/******************************************************************* * Decompiled By: Bog * Decompiled File: animset.gsc * Game: Call of Duty: Advanced Warfare * Platform: PC * Function Count: 56 * Decompile Time: 796 ms * Timestamp: 4/22/2024 1:59:51 AM *******************************************************************/ //Function Number: 1 init_anim_sets() { if(isdefined(level.archetypes)) { return; } anim.archetypes = []; level.archetypes["soldier"] = []; animscripts\cover_left::init_animset_cover_left(); animscripts\cover_right::init_animset_cover_right(); animscripts\cover_prone::init_animset_cover_prone(); animscripts\cover_multi::init_animset_cover_multi(); animscripts\cover_wall::init_animset_cover_wall(); animscripts\reactions::init_animset_reactions(); animscripts\pain::init_animset_pain(); animscripts\death::init_animset_death(); animscripts\combat::init_animset_combat(); animscripts\move::init_animset_default_move(); animscripts\move::init_animset_smg_move(); animscripts\flashed::init_animset_flashed(); animscripts\stop::init_animset_idle(); animscripts\melee::init_animset_melee(); anim.animsets = spawnstruct(); level.animsets.move = []; init_animset_default_stand(); init_animset_cqb_stand(); init_animset_pistol_stand(); init_animset_rpg_stand(); init_animset_shotgun_stand(); init_animset_heat_stand(); init_animset_smg_stand(); init_animset_unstable_stand(); init_animset_default_crouch(); init_animset_rpg_crouch(); init_animset_shotgun_crouch(); init_animset_smg_crouch(); init_animset_default_prone(); init_animset_run_move(); init_animset_walk_move(); init_animset_cqb_move(); init_animset_heat_run_move(); init_animset_unstable_walk_move(); init_animset_unstable_run_move(); init_animset_pistol_move(); init_moving_turn_animations(); init_exposed_turn_animations(); init_animset_heat_reload(); init_grenade_animations(); init_animset_run_n_gun(); init_animset_ambush(); init_animset_smg_ambush(); init_animset_smg_crouch_run(); if(maps\_utility::s1_motionset_avaliable()) { level.archetypes["s1_soldier"] = []; animscripts\s1_common_anims::init_s1_animset_smg_crouch(); animscripts\s1_common_anims::init_s1_animset_default_crouch(); animscripts\s1_common_anims::init_s1_animset_melee(); animscripts\s1_common_anims::init_s1_animset_default_stand(); animscripts\s1_common_anims::init_s1_animset_cqb_stand(); animscripts\s1_common_anims::init_s1_animset_cover_left(); animscripts\s1_common_anims::init_s1_animset_cover_right(); animscripts\s1_common_anims::init_s1_animset_cover_wall(); animscripts\s1_common_anims::init_s1_animset_run_move(); animscripts\s1_common_anims::init_s1_moving_turn_animations(); animscripts\s1_common_anims::init_s1_animset_run_n_gun(); animscripts\s1_common_anims::init_s1_animset_pain(); animscripts\s1_common_anims::init_s1_animset_death(); animscripts\s1_common_anims::init_s1_animset_idle(); animscripts\s1_common_anims::init_s1_animset_walk_move(); animscripts\s1_common_anims::init_s1_animset_default_move(); animscripts\s1_common_anims::init_s1_animset_combat(); animscripts\s1_common_anims::init_s1_exposed_turn_animations(); animscripts\s1_common_anims::init_s1_coverstand_turn_animations(); level.archetypes["s1_soldier"]["old_default_stand"] = level.archetypes["soldier"]["default_stand"]; } } //Function Number: 2 registerarchetype(param_00,param_01,param_02) { init_anim_sets(); level.archetypes[param_00] = param_01; if(isdefined(param_01["flashed"])) { level.flashanimindex[param_00] = 0; } if(isdefined(param_02) && param_02) { animscripts\init_move_transitions::getsplittimes(param_00); } } //Function Number: 3 archetypeexists(param_00) { return isdefined(level.archetypes[param_00]); } //Function Number: 4 init_animset_run_move() { anim.initanimset = []; level.initanimset["sprint"] = %sprint_loop_distant; level.initanimset["sprint_short"] = %sprint1_loop; level.initanimset["prone"] = %prone_crawl; level.initanimset["straight"] = %run_lowready_f; level.initanimset["smg_straight"] = %smg_run_lowready_f; level.initanimset["straight_twitch"] = [%run_twitch_guncheck,%run_twitch_aim_straight,%run_twitch_aim_above,%run_twitch_lookbehind_a,%run_twitch_lookbehind_b]; level.initanimset["move_f"] = %walk_forward; level.initanimset["move_l"] = %walk_left; level.initanimset["move_r"] = %walk_right; level.initanimset["move_b"] = %walk_backward; level.initanimset["crouch"] = %crouch_fastwalk_f; level.initanimset["crouch_l"] = %crouch_fastwalk_l; level.initanimset["crouch_r"] = %crouch_fastwalk_r; level.initanimset["crouch_b"] = %crouch_fastwalk_b; level.initanimset["stairs_up"] = %run_stairs_up; level.initanimset["stairs_up_in"] = %run_stairs_up_in; level.initanimset["stairs_up_out"] = %run_stairs_up_out; level.initanimset["stairs_down"] = %traverse_stair_run_down; level.initanimset["reload"] = [%run_reload_a,%run_reload_b]; level.archetypes["soldier"]["run"] = level.initanimset; } //Function Number: 5 init_animset_unstable_run_move() { anim.initanimset = []; level.initanimset["sprint"] = %lag_unstable_run; level.initanimset["sprint_short"] = %lag_unstable_run; level.initanimset["straight"] = %lag_unstable_run; level.initanimset["straight_twitch"] = [%lag_unstable_run]; level.initanimset["move_f"] = %walk_cqb_f; level.initanimset["move_l"] = %walk_left; level.initanimset["move_r"] = %walk_right; level.initanimset["move_b"] = %walk_backward; level.initanimset["aim_2"] = %cqb_run_aim_2; level.initanimset["aim_4"] = %cqb_run_aim_4; level.initanimset["aim_5"] = %cqb_run_aim_5; level.initanimset["aim_6"] = %cqb_run_aim_6; level.initanimset["aim_8"] = %cqb_run_aim_8; level.initanimset["stairs_up"] = %traverse_stair_run; level.initanimset["stairs_down_in"] = %cqb_stairs_down_in_m; level.initanimset["stairs_down"] = %cqb_stairs_down; level.initanimset["stairs_down_out"] = %cqb_stairs_down_out_m; level.initanimset["shotgun_pullout"] = %shotgun_cqbrun_pullout; level.initanimset["shotgun_putaway"] = %shotgun_cqbrun_putaway; level.initanimset["reload"] = [%cqb_run_reload_a_iw6,%cqb_run_reload_b_iw6]; level.archetypes["soldier"]["unstable_run"] = level.initanimset; } //Function Number: 6 init_animset_heat_run_move() { anim.initanimset = level.archetypes["soldier"]["run"]; level.initanimset["straight"] = %heat_run_loop; level.archetypes["soldier"]["heat_run"] = level.initanimset; } //Function Number: 7 init_animset_walk_move() { anim.initanimset = []; level.initanimset["sprint"] = %sprint_loop_distant; level.initanimset["sprint_short"] = %sprint1_loop; level.initanimset["prone"] = %prone_crawl; level.initanimset["straight"] = %walk_cqb_f; level.initanimset["move_f"] = %walk_cqb_f; level.initanimset["move_l"] = %walk_left; level.initanimset["move_r"] = %walk_right; level.initanimset["move_b"] = %walk_backward; level.initanimset["crouch"] = %crouch_fastwalk_f; level.initanimset["crouch_l"] = %crouch_fastwalk_l; level.initanimset["crouch_r"] = %crouch_fastwalk_r; level.initanimset["crouch_b"] = %crouch_fastwalk_b; level.initanimset["aim_2"] = %walk_aim_2; level.initanimset["aim_4"] = %walk_aim_4; level.initanimset["aim_6"] = %walk_aim_6; level.initanimset["aim_8"] = %walk_aim_8; level.initanimset["stairs_up"] = %traverse_stair_run; level.initanimset["stairs_down"] = %traverse_stair_run_down_01; level.archetypes["soldier"]["walk"] = level.initanimset; } //Function Number: 8 init_animset_unstable_walk_move() { anim.initanimset = []; level.initanimset["sprint"] = %lag_unstable_run; level.initanimset["sprint_short"] = %lag_unstable_run; level.initanimset["straight"] = %lag_unstable_moveforward_walk; level.initanimset["straight_twitch_l"] = [%lag_unstable_moveforward_stumble_l]; level.initanimset["straight_twitch_r"] = [%lag_unstable_moveforward_stumble_r]; level.initanimset["straight_twitch"] = [%lag_unstable_moveforward_stumble]; level.initanimset["move_f"] = %walk_cqb_f; level.initanimset["move_l"] = %walk_left; level.initanimset["move_r"] = %walk_right; level.initanimset["move_b"] = %walk_backward; level.initanimset["aim_2"] = %cqb_run_aim_2; level.initanimset["aim_4"] = %cqb_run_aim_4; level.initanimset["aim_5"] = %cqb_run_aim_5; level.initanimset["aim_6"] = %cqb_run_aim_6; level.initanimset["aim_8"] = %cqb_run_aim_8; level.initanimset["stairs_up"] = %traverse_stair_run; level.initanimset["stairs_down_in"] = %cqb_stairs_down_in_m; level.initanimset["stairs_down"] = %cqb_stairs_down; level.initanimset["stairs_down_out"] = %cqb_stairs_down_out_m; level.initanimset["shotgun_pullout"] = %shotgun_cqbrun_pullout; level.initanimset["shotgun_putaway"] = %shotgun_cqbrun_putaway; level.initanimset["reload"] = [%cqb_run_reload_a_iw6,%cqb_run_reload_b_iw6]; level.archetypes["soldier"]["unstable_walk"] = level.initanimset; } //Function Number: 9 init_animset_cqb_move() { anim.initanimset = []; level.initanimset["sprint"] = %sprint_loop_distant; level.initanimset["sprint_short"] = %sprint1_loop; level.initanimset["straight"] = %run_cqb_f_search_v1; level.initanimset["straight_twitch"] = [%cqb_run_twitch_a_iw6,%cqb_run_twitch_b_iw6,%cqb_run_twitch_c_iw6,%cqb_run_twitch_d_iw6]; level.initanimset["move_f"] = %walk_cqb_f; level.initanimset["move_l"] = %walk_left; level.initanimset["move_r"] = %walk_right; level.initanimset["move_b"] = %walk_backward; level.initanimset["aim_2"] = %cqb_run_aim_2; level.initanimset["aim_4"] = %cqb_run_aim_4; level.initanimset["aim_5"] = %cqb_run_aim_5; level.initanimset["aim_6"] = %cqb_run_aim_6; level.initanimset["aim_8"] = %cqb_run_aim_8; level.initanimset["stairs_up"] = %traverse_stair_run; level.initanimset["stairs_down_in"] = %cqb_stairs_down_in_m; level.initanimset["stairs_down"] = %cqb_stairs_down; level.initanimset["stairs_down_out"] = %cqb_stairs_down_out_m; level.initanimset["shotgun_pullout"] = %shotgun_cqbrun_pullout; level.initanimset["shotgun_putaway"] = %shotgun_cqbrun_putaway; level.initanimset["reload"] = [%cqb_run_reload_a_iw6,%cqb_run_reload_b_iw6]; level.archetypes["soldier"]["cqb"] = level.initanimset; } //Function Number: 10 init_animset_pistol_move() { anim.initanimset = []; level.initanimset["sprint"] = %pistol_sprint; level.initanimset["sprint_short"] = %pistol_sprint; level.initanimset["straight"] = %pistol_walk; level.initanimset["move_f"] = %pistol_walk; level.initanimset["move_l"] = %pistol_walk_left; level.initanimset["move_r"] = %pistol_walk_right; level.initanimset["move_b"] = %pistol_walk_back; level.archetypes["soldier"]["pistol_move"] = level.initanimset; } //Function Number: 11 init_animset_pistol_stand() { anim.initanimset = []; level.initanimset["add_aim_up"] = %pistol_stand_aim_8_add; level.initanimset["add_aim_down"] = %pistol_stand_aim_2_add; level.initanimset["add_aim_left"] = %pistol_stand_aim_4_add; level.initanimset["add_aim_right"] = %pistol_stand_aim_6_add; level.initanimset["straight_level"] = %pistol_stand_aim_5; level.initanimset["fire"] = %pistol_stand_fire_a; level.initanimset["single"] = animscripts\utility::array(%pistol_stand_fire_a); level.initanimset["reload"] = animscripts\utility::array(%pistol_stand_reload_a); level.initanimset["reload_crouchhide"] = []; level.initanimset["exposed_idle"] = [%exposed_idle_alert_v1,%exposed_idle_alert_v2,%exposed_idle_alert_v3]; set_animarray_standing_turns_pistol(); level.initanimset["add_turn_aim_up"] = %pistol_stand_aim_8_alt; level.initanimset["add_turn_aim_down"] = %pistol_stand_aim_2_alt; level.initanimset["add_turn_aim_left"] = %pistol_stand_aim_4_alt; level.initanimset["add_turn_aim_right"] = %pistol_stand_aim_6_alt; level.archetypes["soldier"]["pistol_stand"] = level.initanimset; } //Function Number: 12 init_animset_rpg_stand() { anim.initanimset = []; level.initanimset["add_aim_up"] = %rpg_stand_aim_8; level.initanimset["add_aim_down"] = %rpg_stand_aim_2; level.initanimset["add_aim_left"] = %rpg_stand_aim_4; level.initanimset["add_aim_right"] = %rpg_stand_aim_6; level.initanimset["straight_level"] = %rpg_stand_aim_5; level.initanimset["fire"] = %rpg_stand_fire; level.initanimset["single"] = [%exposed_shoot_semi1]; level.initanimset["reload"] = [%rpg_stand_reload]; level.initanimset["reload_crouchhide"] = []; level.initanimset["exposed_idle"] = [%rpg_stand_idle]; set_animarray_stance_change(); set_animarray_standing_turns(); set_animarray_add_turn_aims_stand(); level.archetypes["soldier"]["rpg_stand"] = level.initanimset; } //Function Number: 13 init_animset_shotgun_stand() { anim.initanimset = []; level.initanimset["add_aim_up"] = %shotgun_aim_8; level.initanimset["add_aim_down"] = %shotgun_aim_2; level.initanimset["add_aim_left"] = %shotgun_aim_4; level.initanimset["add_aim_right"] = %shotgun_aim_6; level.initanimset["straight_level"] = %shotgun_aim_5; level.initanimset["fire"] = %exposed_shoot_auto_v3; level.initanimset["single"] = [%shotgun_stand_fire_1a,%shotgun_stand_fire_1b]; set_animarray_burst_and_semi_fire_stand(); level.initanimset["exposed_idle"] = [%exposed_idle_alert_v1,%exposed_idle_alert_v2,%exposed_idle_alert_v3]; level.initanimset["reload"] = [%shotgun_stand_reload_a,%shotgun_stand_reload_b,%shotgun_stand_reload_c,%shotgun_stand_reload_c,%shotgun_stand_reload_c]; level.initanimset["reload_crouchhide"] = [%shotgun_stand_reload_a,%shotgun_stand_reload_b]; set_animarray_stance_change(); set_animarray_standing_turns(); set_animarray_add_turn_aims_stand(); level.archetypes["soldier"]["shotgun_stand"] = level.initanimset; } //Function Number: 14 init_animset_smg_stand() { anim.initanimset = []; level.initanimset["add_aim_up"] = %smg_exposed_aim_8; level.initanimset["add_aim_down"] = %smg_exposed_aim_2; level.initanimset["add_aim_left"] = %smg_exposed_aim_4; level.initanimset["add_aim_right"] = %smg_exposed_aim_6; level.initanimset["straight_level"] = %smg_exposed_aim_5; level.initanimset["fire"] = %smg_exposed_shoot_auto_v3; level.initanimset["fire_corner"] = %smg_exposed_shoot_auto_v2; level.initanimset["single"] = animscripts\utility::array(%smg_exposed_shoot_semi1); set_animarray_burst_and_semi_fire_stand(); level.initanimset["exposed_idle"] = animscripts\utility::array(%smg_exposed_idle_alert_v1,%smg_exposed_idle_alert_v2,%smg_exposed_idle_alert_v3); level.initanimset["exposed_grenade"] = animscripts\utility::array(%smg_exposed_grenadethrowb,%smg_exposed_grenadethrowc); level.initanimset["reload"] = animscripts\utility::array(%smg_exposed_reload); level.initanimset["reload_crouchhide"] = animscripts\utility::array(%smg_exposed_reloadb); set_animarray_stance_change_smg(); set_animarray_smg_standing_turns(); set_animarray_add_smg_turn_aims_stand(); level.archetypes["soldier"]["smg_stand"] = level.initanimset; } //Function Number: 15 init_animset_cqb_stand() { anim.initanimset = []; level.initanimset["add_aim_up"] = %cqb_stand_aim8; level.initanimset["add_aim_down"] = %cqb_stand_aim2; level.initanimset["add_aim_left"] = %cqb_stand_aim4; level.initanimset["add_aim_right"] = %cqb_stand_aim6; level.initanimset["straight_level"] = %cqb_stand_aim5; level.initanimset["fire"] = %exposed_shoot_auto_v3; level.initanimset["single"] = [%exposed_shoot_semi1]; set_animarray_burst_and_semi_fire_stand(); level.initanimset["exposed_idle"] = [%exposed_idle_alert_v1,%exposed_idle_alert_v2,%exposed_idle_alert_v3]; level.initanimset["reload"] = [%cqb_stand_reload_steady]; level.initanimset["reload_crouchhide"] = [%cqb_stand_reload_knee]; set_animarray_stance_change(); set_animarray_standing_turns(); set_animarray_add_turn_aims_stand(); level.archetypes["soldier"]["cqb_stand"] = level.initanimset; } //Function