter_shared.csc:841
‪set_filter_tactical_amount
‪function set_filter_tactical_amount(player, filterid, amount)
Definition: filter_shared.csc:442
‪set_filter_blood_spatter_reveal
‪function set_filter_blood_spatter_reveal(player, filterid, threshold, direction)
Definition: filter_shared.csc:1268
‪set_filter_sprite_blood_opacity
‪function set_filter_sprite_blood_opacity(localClientNum, filterid, passid, opacity)
Definition: filter_shared.csc:1067
‪enable_filter_base_frame_transition
‪function enable_filter_base_frame_transition(player, filterid)
Definition: filter_shared.csc:978
‪set_filter_teleportation_anus_zoom
‪function set_filter_teleportation_anus_zoom(player, filterid, amount)
Definition: filter_shared.csc:568
‪set_filter_sprite_transition_blur
‪function set_filter_sprite_transition_blur(player, filterid, blur)
Definition: filter_shared.csc:882
‪disable_filter_ev_interference
‪function disable_filter_ev_interference(player, filterid)
Definition: filter_shared.csc:657
‪disable_filter_frame_transition
‪function disable_filter_frame_transition(player, filterid)
Definition: filter_shared.csc:961
‪disable_filter_vehicle_damage
‪function disable_filter_vehicle_damage(player, filterid)
Definition: filter_shared.csc:395
‪set_filter_teleportation_warp_amount
‪function set_filter_teleportation_warp_amount(player, filterid, amount)
Definition: filter_shared.csc:593
‪enable_filter_binoculars_with_outline
‪function enable_filter_binoculars_with_outline(player, filterid, overlayid)
Definition: filter_shared.csc:77
‪disable_filter_vehicleHijack
‪function disable_filter_vehicleHijack(player, filterid, overlayid)
Definition: filter_shared.csc:681
‪set_filter_vehicle_sun_position
‪function set_filter_vehicle_sun_position(player, filterid, x, y)
Definition: filter_shared.csc:380
‪set_filter_base_frame_transition_boost
‪function set_filter_base_frame_transition_boost(player, filterid, boost)
Definition: filter_shared.csc:989
‪set_filter_vehicle_damage_amount
‪function set_filter_vehicle_damage_amount(player, filterid, amount)
Definition: filter_shared.csc:375
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‪function enable_filter_squirrel_raindrops(player, filterid)
Definition: filter_shared.csc:316
‪set_filter_sprite_dirt_opacity
‪function set_filter_sprite_dirt_opacity(player, filterid, opacity)
Definition: filter_shared.csc:1217
‪set_filter_frame_transition_iris
‪function set_filter_frame_transition_iris(player, filterid, opacity)
Definition: filter_shared.csc:946
‪set_filter_teleporter_base_amount
‪function set_filter_teleporter_base_amount(player, filterid, passid, amount)
Definition: filter_shared.csc:1297
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‪function disable_filter_sprite_transition(player, filterid)
Definition: filter_shared.csc:903
‪SetTransported
‪function SetTransported(player)
Definition: filter_shared.csc:628
‪set_filter_sprite_rain_elapsed
‪function set_filter_sprite_rain_elapsed(player, filterid, time)
Definition: filter_shared.csc:1175
‪enable_filter_sprite_dirt
‪function enable_filter_sprite_dirt(player, filterid)
Definition: filter_shared.csc:1210
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‪function enable_filter_binoculars(player, filterid, overlayid)
Definition: filter_shared.csc:53
‪enable_filter_hud_projected_grid
‪function enable_filter_hud_projected_grid(player, filterid)
Definition: filter_shared.csc:218
‪set_filter_hud_projected_grid_radius
‪function set_filter_hud_projected_grid_radius(player, filterid, amount)
Definition: filter_shared.csc:213
‪init_filter_teleporter_sprite
‪function init_filter_teleporter_sprite(player)
Definition: filter_shared.csc:1313
‪set_filter_water_sheet_speed
‪function set_filter_water_sheet_speed(player, filterid, amount)
