block load
{
  es_xset zoom 0
  es_xset wcs_x3 0
  es_xset wcs_y3 0
  es_xset wcs_z3 0
  es_xset wcs_x4 0
  es_xset wcs_y4 0
  es_xset wcs_z4 0
}

block spawn
{
  es est_playplayer event_var(userid) ambient/atmosphere/cave_hit1.wav
  es es_xgetplayerlocation wcs_x1 wcs_y1 wcs_z1 event_var(userid)
  es est_effect 11 #a 0 models\effects\portalfunnel.mdl server_var(wcs_x1) server_var(wcs_y1) server_var(wcs_z1) 3 5 255
}

block FlipView
{
  es es_xgetplayerlocation wcs_x1 wcs_y1 wcs_z1 event_var(userid)
  es est_effect 11 #a 0 models\effects\portalfunnel.mdl server_var(wcs_x1) server_var(wcs_y1) server_var(wcs_z1) 3 5 255
  es est_fade event_var(userid) 0 .3 .3 215 25 251 75
  es est_drug event_var(userid) .3;es_delayed .1 est_drunk event_var(userid) .3
  es_setplayerprop event_var(userid) CBasePlayer.m_iFOV 500
  es_delayed .1 es_setplayerprop event_var(userid) CBasePlayer.m_iFOV 0
  es est_playplayer event_var(userid) ambient/wind/wind_snippet2.wav
  es est_playplayer event_var(attacker) ambient/wind/wind_snippet2.wav
}

block Rematch
{
  es es_xgetplayerlocation wcs_x1 wcs_y1 wcs_z1 event_var(userid)
  es es_xgetplayerlocation wcs_x2 wcs_y2 wcs_z2 event_var(attacker)
  es_delayed server_var(wcs_time) est_spawn event_var(userid) 1
  es_delayed server_var(wcs_time) est_spawn event_var(attacker) 1
  es_delayed server_var(wcs_time) est_teleport event_var(userid) server_var(wcs_x1) server_var(wcs_y1) server_var(wcs_z1)
  es_delayed server_var(wcs_time) est_teleport event_var(attacker) server_var(wcs_x2) server_var(wcs_y2) server_var(wcs_z2)
  es_delayed server_var(wcs_time) est_playplayer event_var(userid) weapons/physcannon/superphys_launch2.wav
  es_delayed server_var(wcs_time) est_playplayer event_var(attacker) weapons/physcannon/superphys_launch2.wav
  es est_GetViewCoord event_var(userid) wcs_x3 wcs_y3 wcs_z3
  es est_GetViewCoord event_var(attacker) wcs_x4 wcs_y4 wcs_z4
  es_delayed server_var(wcs_time) est_setViewCoord event_var(userid) server_var(wcs_x3) server_var(wcs_y3) server_var(wcs_z3)
  es_delayed server_var(wcs_time) est_setViewCoord event_var(attacker) server_var(wcs_x4) server_var(wcs_y4) server_var(wcs_z4)
  es es_xtell event_var(userid) #multi #LightgreenIn server_var(wcs_time) seconds you will re-live your last Moment
  es es_xtell event_var(attacker) #multi #lightgreen in server_var(wcs_time) seconds you go back in time to this verry moment
}

block Zoom
{
  es est_playplayer server_var(wcs_userid) weapons\zoom.wav
  es es_xkeygetvalue zoom WCSuserdata server_var(wcs_userid) zoom
  if (server_var(zoom) = 0) do
  {
    es es_xkeysetvalue WCSuserdata server_var(wcs_userid) zoom 1
    es_setplayerprop server_var(wcs_userid) CBasePlayer.m_iFOV server_var(wcs_zoom)
    es_cexec server_var(wcs_userid) r_screenoverlay sprites/reticle.vmt
    es est_playplayer server_var(wcs_userid) items\nvg_on.wav
  }
  if (server_var(zoom) = 1) do
  {
    es es_xkeysetvalue WCSuserdata server_var(wcs_userid) zoom 0
    es_setplayerprop server_var(wcs_userid) CBasePlayer.m_iFOV 0
    es_cexec server_var(wcs_userid) r_screenoverlay 0
    es est_playplayer server_var(wcs_userid) items\nvg_off.wav
  }
}

event player_death
{
  es es_xkeygetvalue zoom WCSuserdata event_var(userid) zoom
  if (server_var(zoom) = 1) do
  {
    es_cexec event_var(userid) r_screenoverlay 0
    es es_xkeysetvalue WCSuserdata event_var(userid) zoom 0
  }
}