Number: 16 init_animset_unstable_stand() { anim.initanimset = []; level.initanimset["add_aim_up"] = %cqb_stand_aim8; level.initanimset["add_aim_down"] = %cqb_stand_aim2; level.initanimset["add_aim_left"] = %cqb_stand_aim4; level.initanimset["add_aim_right"] = %cqb_stand_aim6; level.initanimset["straight_level"] = %lag_unstable_idle; level.initanimset["fire"] = %exposed_shoot_auto_v3; level.initanimset["single"] = [%exposed_shoot_semi1]; set_animarray_burst_and_semi_fire_stand(); level.initanimset["exposed_idle"] = [%lag_unstable_idle]; level.initanimset["reload"] = [%cqb_stand_reload_steady]; level.initanimset["reload_crouchhide"] = [%cqb_stand_reload_knee]; set_animarray_stance_change(); set_animarray_standing_turns(); set_animarray_add_turn_aims_stand(); level.archetypes["soldier"]["unstable_stand"] = level.initanimset; } //Function Number: 17 init_animset_heat_stand() { anim.initanimset = []; level.initanimset["add_aim_up"] = %heat_stand_aim_8; level.initanimset["add_aim_down"] = %heat_stand_aim_2; level.initanimset["add_aim_left"] = %heat_stand_aim_4; level.initanimset["add_aim_right"] = %heat_stand_aim_6; level.initanimset["straight_level"] = %heat_stand_aim_5; level.initanimset["fire"] = %heat_stand_fire_auto; level.initanimset["single"] = animscripts\utility::array(%heat_stand_fire_single); set_animarray_custom_burst_and_semi_fire_stand(%heat_stand_fire_burst); level.initanimset["exposed_idle"] = animscripts\utility::array(%heat_stand_idle,%heat_stand_scana,%heat_stand_scanb); level.initanimset["reload"] = animscripts\utility::array(%heat_exposed_reload); level.initanimset["reload_crouchhide"] = animscripts\utility::array(); set_animarray_stance_change(); level.initanimset["turn_left_45"] = %heat_stand_turn_l; level.initanimset["turn_left_90"] = %heat_stand_turn_l; level.initanimset["turn_left_135"] = %heat_stand_turn_180; level.initanimset["turn_left_180"] = %heat_stand_turn_180; level.initanimset["turn_right_45"] = %heat_stand_turn_r; level.initanimset["turn_right_90"] = %heat_stand_turn_r; level.initanimset["turn_right_135"] = %heat_stand_turn_180; level.initanimset["turn_right_180"] = %heat_stand_turn_180; set_animarray_add_turn_aims_stand(); level.archetypes["soldier"]["heat_stand"] = level.initanimset; } //Function Number: 18 init_animset_heat_reload() { anim.initanimset = []; level.initanimset["reload_cover_left"] = %heat_cover_reload_r; level.initanimset["reload_cover_right"] = %heat_cover_reload_l; level.initanimset["reload_default"] = %heat_cover_reload_l; level.archetypes["soldier"]["heat_reload"] = level.initanimset; } //Function Number: 19 init_animset_default_stand() { anim.initanimset = []; level.initanimset["add_aim_up"] = %exposed_aim_8; level.initanimset["add_aim_down"] = %exposed_aim_2; level.initanimset["add_aim_left"] = %exposed_aim_4; level.initanimset["add_aim_right"] = %exposed_aim_6; level.initanimset["straight_level"] = %exposed_aim_5; level.initanimset["fire"] = %exposed_shoot_auto_v3; level.initanimset["fire_corner"] = %exposed_shoot_auto_v2; level.initanimset["single"] = animscripts\utility::array(%exposed_shoot_semi1); set_animarray_burst_and_semi_fire_stand(); level.initanimset["exposed_idle"] = animscripts\utility::array(%exposed_idle_alert_v1,%exposed_idle_alert_v2,%exposed_idle_alert_v3); level.initanimset["exposed_grenade"] = animscripts\utility::array(%exposed_grenadethrowb,%exposed_grenadethrowc); level.initanimset["reload"] = animscripts\utility::array(%exposed_reload); level.initanimset["reload_crouchhide"] = animscripts\utility::array(%exposed_reloadb); set_animarray_stance_change(); set_animarray_standing_turns(); set_animarray_add_turn_aims_stand(); level.archetypes["soldier"]["default_stand"] = level.initanimset; } //Function Number: 20 init_animset_default_crouch() { anim.initanimset = []; set_animarray_crouch_aim(); level.initanimset["fire"] = %exposed_crouch_shoot_auto_v2; level.initanimset["single"] = animscripts\utility::array(%exposed_crouch_shoot_semi1); set_animarray_burst_and_semi_fire_crouch(); level.initanimset["reload"] = animscripts\utility::array(%exposed_crouch_reload); level.initanimset["exposed_idle"] = animscripts\utility::array(%exposed_crouch_idle_alert_v1,%exposed_crouch_idle_alert_v2,%exposed_crouch_idle_alert_v3); set_animarray_stance_change(); set_animarray_crouching_turns(); set_animarray_add_turn_aims_crouch(); level.archetypes["soldier"]["default_crouch"] = level.initanimset; } //Function Number: 21 init_animset_rpg_crouch() { anim.initanimset = []; level.initanimset["add_aim_up"] = %rpg_crouch_aim_8; level.initanimset["add_aim_down"] = %rpg_crouch_aim_2; level.initanimset["add_aim_left"] = %rpg_crouch_aim_4; level.initanimset["add_aim_right"] = %rpg_crouch_aim_6; level.initanimset["straight_level"] = %rpg_crouch_aim_5; level.initanimset["fire"] = %rpg_crouch_fire; level.initanimset["single"] = [%rpg_crouch_fire]; level.initanimset["reload"] = [%rpg_crouch_reload]; level.initanimset["exposed_idle"] = [%rpg_crouch_idle]; set_animarray_stance_change(); set_animarray_crouching_turns(); set_animarray_add_turn_aims_crouch(); level.archetypes["soldier"]["rpg_crouch"] = level.initanimset; } //Function Number: 22 init_animset_shotgun_crouch() { anim.initanimset = []; set_animarray_crouch_aim(); level.initanimset["fire"] = %exposed_crouch_shoot_auto_v2; level.initanimset["single"] = [%shotgun_crouch_fire]; set_animarray_burst_and_semi_fire_crouch(); level.initanimset["reload"] = [%shotgun_crouch_reload]; level.initanimset["exposed_idle"] = [%exposed_crouch_idle_alert_v1,%exposed_crouch_idle_alert_v2,%exposed_crouch_idle_alert_v3]; set_animarray_stance_change(); set_animarray_crouching_turns(); set_animarray_add_turn_aims_crouch(); level.archetypes["soldier"]["shotgun_crouch"] = level.initanimset; } //Function Number: 23 init_animset_smg_crouch() { anim.initanimset = []; set_animarray_crouch_aim(); level.initanimset["fire"] = %exposed_crouch_shoot_auto_v2; level.initanimset["single"] = animscripts\utility::array(%exposed_crouch_shoot_semi1); set_animarray_burst_and_semi_fire_crouch(); level.initanimset["reload"] = animscripts\utility::array(%exposed_crouch_reload); level.initanimset["exposed_idle"] = animscripts\utility::array(%exposed_crouch_idle_alert_v1,%exposed_crouch_idle_alert_v2,%exposed_crouch_idle_alert_v3); set_animarray_stance_change_smg(); set_animarray_crouching_turns(); set_animarray_add_turn_aims_crouch(); level.archetypes["soldier"]["smg_crouch"] = level.initanimset; } //Function Number: 24 init_animset_default_prone() { anim.initanimset = []; level.initanimset["add_aim_up"] = %prone_aim_8_add; level.initanimset["add_aim_down"] = %prone_aim_2_add; level.initanimset["add_aim_left"] = %prone_aim_4_add; level.initanimset["add_aim_right"] = %prone_aim_6_add; level.initanimset["straight_level"] = %prone_aim_5; level.initanimset["fire"] = %prone_fire_1; level.initanimset["single"] = [%prone_fire_1]; level.initanimset["reload"] = [%prone_reload]; level.initanimset["burst2"] = %prone_fire_burst; level.initanimset["burst3"] = %prone_fire_burst; level.initanimset["burst4"] = %prone_fire_burst; level.initanimset["burst5"] = %prone_fire_burst; level.initanimset["burst6"] = %prone_fire_burst; level.initanimset["semi2"] = %prone_fire_burst; level.initanimset["semi3"] = %prone_fire_burst; level.initanimset["semi4"] = %prone_fire_burst; level.initanimset["semi5"] = %prone_fire_burst; level.initanimset["exposed_idle"] = [%exposed_crouch_idle_alert_v1,%exposed_crouch_idle_alert_v2,%exposed_crouch_idle_alert_v3]; set_animarray_stance_change(); level.archetypes["soldier"]["default_prone"] = level.initanimset; } //Function Number: 25 init_animset_complete_custom_stand(param_00) { self.combatstandanims = param_00; } //Function Number: 26 init_animset_custom_stand(param_00,param_01,param_02,param_03) { anim.initanimset = animscripts\utility::lookupanimarray("default_stand"); if(isdefined(param_01)) { level.initanimset["straight_level"] = param_01; } if(isdefined(param_00)) { level.initanimset["fire"] = param_00; level.initanimset["single"] = animscripts\utility::array(param_00); set_animarray_custom_burst_and_semi_fire_stand(param_00); } if(isdefined(param_02)) { level.initanimset["exposed_idle"] = animscripts\utility::array(param_02); } if(isdefined(param_03)) { level.initanimset["reload"] = animscripts\utility::array(param_03); level.initanimset["reload_crouchhide"] = animscripts\utility::array(param_03); } self.combatstandanims = level.initanimset; } //Function Number: 27 init_animset_custom_crouch(param_00,param_01,param_02) { anim.initanimset = animscripts\utility::lookupanimarray("default_crouch"); if(isdefined(param_00)) { level.initanimset["fire"] = param_00; level.initanimset["single"] = animscripts\utility::array(param_00); set_animarray_custom_burst_and_semi_fire_crouch(param_00); } if(isdefined(param_01)) { level.initanimset["exposed_idle"] = animscripts\utility::array(param_01); } if(isdefined(param_02)) { level.initanimset["reload"] = animscripts\utility::array(param_02); } self.combatcrouchanims = level.initanimset; } //Function Number: 28 init_animset_complete_custom_crouch(param_00) { self.combatcrouchanims = param_00; } //Function Number: 29 clear_custom_animset() { self.custommoveanimset = undefined; self.customidleanimset = undefined; self.combatstandanims = undefined; self.combatcrouchanims = undefined; } //Function Number: 30 set_animarray_standing_turns_pistol(param_00) { level.initanimset["turn_left_45"] = %pistol_stand_turn45l; level.initanimset["turn_left_90"] = %pistol_stand_turn90l; level.initanimset["turn_left_135"] = %pistol_stand_turn90l; level.initanimset["turn_left_180"] = %pistol_stand_turn180l; level.initanimset["turn_right_45"] = %pistol_stand_turn45r; level.initanimset["turn_right_90"] = %pistol_stand_turn90r; level.initanimset["turn_right_135"] = %pistol_stand_turn90r; level.initanimset["turn_right_180"] = %pistol_stand_turn180l; } //Function