Definition: filter_shared.csc:476
‪set_filter_keyline_blend_opacity
‪function set_filter_keyline_blend_opacity(player, filterid, passid, opacity)
Definition: filter_shared.csc:1393
‪disable_filter_vision_pulse
‪function disable_filter_vision_pulse(localClientNum, filterid)
Definition: filter_shared.csc:853
‪enable_filter_radialblur
‪function enable_filter_radialblur(player, filterid)
Definition: filter_shared.csc:348
‪set_filter_teleporter_sprite_opacity
‪function set_filter_teleporter_sprite_opacity(player, filterid, passid, opacity)
Definition: filter_shared.csc:1326
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‪function disable_filter_feedback_blood(localClientNum, filterid, passid)
Definition: filter_shared.csc:1141
‪enable_filter_sprite_rain
‪function enable_filter_sprite_rain(player, filterid)
Definition: filter_shared.csc:1158
‪init_filter_raindrops
‪function init_filter_raindrops(player)
Definition: filter_shared.csc:274
‪set_filter_ev_vehicleHijack_amount
‪function set_filter_ev_vehicleHijack_amount(player, filterid, amount)
Definition: filter_shared.csc:685
‪init_filter_indices
‪function init_filter_indices()
Definition: filter_shared.csc:7
‪enable_filter_sgen_sprite_rain
‪function enable_filter_sgen_sprite_rain(player, filterid)
Definition: filter_shared.csc:1191
‪disable_filter_squirrel_raindrops
‪function disable_filter_squirrel_raindrops(player, filterid)
Definition: filter_shared.csc:325
‪init_filter_water_sheeting
‪function init_filter_water_sheeting(player)
Definition: filter_shared.csc:459
‪set_filter_sprite_transition_move_radii
‪function set_filter_sprite_transition_move_radii(player, filterid, inner, outter)
Definition: filter_shared.csc:892
‪init_filter_binoculars_with_outline
‪function init_filter_binoculars_with_outline(player)
Definition: filter_shared.csc:71
‪set_filter_frost_layer_one
‪function set_filter_frost_layer_one(player, filterid, amount)
Definition: filter_shared.csc:809
‪disable_filter_base_frame_transition
‪function disable_filter_base_frame_transition(player, filterid)
Definition: filter_shared.csc:1004
‪set_filter_sprite_blood_elapsed
‪function set_filter_sprite_blood_elapsed(localClientNum, filterid, passid, time)
Definition: filter_shared.csc:1077
‪init_filter_vehicle_hijack_oor
‪function init_filter_vehicle_hijack_oor(player)
Definition: filter_shared.csc:696
‪enable_filter_ev_interference
‪function enable_filter_ev_interference(player, filterid)
Definition: filter_shared.csc:645
‪enable_filter_feedback_blood
‪function enable_filter_feedback_blood(localClientNum, filterid, passid, digitalBlood)
Definition: filter_shared.csc:1106
‪enable_filter_teleporter_base
‪function enable_filter_teleporter_base(player, filterid, passid)
Definition: filter_shared.csc:1291
‪init_filter_teleporter_top
‪function init_filter_teleporter_top(player)
Definition: filter_shared.csc:1352
‪set_filter_feedback_blood_opacity
‪function set_filter_feedback_blood_opacity(localClientNum, filterid, passid, opacity)
Definition: filter_shared.csc:1119
‪disable_filter_binoculars_with_outline
‪function disable_filter_binoculars_with_outline(player, filterid, overlayid)
Definition: filter_shared.csc:83
‪disable_filter_tacticalmask
‪function disable_filter_tacticalmask(player, filterid)
Definition: filter_shared.csc:185
‪set_filter_overdrive
‪function set_filter_overdrive(player, filterid, constantindex, amount)
Definition: filter_shared.csc:778
‪enable_filter_water_dive
‪function enable_filter_water_dive(player, filterid)
Definition: filter_shared.csc:506
‪init_filter_sprite_dirt
‪function init_filter_sprite_dirt(player)
Definition: filter_shared.csc:1204
‪set_filter_sprite_transition_boost
‪function set_filter_sprite_transition_boost(player, filterid, boost)
Definition: filter_shared.csc:887
‪init_filter_speed_burst
