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Full AW Dump
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120
AW/PC/animscripts/cover_left.gsc
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120
AW/PC/animscripts/cover_left.gsc
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/*******************************************************************
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* Decompiled By: Bog
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* Decompiled File: cover_left.gsc
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* Game: Call of Duty: Advanced Warfare
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* Platform: PC
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* Function Count: 5
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* Decompile Time: 80 ms
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* Timestamp: 4/22/2024 2:00:17 AM
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*******************************************************************/
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//Function Number: 1
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init_animset_cover_left()
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{
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var_00 = [];
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var_00["alert_idle"] = %corner_standl_alert_idle;
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var_00["alert_idle_twitch"] = [%corner_standl_alert_twitch01,%corner_standl_alert_twitch02,%corner_standl_alert_twitch03,%corner_standl_alert_twitch04,%corner_standl_alert_twitch05,%corner_standl_alert_twitch06,%corner_standl_alert_twitch07];
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var_00["alert_idle_flinch"] = [%corner_standl_flinch];
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var_00["alert_to_A"] = [%corner_standl_trans_alert_2_a];
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var_00["alert_to_B"] = [%corner_standl_trans_alert_2_b_v2];
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var_00["A_to_alert"] = [%corner_standl_trans_a_2_alert_v2];
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var_00["A_to_alert_reload"] = [];
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var_00["A_to_B"] = [%corner_standl_trans_a_2_b_v2];
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var_00["B_to_alert"] = [%corner_standl_trans_b_2_alert_v2];
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var_00["B_to_alert_reload"] = [%corner_standl_reload_b_2_alert];
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var_00["B_to_A"] = [%corner_standl_trans_b_2_a_v2];
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var_00["lean_to_alert"] = [%cornerstndl_lean_2_alert];
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var_00["alert_to_lean"] = [%cornerstndl_alert_2_lean];
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var_00["look"] = %corner_standl_look;
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var_00["reload"] = [%corner_standl_reload_v1];
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var_00["grenade_exposed"] = %corner_standl_grenade_a;
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var_00["grenade_safe"] = %corner_standl_grenade_b;
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var_00["blind_fire"] = [%corner_standl_blindfire_v1,%corner_standl_blindfire_v2];
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var_00["alert_to_look"] = %corner_standl_alert_2_look;
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var_00["look_to_alert"] = %corner_standl_look_2_alert;
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var_00["look_to_alert_fast"] = %corner_standl_look_2_alert_fast_v1;
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var_00["look_idle"] = %corner_standl_look_idle;
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var_00["stance_change"] = %cornercrl_stand_2_alert;
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var_00["lean_aim_down"] = %cornerstndl_lean_aim_2;
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var_00["lean_aim_left"] = %cornerstndl_lean_aim_4;
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var_00["lean_aim_straight"] = %cornerstndl_lean_aim_5;
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var_00["lean_aim_right"] = %cornerstndl_lean_aim_6;
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var_00["lean_aim_up"] = %cornerstndl_lean_aim_8;
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var_00["lean_reload"] = %cornerstndl_lean_reload;
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var_00["lean_idle"] = [%cornerstndl_lean_idle];
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var_00["lean_single"] = %cornerstndl_lean_fire;
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var_00["lean_fire"] = %cornerstndl_lean_auto;
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level.archetypes["soldier"]["cover_left_stand"] = var_00;
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var_00 = [];
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var_00["alert_idle"] = %cornercrl_alert_idle;
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var_00["alert_idle_twitch"] = [];
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var_00["alert_idle_flinch"] = [];
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var_00["alert_to_A"] = [%cornercrl_trans_alert_2_a];
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var_00["alert_to_B"] = [%cornercrl_trans_alert_2_b];
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var_00["A_to_alert"] = [%cornercrl_trans_a_2_alert];
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var_00["A_to_alert_reload"] = [];
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var_00["A_to_B"] = [%cornercrl_trans_a_2_b];
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var_00["B_to_alert"] = [%cornercrl_trans_b_2_alert];
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var_00["B_to_alert_reload"] = [];
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var_00["B_to_A"] = [%cornercrl_trans_b_2_a];
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var_00["lean_to_alert"] = [%cornercrl_lean_2_alert];
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var_00["alert_to_lean"] = [%cornercrl_alert_2_lean];
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var_00["look"] = %cornercrl_look_fast;
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var_00["reload"] = [%cornercrl_reloada,%cornercrl_reloadb];
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var_00["grenade_safe"] = %cornercrl_grenadea;
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var_00["grenade_exposed"] = %cornercrl_grenadeb;
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var_00["alert_to_over"] = [%cornercrl_alert_2_over];
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var_00["over_to_alert"] = [%cornercrl_over_2_alert];
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var_00["over_to_alert_reload"] = [];
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var_00["blind_fire"] = [];
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var_00["rambo90"] = [];
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var_00["rambo45"] = [];
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var_00["stance_change"] = %cornercrl_alert_2_stand;
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var_00["lean_aim_down"] = %cornercrl_lean_aim_2;
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var_00["lean_aim_left"] = %cornercrl_lean_aim_4;
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var_00["lean_aim_straight"] = %cornercrl_lean_aim_5;
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var_00["lean_aim_right"] = %cornercrl_lean_aim_6;
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var_00["lean_aim_up"] = %cornercrl_lean_aim_8;
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var_00["lean_idle"] = [%cornercrl_lean_idle];
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var_00["lean_single"] = %cornercrl_lean_fire;
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var_00["lean_fire"] = %cornercrl_lean_auto;
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level.archetypes["soldier"]["cover_left_crouch"] = var_00;
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}
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//Function Number: 2
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main()
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{
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self.animarrayfuncs = [];
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self.animarrayfuncs["hiding"]["stand"] = ::set_animarray_standing_left;
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self.animarrayfuncs["hiding"]["crouch"] = ::set_animarray_crouching_left;
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self endon("killanimscript");
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animscripts\utility::initialize("cover_left");
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animscripts\corner::corner_think("left",90);
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}
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//Function Number: 3
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end_script()
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{
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animscripts\corner::end_script_corner();
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animscripts\cover_behavior::end_script("left");
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}
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//Function Number: 4
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set_animarray_standing_left()
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{
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self.hideyawoffset = 90;
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self.a.array = animscripts\utility::lookupanimarray("cover_left_stand");
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if(isdefined(level.ramboanims))
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{
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self.a.array["rambo90"] = level.ramboanims.coverleft90;
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self.a.array["rambo45"] = level.ramboanims.coverleft45;
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self.a.array["grenade_rambo"] = level.ramboanims.coverleftgrenade;
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}
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}
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//Function Number: 5
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set_animarray_crouching_left()
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{
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self.hideyawoffset = 90;
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self.a.array = animscripts\utility::lookupanimarray("cover_left_crouch");
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}
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