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