‪function init_filter_speed_burst(player)
Definition: filter_shared.csc:734
‪init_filter_hud_projected_grid
‪function init_filter_hud_projected_grid(player)
Definition: filter_shared.csc:196
‪disable_filter_tactical
‪function disable_filter_tactical(player, filterid)
Definition: filter_shared.csc:447
‪disable_filter_emp
‪function disable_filter_emp(player, filterid)
Definition: filter_shared.csc:263
‪set_filter_ev_interference_amount
‪function set_filter_ev_interference_amount(player, filterid, amount)
Definition: filter_shared.csc:652
‪enable_filter_hud_projected_grid_haiti
‪function enable_filter_hud_projected_grid_haiti(player, filterid)
Definition: filter_shared.csc:226
‪set_filter_vision_pulse_constant
‪function set_filter_vision_pulse_constant(localClientNum, filterid, constid, value)
Definition: filter_shared.csc:848
‪init_filter_sprite_rain
‪function init_filter_sprite_rain(player)
Definition: filter_shared.csc:1152
‪set_filter_sprite_rain_seed_offset
‪function set_filter_sprite_rain_seed_offset(player, filterid, offset)
Definition: filter_shared.csc:1170
‪set_filter_squirrel_raindrops_amount
‪function set_filter_squirrel_raindrops_amount(player, filterid, amount)
Definition: filter_shared.csc:311
‪DEFAULT
‪#define DEFAULT(__var, __default)
Definition: shared.gsh:270
‪enable_filter_vehicleHijack
‪function enable_filter_vehicleHijack(player, filterid, overlayid)
Definition: filter_shared.csc:676
‪enable_filter_hazmat
‪function enable_filter_hazmat(player, filterid, overlayid, stage, opacity)
Definition: filter_shared.csc:110
‪set_filter_sprite_transition_elapsed
‪function set_filter_sprite_transition_elapsed(player, filterid, time)
Definition: filter_shared.csc:898
‪set_filter_feedback_blood_sundir
‪function set_filter_feedback_blood_sundir(localClientNum, filterid, passid, pitch, yaw)
Definition: filter_shared.csc:1124
‪enable_filter_sprite_blood_heavy
‪function enable_filter_sprite_blood_heavy(localClientNum, filterid, passid, digitalBlood)
Definition: filter_shared.csc:1053
‪init_filter_drowning_damage
‪function init_filter_drowning_damage(localClientNum)
Definition: filter_shared.csc:1409
‪disable_filter_teleporter_sprite
‪function disable_filter_teleporter_sprite(player, filterid, passid)
Definition: filter_shared.csc:1341
‪disable_filter_water_sheeting
‪function disable_filter_water_sheeting(player, filterid)
Definition: filter_shared.csc:488
‪set_filter_sprite_dirt_sun_position
‪function set_filter_sprite_dirt_sun_position(player, filterid, pitch, yaw)
Definition: filter_shared.csc:1229
‪enable_filter_speed_burst
‪function enable_filter_speed_burst(player, filterid)
Definition: filter_shared.csc:740
‪init_filter_binoculars
‪function init_filter_binoculars(player)
Definition: filter_shared.csc:47
‪init_filter_teleportation
‪function init_filter_teleportation(player)
Definition: filter_shared.csc:555
‪map_material_if_undefined
‪function map_material_if_undefined(localClientNum, materialname)
Definition: filter_shared.csc:18
‪set_filter_water_wash_color
‪function set_filter_water_wash_color(player, filterid, red, green, blue)
Definition: filter_shared.csc:542
‪init_filter_tacticalmask
‪function init_filter_tacticalmask(player)
Definition: filter_shared.csc:173
‪set_filter_teleporter_top_reveal
‪function set_filter_teleporter_top_reveal(player, filterid, passid, threshold, direction)
Definition: filter_shared.csc:1364
‪set_filter_drowning_damage_outer_radius
‪function set_filter_drowning_damage_outer_radius(localClientNum, passid, outer)
Definition: filter_shared.csc:1431
‪enable_filter_tacticalmask
‪function enable_filter_tacticalmask(player, filterid)
Definition: filter_shared.csc:179
‪init_filter_vehicle_damage
‪function init_filter_vehicle_damage(player, materialname)
Definition: filter_shared.csc:367