Number: 31 set_animarray_standing_turns() { level.initanimset["turn_left_45"] = %exposed_tracking_turn45l; level.initanimset["turn_left_90"] = %exposed_tracking_turn90l; level.initanimset["turn_left_135"] = %exposed_tracking_turn135l; level.initanimset["turn_left_180"] = %exposed_tracking_turn180l; level.initanimset["turn_right_45"] = %exposed_tracking_turn45r; level.initanimset["turn_right_90"] = %exposed_tracking_turn90r; level.initanimset["turn_right_135"] = %exposed_tracking_turn135r; level.initanimset["turn_right_180"] = %exposed_tracking_turn180r; } //Function Number: 32 set_animarray_smg_standing_turns() { level.initanimset["turn_left_45"] = %smg_exposed_tracking_turn45l; level.initanimset["turn_left_90"] = %smg_exposed_tracking_turn90l; level.initanimset["turn_left_135"] = %smg_exposed_tracking_turn135l; level.initanimset["turn_left_180"] = %smg_exposed_tracking_turn180l; level.initanimset["turn_right_45"] = %smg_exposed_tracking_turn45r; level.initanimset["turn_right_90"] = %smg_exposed_tracking_turn90r; level.initanimset["turn_right_135"] = %smg_exposed_tracking_turn135r; level.initanimset["turn_right_180"] = %smg_exposed_tracking_turn180r; } //Function Number: 33 set_animarray_crouching_turns() { level.initanimset["turn_left_45"] = %exposed_crouch_turn_90_left; level.initanimset["turn_left_90"] = %exposed_crouch_turn_90_left; level.initanimset["turn_left_135"] = %exposed_crouch_turn_180_left; level.initanimset["turn_left_180"] = %exposed_crouch_turn_180_left; level.initanimset["turn_right_45"] = %exposed_crouch_turn_90_right; level.initanimset["turn_right_90"] = %exposed_crouch_turn_90_right; level.initanimset["turn_right_135"] = %exposed_crouch_turn_180_right; level.initanimset["turn_right_180"] = %exposed_crouch_turn_180_right; } //Function Number: 34 set_animarray_stance_change() { level.initanimset["crouch_2_stand"] = %exposed_crouch_2_stand; level.initanimset["crouch_2_prone"] = %crouch_2_prone; level.initanimset["stand_2_crouch"] = %exposed_stand_2_crouch; level.initanimset["stand_2_prone"] = %stand_2_prone; level.initanimset["prone_2_crouch"] = %prone_2_crouch; level.initanimset["prone_2_stand"] = %prone_2_stand; } //Function Number: 35 set_animarray_stance_change_smg() { level.initanimset["crouch_2_stand"] = %smg_exposed_crouch_2_stand; level.initanimset["crouch_2_prone"] = %crouch_2_prone; level.initanimset["stand_2_crouch"] = %smg_exposed_stand_2_crouch; level.initanimset["stand_2_prone"] = %stand_2_prone; level.initanimset["prone_2_crouch"] = %prone_2_crouch; level.initanimset["prone_2_stand"] = %prone_2_stand; } //Function Number: 36 set_animarray_burst_and_semi_fire_stand() { level.initanimset["burst2"] = %exposed_shoot_burst3; level.initanimset["burst3"] = %exposed_shoot_burst3; level.initanimset["burst4"] = %exposed_shoot_burst4; level.initanimset["burst5"] = %exposed_shoot_burst5; level.initanimset["burst6"] = %exposed_shoot_burst6; level.initanimset["semi2"] = %exposed_shoot_semi2; level.initanimset["semi3"] = %exposed_shoot_semi3; level.initanimset["semi4"] = %exposed_shoot_semi4; level.initanimset["semi5"] = %exposed_shoot_semi5; } //Function Number: 37 set_animarray_custom_burst_and_semi_fire_stand(param_00) { level.initanimset["burst2"] = param_00; level.initanimset["burst3"] = param_00; level.initanimset["burst4"] = param_00; level.initanimset["burst5"] = param_00; level.initanimset["burst6"] = param_00; level.initanimset["semi2"] = param_00; level.initanimset["semi3"] = param_00; level.initanimset["semi4"] = param_00; level.initanimset["semi5"] = param_00; } //Function Number: 38 set_animarray_burst_and_semi_fire_crouch() { level.initanimset["burst2"] = %exposed_crouch_shoot_burst3; level.initanimset["burst3"] = %exposed_crouch_shoot_burst3; level.initanimset["burst4"] = %exposed_crouch_shoot_burst4; level.initanimset["burst5"] = %exposed_crouch_shoot_burst5; level.initanimset["burst6"] = %exposed_crouch_shoot_burst6; level.initanimset["semi2"] = %exposed_crouch_shoot_semi2; level.initanimset["semi3"] = %exposed_crouch_shoot_semi3; level.initanimset["semi4"] = %exposed_crouch_shoot_semi4; level.initanimset["semi5"] = %exposed_crouch_shoot_semi5; } //Function Number: 39 set_animarray_crouch_aim() { level.initanimset["add_aim_up"] = %exposed_crouch_aim_8; level.initanimset["add_aim_down"] = %exposed_crouch_aim_2; level.initanimset["add_aim_left"] = %exposed_crouch_aim_4; level.initanimset["add_aim_right"] = %exposed_crouch_aim_6; level.initanimset["straight_level"] = %exposed_crouch_aim_5; } //Function Number: 40 set_animarray_custom_burst_and_semi_fire_crouch(param_00) { level.initanimset["burst2"] = param_00; level.initanimset["burst3"] = param_00; level.initanimset["burst4"] = param_00; level.initanimset["burst5"] = param_00; level.initanimset["burst6"] = param_00; level.initanimset["semi2"] = param_00; level.initanimset["semi3"] = param_00; level.initanimset["semi4"] = param_00; level.initanimset["semi5"] = param_00; } //Function Number: 41 