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Added MW3 Scripts
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172
MW3/PC/SP/maps/_carry_ai.gsc
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172
MW3/PC/SP/maps/_carry_ai.gsc
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/*******************************************************************
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* Decompiled By: Bog
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* Decompiled File: maps\_carry_ai.gsc
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* Game: Call of Duty: Modern Warfare 3
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* Platform: PC
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* Function Count: 9
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* Decompile Time: 113 ms
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* Timestamp: 10/27/2023 2:20:04 AM
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*******************************************************************/
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//Function Number: 1
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initcarry()
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{
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anims();
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}
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//Function Number: 2
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anims()
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{
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level.scr_anim["generic"]["wounded_idle"][0] = %wounded_carry_closet_idle_wounded;
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level.scr_anim["generic"]["pickup_wounded"] = %wounded_carry_pickup_closet_wounded_straight;
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level.scr_anim["generic"]["pickup_carrier"] = %wounded_carry_pickup_closet_carrier_straight;
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level.scr_anim["generic"]["wounded_walk_loop"][0] = %wounded_carry_fastwalk_wounded_relative;
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level.scr_anim["generic"]["carrier_walk_loop"] = %wounded_carry_fastwalk_carrier;
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level.scr_anim["generic"]["putdown_wounded"] = %wounded_carry_putdown_closet_wounded;
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level.scr_anim["generic"]["putdown_carrier"] = %wounded_carry_putdown_closet_carrier;
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}
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//Function Number: 3
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setwounded(param_00)
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{
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animscripts/shared::func_23C8();
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self.woundednode = param_00;
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self.woundednode thread maps\_anim::anim_generic_loop(self,"wounded_idle","stop_wounded_idle");
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self.allowdeath = 1;
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}
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//Function Number: 4
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end_carry_ai_logic(param_00,param_01)
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{
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level notify("end_carry_ai_logic");
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setsaveddvar("ai_friendlyFireBlockDuration",2000);
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param_00.allowpain = 1;
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param_00.disablebulletwhizbyreaction = 0;
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param_00.ignoreall = 0;
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param_00.grenadeawareness = 1;
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param_00 maps\_utility::setflashbangimmunity(0);
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param_00.dontmelee = undefined;
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param_00.neverenablecqb = undefined;
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param_00.disablearrivals = undefined;
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param_00.disableexits = undefined;
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param_00.nododgemove = 0;
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param_00 pushplayer(0);
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param_01 notify("stop_carried_loop");
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param_01 unlink();
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param_00 maps\_utility::clear_generic_run_anim();
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param_01.woundednode notify("stop_wounded_idle");
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param_01.woundednode = undefined;
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}
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//Function Number: 5
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move_president_to_node(param_00,param_01)
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{
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level endon("end_carry_ai_logic");
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goto_and_pickup_wounded(param_00,param_01);
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carry_to_and_putdown_wounded(param_00,param_01);
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}
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//Function Number: 6
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move_president_to_node_nopickup(param_00,param_01)
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{
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param_00 forceteleport(self.origin,self.angles);
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carry_to_and_putdown_wounded(param_00,param_01);
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}
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//Function Number: 7
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goto_and_pickup_wounded(param_00,param_01)
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{
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level endon("end_carry_ai_logic");
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self endon("end_carry_ai");
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param_00.woundednode maps\_anim::anim_generic_reach(self,"pickup_carrier");
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param_00 notify("stop_wounded_idle");
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param_00.woundednode notify("stop_wounded_idle");
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param_00.allowdeath = 1;
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param_00.woundednode thread maps\_anim::anim_generic(param_00,"pickup_wounded");
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param_00.woundednode maps\_anim::anim_generic(self,"pickup_carrier");
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self.dontmelee = 1;
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param_00 invisiblenotsolid();
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}
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//Function Number: 8
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link_wounded(param_00)
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{
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self endon("death");
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param_00 endon("death");
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param_00 linkto(self,"tag_origin");
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wait 0.05;
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param_00 thread maps\_anim::anim_generic_loop(param_00,"wounded_walk_loop","stop_carried_loop");
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}
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//Function Number: 9
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carry_to_and_putdown_wounded(param_00,param_01)
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{
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level endon("end_carry_ai_logic");
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self endon("end_carry_ai");
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param_00.being_carried = 1;
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thread maps\_utility::set_generic_run_anim("carrier_walk_loop",1);
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param_00 notify("stop_wounded_idle");
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param_00.woundednode notify("stop_wounded_idle");
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wait 0.05;
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setsaveddvar("ai_friendlyFireBlockDuration",0);
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self animmode("none");
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self.allowpain = 0;
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self.disablebulletwhizbyreaction = 1;
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self.ignoreall = 1;
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self.ignoreme = 1;
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self.grenadeawareness = 0;
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maps\_utility::setflashbangimmunity(1);
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self.neverenablecqb = 1;
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self.disablearrivals = 1;
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self.disableexits = 1;
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self.nododgemove = 1;
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maps\_utility::disable_cqbwalk();
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self.oldgoal = self.goalradius;
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thread link_wounded(param_00);
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while(isdefined(param_01.target))
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{
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self.ignoresuppression = 1;
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self.disablearrivals = 1;
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var_02 = getent(param_01.target,"targetname");
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var_02 = common_scripts\utility::ter_op(isdefined(var_02),var_02,getnode(param_01.target,"targetname"));
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if(!isdefined(var_02.target))
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{
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param_01 = var_02;
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break;
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}
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self.goalradius = 64;
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self setgoalpos(var_02.origin);
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self waittill("goal");
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param_01 = var_02;
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}
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param_01 maps\_anim::anim_generic_reach(self,"putdown_carrier");
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param_00.woundednode = param_01;
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param_00 notify("stop_carried_loop");
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param_01 notify("stop_wounded_idle");
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param_00 unlink();
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self.ignoresuppression = 0;
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self.disablearrivals = 0;
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self.goalradius = self.oldgoal;
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thread maps\_utility::clear_run_anim();
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param_00.woundednode thread maps\_anim::anim_generic(self,"putdown_carrier");
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param_00.woundednode maps\_anim::anim_generic(param_00,"putdown_wounded");
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setsaveddvar("ai_friendlyFireBlockDuration",2000);
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self.allowpain = 1;
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self.disablebulletwhizbyreaction = 0;
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self.ignoreall = 0;
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self.grenadeawareness = 1;
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maps\_utility::setflashbangimmunity(0);
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self.dontmelee = undefined;
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self.neverenablecqb = undefined;
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self.disablearrivals = undefined;
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self.disableexits = undefined;
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self.nododgemove = 0;
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self pushplayer(0);
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param_00 visiblesolid();
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param_00.woundednode thread maps\_anim::anim_generic_loop(param_00,"wounded_idle","stop_wounded_idle");
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param_00.allowdeath = 1;
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param_00 notify("stop_putdown");
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param_00.being_carried = undefined;
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}
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