‪enable_filter_oob
‪function enable_filter_oob(player, filterid)
Definition: filter_shared.csc:412
‪init_filter_frost
‪function init_filter_frost(player)
Definition: filter_shared.csc:797
‪set_filter_teleporter_sprite_elapsed
‪function set_filter_teleporter_sprite_elapsed(player, filterid, passid, time)
Definition: filter_shared.csc:1336
‪set_filter_frost_layer_two
‪function set_filter_frost_layer_two(player, filterid, amount)
Definition: filter_shared.csc:814
‪disable_filter_teleporter_top
‪function disable_filter_teleporter_top(player, filterid, passid)
Definition: filter_shared.csc:1370
‪set_filter_sprite_blood_seed_offset
‪function set_filter_sprite_blood_seed_offset(localClientNum, filterid, passid, offset)
Definition: filter_shared.csc:1072
‪enable_filter_frame_transition
‪function enable_filter_frame_transition(player, filterid)
Definition: filter_shared.csc:920
‪init_filter_sprite_transition
‪function init_filter_sprite_transition(player)
Definition: filter_shared.csc:864
‪init_filter_radialblur
‪function init_filter_radialblur(player)
Definition: filter_shared.csc:337
‪set_filter_teleportation_space_background
‪function set_filter_teleportation_space_background(player, filterid, set)
Definition: filter_shared.csc:613
‪disable_filter_sprite_dirt
‪function disable_filter_sprite_dirt(player, filterid)
Definition: filter_shared.csc:1245
‪init_filter_vision_pulse
‪function init_filter_vision_pulse(localClientNum)
Definition: filter_shared.csc:835
‪init_filter_water_dive
‪function init_filter_water_dive(player)
Definition: filter_shared.csc:499
‪set_filter_frame_transition_blur
‪function set_filter_frame_transition_blur(player, filterid, amount)
Definition: filter_shared.csc:941
‪map_material_helper
‪function map_material_helper(player, materialname)
Definition: filter_shared.csc:29
‪disable_filter_drowning_damage
‪function disable_filter_drowning_damage(localClientNum, passid)
Definition: filter_shared.csc:1436
‪set_filter_frame_transition_saved_frame_reveal
‪function set_filter_frame_transition_saved_frame_reveal(player, filterid, reveal)
Definition: filter_shared.csc:951
‪enable_filter_water_sheeting
‪function enable_filter_water_sheeting(player, filterid)
Definition: filter_shared.csc:465
‪set_filter_teleportation_panther_amount
‪function set_filter_teleportation_panther_amount(player, filterid, amount)
Definition: filter_shared.csc:583
‪set_filter_sprite_rain_opacity
‪function set_filter_sprite_rain_opacity(player, filterid, opacity)
Definition: filter_shared.csc:1165
‪set_filter_teleportation_panther_zoom
‪function set_filter_teleportation_panther_zoom(player, filterid, amount)
Definition: filter_shared.csc:578
‪init_filter_helmet
‪function init_filter_helmet(player)
Definition: filter_shared.csc:145
‪set_filter_radialblur_amount
‪function set_filter_radialblur_amount(player, filterid, amount)
Definition: filter_shared.csc:343
‪disable_filter_sprite_blood
‪function disable_filter_sprite_blood(localClientNum, filterid, passid)
Definition: filter_shared.csc:1082
‪set_filter_water_wash_reveal_dir
‪function set_filter_water_wash_reveal_dir(player, filterid, dir)
Definition: filter_shared.csc:537
‪init_filter_squirrel_raindrops
‪function init_filter_squirrel_raindrops(player)
Definition: filter_shared.csc:305
‪set_filter_feedback_blood_drowning
‪function set_filter_feedback_blood_drowning(localClientNum, filterid, passid, tintAmount, allowTint)
Definition: filter_shared.csc:1135
‪set_filter_vehicle_hijack_oor_noblack
‪function set_filter_vehicle_hijack_oor_noblack(player, filterid)
Definition: filter_shared.csc:712
‪disable_filter_speed_burst
‪function disable_filter_speed_burst(player, filterid)
Definition: filter_shared.csc:751
‪set_filter_raindrops_amount