set_animarray_add_turn_aims_stand() { level.initanimset["add_turn_aim_up"] = %exposed_turn_aim_8; level.initanimset["add_turn_aim_down"] = %exposed_turn_aim_2; level.initanimset["add_turn_aim_left"] = %exposed_turn_aim_4; level.initanimset["add_turn_aim_right"] = %exposed_turn_aim_6; } //Function Number: 42 set_animarray_add_smg_turn_aims_stand() { level.initanimset["add_turn_aim_up"] = %smg_exposed_turn_aim_8; level.initanimset["add_turn_aim_down"] = %smg_exposed_turn_aim_2; level.initanimset["add_turn_aim_left"] = %smg_exposed_turn_aim_4; level.initanimset["add_turn_aim_right"] = %smg_exposed_turn_aim_6; } //Function Number: 43 set_animarray_add_turn_aims_crouch() { level.initanimset["add_turn_aim_up"] = %exposed_crouch_turn_aim_8; level.initanimset["add_turn_aim_down"] = %exposed_crouch_turn_aim_2; level.initanimset["add_turn_aim_left"] = %exposed_crouch_turn_aim_4; level.initanimset["add_turn_aim_right"] = %exposed_crouch_turn_aim_6; } //Function Number: 44 set_animarray_standing() { if(animscripts\utility::usingsidearm() || isdefined(self.alwaysusepistol)) { self.a.array = animscripts\utility::lookupanimarray("pistol_stand"); return; } if(isdefined(self.combatstandanims)) { self.a.array = self.combatstandanims; return; } if(isdefined(self.heat)) { self.a.array = animscripts\utility::lookupanimarray("heat_stand"); return; } if(animscripts\utility::usingrocketlauncher()) { self.a.array = animscripts\utility::lookupanimarray("rpg_stand"); return; } if(animscripts\utility::usingsmg()) { self.a.array = animscripts\utility::lookupanimarray("smg_stand"); return; } if(isdefined(self.weapon) && animscripts\utility::weapon_pump_action_shotgun()) { self.a.array = animscripts\utility::lookupanimarray("shotgun_stand"); return; } if(animscripts\utility::iscqbwalking()) { self.a.array = animscripts\utility::lookupanimarray("cqb_stand"); return; } if(animscripts\utility::isunstableground()) { self.a.array = animscripts\utility::lookupanimarray("unstable_stand"); return; } self.a.array = animscripts\utility::lookupanimarray("default_stand"); } //Function Number: 45 set_animarray_crouching() { if(animscripts\utility::usingsidearm()) { animscripts\shared::placeweaponon(self.primaryweapon,"right"); } if(isdefined(self.combatcrouchanims)) { self.a.array = self.combatcrouchanims; return; } if(animscripts\utility::usingrocketlauncher()) { self.a.array = animscripts\utility::lookupanimarray("rpg_crouch"); return; } if(animscripts\utility::usingsmg()) { self.a.array = animscripts\utility::lookupanimarray("smg_crouch"); return; } if(isdefined(self.weapon) && animscripts\utility::weapon_pump_action_shotgun()) { self.a.array = animscripts\utility::lookupanimarray("shotgun_crouch"); return; } self.a.array = animscripts\utility::lookupanimarray("default_crouch"); } //Function Number: 46 set_animarray_prone() { if(animscripts\utility::usingsidearm()) { animscripts\shared::placeweaponon(self.primaryweapon,"right"); } self.a.array = animscripts\utility::lookupanimarray("default_prone"); } //Function Number: 47 init_moving_turn_animations() { anim.initanimset = []; level.initanimset[0] = %run_turn_180; level.initanimset[1] = %run_turn_l135; level.initanimset[2] = %run_turn_l90; level.initanimset[3] = %run_turn_l45; level.initanimset[5] = %run_turn_r45; level.initanimset[6] = %run_turn_r90; level.initanimset[7] = %run_turn_r135; level.initanimset[8] = %run_turn_180; level.archetypes["soldier"]["run_turn"] = level.initanimset; anim.initanimset = []; level.initanimset[0] = %smg_run_turn_180; level.initanimset[1] = %smg_run_turn_l135; level.initanimset[2] = %smg_run_turn_l90; level.initanimset[3] = %smg_run_turn_l45; level.initanimset[5] = %smg_run_turn_r45; level.initanimset[6] = %smg_run_turn_r90; level.initanimset[7] = %smg_run_turn_r135; level.initanimset[8] = %smg_run_turn_180; level.archetypes["soldier"]["smg_run_turn"] = level.initanimset; anim.initanimset = []; level.initanimset[0] = %cqb_walk_turn_2; level.initanimset[1] = %cqb_walk_turn_1; level.initanimset[2] = %cqb_walk_turn_4; level.initanimset[3] = %cqb_walk_turn_7; level.initanimset[5] = %cqb_walk_turn_9; level.initanimset[6] = %cqb_walk_turn_6; level.initanimset[7] = %cqb_walk_turn_3; level.initanimset[8] = %cqb_walk_turn_2; level.archetypes["soldier"]["cqb_turn"] = level.initanimset; anim.initanimset = []; level.initanimset[0] = %cqb_run_turn_180_iw6; level.initanimset[1] = %cqb_run_turn_l135_iw6; level.initanimset[2] = %cqb_run_turn_l90_iw6; level.initanimset[3] = %cqb_run_turn_l45_iw6; level.initanimset[5] = %cqb_run_turn_r45_iw6; level.initanimset[6] = %cqb_run_turn_r90_iw6; level.initanimset[7] = %cqb_run_turn_r135_iw6; level.initanimset[8] = %cqb_run_turn_180_iw6; level.archetypes["soldier"]["cqb_run_turn"] = level.initanimset; anim.initanimset = []; level.initanimset[0] = %lag_unstable_moveforward_arrive_2; level.initanimset[1] = %lag_unstable_moveforward_arrive_1; level.initanimset[2] = %lag_unstable_moveforward_arrive_4; level.initanimset[3] = %lag_unstable_moveforward_arrive_7; level.initanimset[5] = %lag_unstable_moveforward_arrive_9; level.initanimset[6] = %lag_unstable_moveforward_arrive_6; level.initanimset[7] = %lag_unstable_moveforward_arrive_3; level.initanimset[8] = %lag_unstable_moveforward_arrive_2; level.archetypes["soldier"]["unstable_run_turn"] = level.initanimset; } //Function