‪function set_filter_raindrops_amount(player, filterid, amount)
Definition: filter_shared.csc:280
‪init_filter_feedback_blood
‪function init_filter_feedback_blood(localClientNum, digitalBlood)
Definition: filter_shared.csc:1093
‪enable_filter_keyline_blend
‪function enable_filter_keyline_blend(player, filterid, passid)
Definition: filter_shared.csc:1387
‪init_filter_vehicleHijack
‪function init_filter_vehicleHijack(player)
Definition: filter_shared.csc:670
‪set_filter_sprite_dirt_elapsed
‪function set_filter_sprite_dirt_elapsed(player, filterid, time)
Definition: filter_shared.csc:1240
‪set
‪function set(str_field_name, n_value)
Definition: clientfield_shared.gsc:34
‪enable_filter_overdrive
‪function enable_filter_overdrive(player, filterid)
Definition: filter_shared.csc:772
‪FILTER_INDEX_DROWN
‪#define FILTER_INDEX_DROWN
Definition: shared.gsh:497
‪set_filter_teleportation_lightning_reveal
‪function set_filter_teleportation_lightning_reveal(player, filterid, threshold)
Definition: filter_shared.csc:603
‪set_filter_sprite_dirt_seed_offset
‪function set_filter_sprite_dirt_seed_offset(player, filterid, offset)
Definition: filter_shared.csc:1235
‪enable_filter_drowning_damage
‪function enable_filter_drowning_damage(localClientNum, passid)
Definition: filter_shared.csc:1415
‪disable_filter_hud_projected_grid
‪function disable_filter_hud_projected_grid(player, filterid)
Definition: filter_shared.csc:234
‪disable_filter_sprite_rain
‪function disable_filter_sprite_rain(player, filterid)
Definition: filter_shared.csc:1180
‪enable_filter_teleporter_sprite
‪function enable_filter_teleporter_sprite(player, filterid, passid)
Definition: filter_shared.csc:1319
‪set_filter_water_sheet_reveal
‪function set_filter_water_sheet_reveal(player, filterid, amount)
Definition: filter_shared.csc:471
‪disable_filter_binoculars
‪function disable_filter_binoculars(player, filterid, overlayid)
Definition: filter_shared.csc:59
‪set_filter_hud_projected_grid_position
‪function set_filter_hud_projected_grid_position(player, filterid, amount)
Definition: filter_shared.csc:208
‪disable_filter_hazmat
‪function disable_filter_hazmat(player, filterid, overlayid)
Definition: filter_shared.csc:133
‪set_filter_drowning_damage_inner_radius
‪function set_filter_drowning_damage_inner_radius(localClientNum, passid, inner)
Definition: filter_shared.csc:1426
‪set_filter_water_scuba_dive_speed
‪function set_filter_water_scuba_dive_speed(player, filterid, amount)
Definition: filter_shared.csc:527
‪set_filter_drowning_damage_opacity
‪function set_filter_drowning_damage_opacity(localClientNum, passid, opacity)
Definition: filter_shared.csc:1421
‪enable_filter_emp
‪function enable_filter_emp(player, filterid)
Definition: filter_shared.csc:257
‪disable_filter_radialblur
‪function disable_filter_radialblur(player, filterid)
Definition: filter_shared.csc:356
‪disable_filter_blood_spatter
‪function disable_filter_blood_spatter(player, filterid)
Definition: filter_shared.csc:1274
‪disable_filter_water_dive
‪function disable_filter_water_dive(player, filterid)
Definition: filter_shared.csc:512
‪disable_filter_vehicle_hijack_oor
‪function disable_filter_vehicle_hijack_oor(player, filterid)
Definition: filter_shared.csc:723
‪set_filter_vehicle_hijack_oor_amount
‪function set_filter_vehicle_hijack_oor_amount(player, filterid, amount)
Definition: filter_shared.csc:717
‪init_filter_sprite_blood
‪function init_filter_sprite_blood(localClientNum, digitalBlood)
Definition: filter_shared.csc:1015
‪set_filter_teleporter_sprite_seed_offset
‪function set_filter_teleporter_sprite_seed_offset(player, filterid, passid, offset)
Definition: filter_shared.csc:1331
‪disable_filter_overdrive
‪function disable_filter_overdrive(player, filterid)
Definition: filter_shared.csc:783
‪enable_filter_sprite_blood
‪function enable_filter_sprite_blood(localClientNum, filterid, passid, digitalBlood)
Definition: filter_shared.csc:1027
‪enable_filter_tactical
‪function enable_filter_tactical(player, filterid)
Definition: filter_shared.csc:436
‪init_filter_tactical
‪function init_filter_tactical(player)
Definition: filter_shared.csc:429
‪init_filter_teleporter_base
‪function init_filter_teleporter_base(player)
Definition: filter_shared.csc:1285
‪set_filter_water_scuba_bubbles
‪function set_filter_water_scuba_bubbles(player, filterid, amount)
Definition: filter_shared.csc:522
‪set_filter_water_scuba_bubble_attitude
‪function set_filter_water_scuba_bubble_attitude(player, filterid, amount)
Definition: filter_shared.csc:532
‪enable_filter_raindrops
‪function enable_filter_raindrops(player, filterid)
Definition: filter_shared.csc:285
‪set_filter_frame_transition_flare
‪function set_filter_frame_transition_flare(player, filterid, opacity)
Definition: filter_shared.csc:936
‪set_filter_teleportation_anus_amount
‪function set_filter_teleportation_anus_amount(player, filterid, amount)
Definition: filter_shared.csc:573
‪disable_filter_helmet
‪function disable_filter_helmet(player, filterid, overlayid)
Definition: filter_shared.csc:161
‪init_filter_ev_interference
‪function init_filter_ev_interference(player)
Definition: filter_shared.csc:639
‪set_filter_teleportation_sparkle_amount
‪function set_filter_teleportation_sparkle_amount(player, filterid, amount)
Definition: filter_shared.csc:618
‪init_filter_sgen_sprite_rain
‪function init_filter_sgen_sprite_rain(player)
Definition: filter_shared.csc:1185
‪set_filter_speed_burst
‪function set_filter_speed_burst(player, filterid, constantindex, amount)
Definition: filter_shared.csc:746
‪set_filter_base_frame_transition_warp
‪function set_filter_base_frame_transition_warp(player, filterid, warp)
Definition: filter_shared.csc:984
‪mapped_material_id
‪function mapped_material_id(materialname)
Definition: filter_shared.csc:35
‪init_filter_emp
‪function init_filter_emp(player, materialname)
Definition: filter_shared.csc:246
‪disable_filter_teleporter_base
‪function disable_filter_teleporter_base(player, filterid, passid)
Definition: filter_shared.csc:1302
‪enable_filter_frost
‪function enable_filter_frost(player, filterid)
Definition: filter_shared.csc:803
‪set_filter_water_sheet_rivulet_reveal
‪function set_filter_water_sheet_rivulet_reveal(player, filterid, riv1, riv2, riv3)
Definition: filter_shared.csc:481
‪disable_filter_raindrops
‪function disable_filter_raindrops(player, filterid)
Definition: filter_shared.csc:294
‪set_filter_teleportation_faces_amount
‪function set_filter_teleportation_faces_amount(player, filterid, amount)
Definition: filter_shared.csc:608
‪set_filter_teleportation_warp_direction
‪function set_filter_teleportation_warp_direction(player, filterid, direction)
Definition: filter_shared.csc:598
‪set_filter_emp_amount
‪function set_filter_emp_amount(player, filterid, amount)
Definition: filter_shared.csc:252
‪disable_filter_teleportation
‪function disable_filter_teleportation(player, filterid)
Definition: filter_shared.csc:623
‪enable_filter_helmet
‪function enable_filter_helmet(player, filterid, overlayid)
Definition: filter_shared.csc:152
‪init_filter_frame_transition
‪function init_filter_frame_transition(player)
Definition: filter_shared.csc:914
‪set_filter_frame_transition_warp
‪function set_filter_frame_transition_warp(player, filterid, amount)
Definition: filter_shared.csc:956
‪set_filter_feedback_blood_vignette
‪function set_filter_feedback_blood_vignette(localClientNum, filterid, passid, amount)
Definition: filter_shared.csc:1130
‪set_filter_teleportation_glow_radius
‪function set_filter_teleportation_glow_radius(player, filterid, radius)
Definition: filter_shared.csc:588