Number: 48 init_exposed_turn_animations() { anim.initanimset = []; level.initanimset["turn_left_45"] = %exposed_tracking_turn45l; level.initanimset["turn_left_90"] = %exposed_tracking_turn90l; level.initanimset["turn_left_135"] = %exposed_tracking_turn135l; level.initanimset["turn_left_180"] = %exposed_tracking_turn180l; level.initanimset["turn_right_45"] = %exposed_tracking_turn45r; level.initanimset["turn_right_90"] = %exposed_tracking_turn90r; level.initanimset["turn_right_135"] = %exposed_tracking_turn135r; level.initanimset["turn_right_180"] = %exposed_tracking_turn180r; level.archetypes["soldier"]["exposed_turn"] = level.initanimset; anim.initanimset = []; level.initanimset["turn_left_45"] = %exposed_crouch_turn_90_left; level.initanimset["turn_left_90"] = %exposed_crouch_turn_90_left; level.initanimset["turn_left_135"] = %exposed_crouch_turn_180_left; level.initanimset["turn_left_180"] = %exposed_crouch_turn_180_left; level.initanimset["turn_right_45"] = %exposed_crouch_turn_90_right; level.initanimset["turn_right_90"] = %exposed_crouch_turn_90_right; level.initanimset["turn_right_135"] = %exposed_crouch_turn_180_right; level.initanimset["turn_right_180"] = %exposed_crouch_turn_180_right; level.archetypes["soldier"]["exposed_turn_crouch"] = level.initanimset; } //Function Number: 49 init_grenade_animations() { anim.initanimset = []; level.initanimset["cower_squat"] = %exposed_squat_down_grenade_f; level.initanimset["cower_squat_idle"] = %exposed_squat_idle_grenade_f; level.initanimset["cower_dive_back"] = %exposed_dive_grenade_b; level.initanimset["cower_dive_front"] = %exposed_dive_grenade_f; level.initanimset["return_throw_short"] = [%grenade_return_running_throw_forward,%grenade_return_standing_throw_forward_1]; level.initanimset["return_throw_long"] = [%grenade_return_running_throw_forward,%grenade_return_standing_throw_overhand_forward]; level.initanimset["return_throw_default"] = [%grenade_return_standing_throw_overhand_forward]; level.initanimset["return_throw_short_smg"] = [%smg_grenade_return_running_throw_forward,%smg_grenade_return_standing_throw_forward_1]; level.initanimset["return_throw_long_smg"] = [%smg_grenade_return_running_throw_forward,%smg_grenade_return_standing_throw_overhand_forward]; level.initanimset["return_throw_default_smg"] = [%smg_grenade_return_standing_throw_overhand_forward]; level.archetypes["soldier"]["grenade"] = level.initanimset; } //Function Number: 50 init_animset_run_n_gun() { anim.initanimset = []; level.initanimset["F"] = %run_n_gun_f; level.initanimset["L"] = %run_n_gun_l; level.initanimset["R"] = %run_n_gun_r; level.initanimset["LB"] = %run_n_gun_l_120; level.initanimset["RB"] = %run_n_gun_r_120; level.initanimset["move_back"] = %combatwalk_b; level.archetypes["soldier"]["run_n_gun"] = level.initanimset; } //Function Number: 51 setup_run_n_gun() { self.maxrunngunangle = 130; self.runnguntransitionpoint = 0.4615385; self.runngunincrement = 0.3; } //Function Number: 52 init_animset_ambush() { anim.initanimset = []; level.initanimset["move_l"] = %combatwalk_l; level.initanimset["move_r"] = %combatwalk_r; level.initanimset["move_b"] = %combatwalk_b; level.archetypes["soldier"]["ambush"] = level.initanimset; } //Function Number: 53 init_animset_smg_ambush() { anim.initanimset = []; level.initanimset["move_l"] = %smg_combatwalk_l; level.initanimset["move_r"] = %smg_combatwalk_r; level.initanimset["move_b"] = %smg_combatwalk_b; level.archetypes["soldier"]["smg_ambush"] = level.initanimset; } //Function Number: 54 init_animset_smg_crouch_run() { anim.initanimset = []; level.initanimset["crouch"] = %smg_crouch_fastwalk_f; level.initanimset["crouch_l"] = %smg_crouch_fastwalk_l; level.initanimset["crouch_r"] = %smg_crouch_fastwalk_r; level.initanimset["crouch_b"] = %smg_crouch_fastwalk_b; level.archetypes["soldier"]["smg_crouch_run"] = level.initanimset; } //Function Number: 55 set_ambush_sidestep_anims() { var_00 = "ambush"; if(animscripts\utility::usingsmg()) { var_00 = "smg_ambush"; } self.a.moveanimset["move_l"] = animscripts\utility::lookupanim(var_00,"move_l"); self.a.moveanimset["move_r"] = animscripts\utility::lookupanim(var_00,"move_r"); self.a.moveanimset["move_b"] = animscripts\utility::lookupanim(var_00,"move_b"); } //Function Number: 56 heat_reload_anim() { if(self.weapon != self.primaryweapon) { return animscripts\utility::animarraypickrandom("reload"); } if(isdefined(self.node)) { if(self nearclaimnodeandangle()) { var_00 = undefined; if(self.node.type == "Cover Left") { var_00 = animscripts\utility::lookupanim("heat_reload","reload_cover_left"); } else if(self.node.type == "Cover Right") { var_00 = animscripts\utility::lookupanim("heat_reload","reload_cover_right"); } if(isdefined(var_00)) { return var_00; } } } return animscripts\utility::lookupanim("heat_reload","reload_default"); }